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What watermod are you guys talking about ??????
Where is this?
I can't find it, am I blind?....lol8.gif


"I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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those pictures are amazing <ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif>

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Agra,

Fantastic stuff. I too love playing with transit to get tunnels and bridges over each other, but I've not had the aesthetically pleasing results you are getting. It's really quite amazing to look at. On every road you wonder: Where the **** is that going?6.gif

Request: If you can find the time I think many people would appreciate a more detailed tutorial on any one of your techniques. I think it would really be worth it to a lot of simtropians. It's fine to say Just use the lot alignment and the road height to do x,y,z but I think that might be a bit beyond some of us to imagine (I do understand this one, but not other explanations). Here's how I'd break down such a tutorial, if it's any help/nudge for you....

1. Planning transit networks in hilly terrain: Analyzing slopes, making test roads/bridges, using steep peaks to 'hide' the ends of things like bridges. Determining which areas should be developed, which left alone, etc...

2. Hand re-terraforming for best effect. Canals, rivers, waterfalls, slopes.

3. Adding transit networks 'in order'2.gif so that bridges can go over road tunnels, etc.... order of height and tunnelness...

4. Using road height to determine lot height. Use to hide foundations or raise lot.

5. Bridge over land (with or without bridgeheight mod).

6. Advanced results analyzed.

And fill each tutorial with step-by-step pictures. I know you'll do it!

-Smack

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    There's only one problem though; time 14.gif I spend a lot of time developing my region, (although the main city is the one that attracts most attention due to its central position), and to add a tutorial on top of this...well, I don't know!

    In fact, even a tutorial would be very hard to do since many steps works differently depending on sometimes very small or minor issues involved in certain aspects of city building. Still, that doesn't mean a tutorial is impossible to work out, but it'll have to be a future project since I want to put my effort into my region right now!

    On another note, a tutorial initself isn't necessarily what's gonna help creating realistic city styles. For the outmost it's about practice, testing and trying, and so on. It certainly helps a lot if a project is established in ones mind before starting out in the city - even though the project itself gets rewamped both once or twice 3.gif

    With this said I don't reject the idea, but as stated; it'll have to wait a while due to major mayoring attention required 12.gif

    I should probably add that another good idea - if you're uncertain of some actions like terraforming and so on - is to load a sandbox city and use it for test purposes. You could even have a region for this purpose only, which can be loaded whenever you need to try something out before realizing it in your actual city/region!

    Oh, anyone want more images? 9.gif

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

    On 1/11/2004 3:27:17 PM Agra wrote:

    Oh, anyone want more images?
    <a
    https://www.simtropolis.com/idealbb/images/smilies/9.gif border=0>

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


    Ofcourse!! upload em'!!

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    Yes I would also like to see more of your great tunnels and wateralls.

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    Have to locate some more space where I can store images, but even so I took a few new ones for your viewing pleasure! 

    Image 1;

    Using PEG's waterfall kit, (River Tool Kit), is definately something that adds to the realism of a city.  This waterfall doesn't even need to be placed where it's steep, but - for us using RH - it can be used to allow fake water areas to be combined with real water without revealing the water lot issues described earlier.  And a bridge or two along with some carefully placed parks can do miracle...

    /idealbb/files/Agra20a.jpg

    Image 2;

    Another example of decorating properly - important even for a simple tunnel <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif border=0> I also put a lot of effort into ensuring that roads or rails going downhill - or uphill - ends smoothly, which btw is how it is in reality...

    /idealbb/files/Agra25a.jpg

    Image 3;

    The water park in the middle of the city. The ground subway line is currently cut-off due to some major projects in the area. The intention is to make room for a new residential area but the problem is that there are several roads and rails in the way for a gentle transforming - and as everything else it cost money to go ahead with larger projects...

    /idealbb/files/Agra22a.jpg

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    Image 4;

    Haven't shown many images from across the river, but that's because most of this area is un-developed.  Currently it houses the airport but this area is another project I'm working on.  I need more residential areas and they often require good infrastructure. Unfortunately there are a lot to be said about intersection abilities in this game, but one have to do what one can do.  Here's a new intersection that hopefully will be able to handle lots of new traffic.  The avenue leading into a tunnel is an underwater tunnel.  The two highways going north on the image are the ones passing near downtown shown in other images.  One of these, (southern direction), along with the avenue are both going to the airport while the second highway continues outside the city.  The same with the monorail. It has only four stops in the city so far, but it covers heavily populated areas...

    /idealbb/files/Agra26a.jpg

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    Image 5;

    Yet another view of the plaza, but from a different angle!  Not much to tell other than how important it is to make sure that each tile is lowered - or raised - exactly the same, in order to get a result that looks realistic - from many point of views <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif border=0> On another note, I've been doing so much work in this area so it's almost impossible to do more without damaging vital parts...

    /idealbb/files/Agra23a.jpg

    Image 6;

    Another highway tunnel going through a large mountain.  The two other tunnels, the one for the road and the one for the rail are not being used any longer.  Both of them led to an industrial area on the hillside, but it

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    Image 7;

    And the last image for now!  This is basically a new railroad system in my city.  I have two previously, one for passengers and one for freight and they are separated from each other.  For this third rail I'm using only the on-road-station or what it's called for some city areas. It will connect to a suburb in each direction outside the city. It would have been great if there was an option allowing us to choose specific trains for different railroad systems...

    /idealbb/files/Agra21a.jpg

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    ..is that small station downloadable anywhere?..

     

     

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    It's a somewhat new lot on the LEX.  Should be just a couple of pages deep in there.

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    How is rent in town.....I need a brochure I have been looking for a good place to move <ahttps://www.simtropolis.com/idealbb/images/smilies/4.gif>       <ahttps://www.simtropolis.com/idealbb/images/smilies/21.gif>

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    <ahttps://www.simtropolis.com/idealbb/images/smilies/6.gif> Agra, wonderful city building skills and thanks for the many hints. 
     
    Question. Do you use many of your own custom lots in your city?  For example many lots in sunken plaza look like they were made particularly for that area, and I don't recall anything as fancy as that fountain you have in your Peg lake.
     
    Now a request, can you show some pictures of the process of how to make a land bridge (ie what the land looks like when properly terraformed before placing it) and also how to get two tunnels next to each other.
     
    Suggestion. Image #6, why not use the old rail line as a new passenger street line for the res area, assuming you can connect it up with your other rapid transit lines.

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

    On 1/11/2004 8:26:46 PM tlannister wrote:


    How is rent in town.....I need a brochure I have been looking for a good place to move
    4.gif21.gif
    ----------------




    1.gif Well, I'm trying to move further with my project about a new housing area near the water fall park, and this is surely the most difficult task I've involved myself in. I have no idea how to solve - or rather hide - all roads and rails meeting in this particular spot. And with an area that

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

    On 1/11/2004 3:27:17 PM Agra wrote:

    There's only one problem though; time
    14.gif
    I spend a lot of time developing my region, (although the main city is the one that attracts most attention due to its central position), and to add a tutorial on top of this...well, I don't know!



    In fact, even a tutorial would be very hard to do since many steps works differently depending on sometimes very small or minor issues involved in certain aspects of city building. Still, that doesn't mean a tutorial is impossible to work out, but it'll have to be a future project since I want to put my effort into my region right now!



    On another note, a tutorial initself isn't necessarily what's gonna help creating realistic city styles. For the outmost it's about practice, testing and trying, and so on. It certainly helps a lot if a project is established in ones mind before starting out in the city - even though the project itself gets rewamped both once or twice
    3.gif


    With this said I don't reject the idea, but as stated; it'll have to wait a while due to major mayoring attention required
    12.gif




    Understood, and anyways, while you're being so prolific on the creative end it would be ashame to stifle that with writing textbooks 14.gif. I agree that a lot is just experimenting, yet, some can be learned step-wise. You probably can't see it, but many of your areas would be downright impossible to recreate for most players without some clues. I love the new pictures btw. Nifty how you can see the boardwalk underneath the bridge. You are a great reminder to focus on the little things. After all, what good is a big city if you can't take pride in any one area?

    -Smack

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    Alright, dude, I'm speechless.  @_@  Normally I say realism be damned, I'm building a city that looks incredible!  I can't believe you combined the two.  <ahttps://www.simtropolis.com/idealbb/images/smilies/6.gif>  This looks freakin' amazing.  What size map is this on?  I know quite a few people who would be willing to host THIS city on their site.  Once again, dude, great job, and keep those pictures coming.  My favorite so far is this one:
     
    <ahttp://w1.311.telia.com/~u31117924/Agra15.gif border=0>
     
    What we have here is a prime example also of what Pegasus has done for us.  If he sees this thread he should be proud.  Good job, PEG!  <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif>
     
     
    The one thing that continually amazes me the most is your making of gradually-sloping dips and rises in roads and rails.  I don't quite understand how you do it.  Mayor mode tools on the finest setting with very precice clicks?  <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif>

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    omg that has to be the most beautiful city i have eva seen! All the waterways and tunnnels and bridges...musta taken weeks to do, huh! WOw.

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    Agra, I know its been said like 300 times already but I got to say it anyways. What an Amazing City! You look like your having fun. You helped me already with a spot I had trouble with. It was a valley with a highway running through it and I couldn't get my rail line across the valley no matter what I did. But your little tip did the trick. You're right I had to exit and try 5 times before I got it right. Patience you do need. My pic is nothing like yours but thought I would share how you helped me and maybe show others it can be done also. Keep the pics coming. Thanks AGRA! <ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/21.gif>
    /idealbb/files/Western

    SimDragon

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    <ahttps://www.simtropolis.com/idealbb/images/smilies/1.gif border=0> The city, I say city because that's what my region play is all about - a central city with suburban areas, satellites, surrounding it, is built on a large map. The particular spot you like Equinox is my first experiment with using bridges in a more un-common way <ahttps://www.simtropolis.com/idealbb/images/smilies/3.gif border=0>.  It's also the area where I'm currently putting a lot of effort into - which I described in my previous post.  I think it looks even better now.  I'll have an image up once the two residential buildings, (the correct ones), are constructed they way I want them.

    When I first started out this game I actually found the terrain tool to be less usable then in its predecessor, SC3K, but with some experiment a lot of things can be done.  It's important, as stated before, to use the smallest size, SHIFT+1, and to test on a flat ground to get an idea of which part of a tile is going to be affected when using the tool.  When making these smooth endings for roads/rails coming uphill - or downhill - I usually use the subway-on-ground to create the first smooth ending. Placing yet another subway-on-ground next to the first one creates the second smooth ending next to the other - something which is useful if you're planning on making space for avenues, a road and a rail, or a powerline.  The second step is to use the terrain tool.  One click at a time, start with the first tile closest to the ending, move on to the second one and click twice as many, and so on!  It

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    Thanks Agra. It's really nice to see the innovative ways to overcome some of the limitations of SC4.  Great work.

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    Hello   amazing city realy great use of all the simcity 4 possibilities.
    What tool did u use to cut such nice rivers in your city
    Kind regards

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    Thought I should share something with you - if anyone is interested!  I mentioned earlier that areas that are somewhat complicated to mess with due to advanced projects involved, often needs to be left alone - if to avoid damaging of any kind.

    Personally, which mainly is a result of my hilly terrain that requires bridge- and tunnel works, I sometimes discouver that certain parts of the infrastructure os no longer needed - at least not during a period of time.  Well, demolish a tunnel or a bridge is easy, but when afterwards realizing that this tunnel or bridge needs to be rebuilt the problems arises.  At this point it's better to leave part of the infrastructure alone, and that's what I do!

    However, I don't like the appearance of a cut-off road or rail so I've made a new lot for this purpose.  Not only do it add to the realism, it also helps me keep track of these cut-off infrastructures - especially since they blink white-red all the time.  I have an image of such an area below;

    /idealbb/files/Agra90a.jpg 
    The lot is made of a similar greenish ground color used by the game, and added to it is a roadbarrier, extended of course, with the blinking lights on top of it.  Due to color limitations the red one isn't visible in this image, sorry about that <ahttps://www.simtropolis.com/idealbb/images/smilies/8.gif border=0>  I also made one for railroad purposes using the typical railroad ground color, but other than that the same lot!

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    Oops, sorry! Didn't notice there were new replies to this topic! Thanks guys for your nice comment! 1.gif

    And to answer your question Ivan; Use the God Mode Terrain tool. To change its sizes, simply click SHIFT and 1, (up to 9), for desired size! The smallest size allows for a more perfect touch of each tile. If uncertain which part of the tile - or surrounding tile - will be affected by the terrain tool click, simply make a test on an undeveloped area, (without changing the direction of your map - otherwise it

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    Thank you very much for your quick reply
    And i have to say again that you have an amazing city
    <ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif><ahttps://www.simtropolis.com/idealbb/images/smilies/24.gif>

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    Agra, so that end-of-tunnel loop is a lot? Very nice. It would be unnerving to then reconnect the avenue/road though, or is it? If reconnecting is fairly straightforward, it's a very useful lot indeed. One could even 'make historical' to prevent accidental tunnel implosions. Keep up the great work. We're all waiting with dropped jaws.

    -Smack

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    Well, the lot itself begins where the avenue road ends outside the tunnel. The blinking lights and the road barriers are placed on the outskirt of the lot to get them as close to the ending as possible. I wouldn't recommend demolishing any streets or avenues coming out - or going in - a tunnel. Although I have managed to restore the street/avenues it doesn't always prove to be an easy task. Even worse, don't ever demolish anything near a railway tunnel, (this concerns tiles located next to the railroad appearance once out of the tunnel), using the lowering and raising terrain tool. It's almost impossible to restore again!

    On another note, this lot gave me some other ideas to develop! 9.gif

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    oh...my...god... 6.gif this is amazing! The BEST terraforming and roadplanning I have EVER seen... it's even more beautifull then in real life lol!
    keep it up and don't stop posting pics!
     
    ...better cover my keyboard with plastic next time, all this drool might cause a short circuit 2.gif

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