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Canals/Waterways - Image

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oh it's no problem.  i don't mind getting pm'd.  right now, i am working on a chinatown-project.  seems SC4 is lacking in this.  i'll check out the site later tonite.
 
These lots are not on the LEX at the moment.  seems me and Agra haven't released them yet.  if your Lot Editor isn't working try un-installing it and downloading a new version.

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Thanks Agra! I finally managed to get the tunnels side by side after trying out your instructions to terraform the entrances such that they are of the same level. 21.gif

BTW, where can I get the lot that shows a pedestrian walkway with a street lamp and a tree, i.e. the one you showed when you were teaching us how to do create the canal?

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    ----------------

    On 1/27/2004 4:20:48 AM nickrich wrote:Thanks Agra! I finally managed to get the tunnels side by side after trying out your instructions to terraform the entrances such that they are of the same level.
    <a
    https://www.simtropolis.com/idealbb/images/smilies/21.gif border=0>


    BTW, where can I get the lot that shows a pedestrian walkway with a street lamp and a tree, i.e. the one you showed when you were teaching us how to do create the canal?

    ----------------

    That

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    N7-

    You have done an excellent job of caputuring that city and blossoming the oranges! I think you should really consider a CJ and share your work!

    Agra-

    It is simply amazing how you have taken a simple thread on canal and waterway building and have inspired(including me) so many people with what you have built, using your skills and techniques in so many unique ways! You truely have brought your city to life and created a community where many people in Simtropolis would desire to live!


    Hats off to both of you! 21.gif Excellent work!

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    I'm very happy to have been able to bring forward a few new ideas for a more creative city-building experience, and I'm even more pleased knowing that each idea I've brought doesn't require any modification of the game itself - anyone with any copy of SimCity 4 can accomplish this with a bit of testing and some patience <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>

    I would like to thank everyone for showing such interest in this.  A more comprehensive tutorial will be available for those eager to learn more <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>

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    I spent half an hour just ooggling the shots in this thread. Absolutely amazing! I should really try building on more hilly terrain sometimes!1.gif

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    I could never do the things you guys are doing. These are GREAT! Keep'em coming, cuz I want to see if I can try any of them out.<ahttps://www.simtropolis.com/idealbb/images/smilies/9.gif>

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    Indeed. Agra has inspired me to crank up the zoom in SC4 and do some very nice detailing and terraforming. The game is so much more satisfying that way. I'll probably post a few shots of my work in a week or so.

    I am also eagerly awaiting the uploading of some of his foundation-creating lots... and wishing it were possible to make a mod so you could completely lower game tiles without creating any slope in the surrounding tiles23.gif

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    langem13,

    I don't think such a tile-lowering mod is possible. The terrain tools all seem to work on the corners of tiles as points. There is however the 'extra terrain tools' mod, which has a sinkhole tool. It's steep, but not perfectly steep. I think your idea is a good one though. While were at it, how's about a 'perfect slope' tool, from point A to point B, at differing elevations? That'd be great.

    -Smack

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    agra perhaps you can help me, i tried what you build, but i have a problem:
    i used the trail park lots of peg. well, but if i change the orientation before placing that happens: so it is impossible to put the trail park pieces in the same direction as the street
     
     
    /idealbb/files/Unbenannt1.jpg

     

    and another question, how can i supress the function that lots take automatically the direction of the street? the arrow always points to the street, but sometimes i have to place lots in another orientation, it would be great if you could help me!

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    Smack, thanks for mentioning the extra terrain tools mod, I'll check that out. And yes, a perfect slope tool would be nice. The elevated rails (EL or Mono) do a nice job of smoothing out slopes (as Agra taught me), but they still don't make perfect slopes consistently.
    It's too bad you couldn't make a lot that creates a foundation, but allows other lots to be placed on top of it. Or could you?

    admiralenciso: To change a lot's orientation (ie, the direction of the arrow), use the 'home' or 'end' keys. To fix your monorail problem as shown in your picture, refer back a page or two, where Agra posted a very detailed pictorial tutorial (hey, has a nice ring to it, pictorial tutorial3.gif). The key is that your road maintains the level for the adjacent lot IF you orient the lot correctly - with the arrow pointing to the road. In your picture, it looks like one of the walkways was not oriented correctly, and so did not get its elevation 'cue' from the road. By the way, you can make a road connection to your station as well. It's all in Agra's tutorial.

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    langem13, to continue our side discussion (this thread is full of them!), I like that idea of a foundation lot that is able to be built over. I wonder if it could be done with maybe a special type of lot, like god-mode trees? Something that's usually built over.

    As to PEG's lots, I think the problem he's relating is that the lot orientation is parallel to the pathway, which means it doesn't get it's cue from the road for elevation.

    -Smack

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    i think you don't understand me, i know how to rotate the lots, but the problem is that instantly the lot rotate automatically every time towards the street/road, so you cant place anything what have to be rotated like this peg lot. if you see the picture in detail you will see, that i placed one lot with the right orientation to the street and it worked! but now look close at this lot and you will see that the walkway for pedestrians isnt parallel to the street! if i rotate the lot so the pedestrian walkway is in same direction like the street it isnt put at street level. i think you dont understand the picture, please look close and you will see what i mean. sorry for my english but im german so i have some difficulties to explain my self in a foreign lenguage that i only learned for 3 years in school!

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    admiralenciso, sorry I did misinterprate your question, and I do understand the problem you've been having. I was trying to do the same thing with PEG ponds.. I couldn't put the pond's edge in the right spot for the right foundation because of the lot's orientation.
    I was going to suggest that you keep building road sections and foundation lots one by one, but then I realized it wouldn't work when you made the monorail trench.

    Someone needs to make a foundation lot that could be built upon! That would be so cool.

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    ----------------

    On 1/29/2004 4:29:46 PM langem13 wrote:admiralenciso, sorry I did misinterprate your question, and I do understand the problem you've been having.  I was trying to do the same thing with PEG ponds.. I couldn't put the pond's edge in the right spot for the right foundation because of the lot's orientation. 

    I was going to suggest that you keep building road sections and foundation lots one by one, but then I realized it wouldn't work when you made the monorail trench.


    Someone needs to make a foundation lot that could be built upon!  That would be so cool.

    ----------------


    Unfortunately, the answers you've received admiralenciso are true.  For the foundation to appear properly it's required that the lot arrow is pointing at the upper tool.  You don

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    may i suggest switchbacks, Agra? that bridge kinda sticks out on its own like that, and the pillars for it looks weird. Besides that, great job! I love this new section of your city. Very cool!

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    Not a bad idea!  The bridge DO stick out.  When making the choice for which bridge to use, I decided for the one with less pillars.  The other ones looked like huge fences! <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif>

    The problem is to solve it though!  The terrain requires a bridge to be built since too much valuable space would be wasted with a sloping road - and further more, there are housing projects planned for the second mountain, (where the bridge spans to), and it's easier to construct a sloping road from this second mountain due to how the terrain is built on the other side.

    Any ideas welcomed! <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>

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    I love the way that mountain casts his shadow over the city, it looks great. As for the bridge; I think it looks good, I've seen bridges like that in Germany although that were usually level bridges.
    I'm currentky working on a region that's largely inspired by this thread so maybe I can show some pics soon.
     
    Loki

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    Hey Agra,
    Looks great man. Love the whole housing development in the mountains connected by a high bridge thing. So much fun! That must be a cool view in UDI.

    Say, I've been trying for about an hour now to create side-by-side highway and railway tunnels. I know you've explained in a previous post that you simply have to make sure both entrances are on the same level, or 'plane'. The problem I'm having is that when tunnel entrances are made, they rather drastically affect the topography of the adjacent grid spaces. There's nothing you (or maybe just I) can seem to do to fix this. Anytime I get anywhere near an existing tunnel with even the smallest terraforming tool, boom, it's gone man14.gif
    So, ok, what's the real trick11.gif

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    This city is downright spectacular.  I love how that mountain casts that shade over all of those buildings.  I can't wait to build a hilly city.

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    Agra, personally I like the way the bridge looks (even with the funky pillars).  Also amazing job running the road level along the mountain to it.  I also like how you added the walkways running along side it which partially hide the fact that it is necessary to tunnel under a bridge.  Nice solution.
     
    A couple of questions.  Those super tall pine trees are they a custom lot?  And what is all that white stuff all over you landscape?  Do you have the worlds worst litter crisis in your city?
     
    I too am having problems getting tunnels side by side, can you post some pics of the the sculpted terrain before you build a tunnel, as well as the process of doing it.  Thanks

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    the white stuff is probably snow from the snow-capped mountain mod. very realistic!
     
    i would like to add that i'm doing a city kinda like this one! using your ideas like level bridges and sunken mass transit, it'll be a blast! only problem:its built on flat terrain but that will change as i expand that city, and it is nothing like your's.

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    Great city, love your work. Can someone tell me HTF you boys get a) road bridges to go over land, and b) buildings of the same type wherever you want them? Are they ploppables? I always get various crud showing up, like this:
     
    /idealbb/files/my_hill.jpg
     
    Thanks.

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    Bridges occur when there the land drops and regains height, and if that deviation is significant enough. If you want a land bridge, just keep on dragging the transport tool over the relevant terrain, and the dialog will appear.
    Building styles are controlled by the building style controller (available with Rush Hour). Its the small blue button about 2/3 to the right at the bottom of the screen which has a set square and a ruler on.
    I don't think that pic is crud, you just need to develop it a bit more, cover the whole thing in buildings. Just make sure that you don't zone on 45 degree slopes, and the roads don't have ridiculously sharp downhill sections, or anything like that.

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    Again, thanks for your comments <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif> 

    Loki;

    Yes, we have similar bridges like this where I live as well, so they do exist.  Still, I think Killer do have a point so I'll try to test different bridges - 'cause a bridge it must be though <ahttps://www.simtropolis.com/idealbb/images/smilies/4.gif>  Looking forward to see some images from your city! <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>

    Langem;

    It so happens that it's very difficult to use two of the three available terraforming tools - regardless of size.  The tool that offers the most effecient way to terraform terrain tiles adjacent to tunnel entrances is the levelling tool.  It's often a good idea to imagine how the tunnel entrances and the surrounding tiles are going to look once finished.  This way most of the terraforming can be done before constructing the tunnels.
    If using the lowering or raising terraforming tools, always ensure that you're not closer than at least 2 tiles away from the tunnel entrances.  If you need to adjust terrain tiles closer, use the levelling tool.  And as always, SAVE before doing something. If anything goes wrong you can always return to the starting point <ahttps://www.simtropolis.com/idealbb/images/smilies/10.gif>

    Wolverine;

    Good luck! <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>  Bring lots and lots of patience with you. It's required when trying to master mountanious areas <ahttps://www.simtropolis.com/idealbb/images/smilies/9.gif>

    Fgottes;

    I just wish there was a way to allow roads or rails running under a bridge.  However, I didn't place those walkways to actually hide the tunnel, but to hide the tiles running directly under the bridge.  The intention is to develop the surrounding areas, and I figured it would look better to make this row of tiles stick out less.  It

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    Agra, I'd love to see some close-ups of the rowhouses along the steep road in the foreground of your last picture. They look pretty nifty!

    Tunnels Side-by-Side. As a mayor who has gotten this to work on occassion, I think a missing element of trying to explain the difficulty is that 'proper terraforming' of the entrances is crucial. The only time I've gotten this to work is when the first tunnel doesn't change the terrain around it almost at all. Then the second tunnel doesn't have a problem forming. The huge difficulty is finding the right depth and slope for the tunnel entrance such that the terrain is un-changed by the first tunnel. Hope that makes sense, and if I figure out the elevation formula I'll definately post it. I don't think there is any tolerance for variation on this. The entrance has to be 'just so', or it'll change the landscape. Aim for that perfect first tunnel, and it'll work.

    -Smack

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    It'll come!  I'm having a busy time trying to solve some problems in my city which includes other steep terrains, <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif> but I'll post some more images soon <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>

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