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With Mattb325 working on a couple of facsimiles of Cities:Skylines vanilla buildings, I was curious to see if there was an online library of the building in the base set, and there are:

https://cdn.rawgit.com/thale5/Buildings/t1/Temperate-Tropical-and-Boreal.htm

The primary complaint seen with the C:S vanilla building set is that many of the structures have rather unrealistic contemporary designs, but there are plenty of designs that would work well in SC4's environment. I pulled a few C:S residential for examples below, for the sake of ideas.

 

 

H2 4x3 Tenement08.jpg

H1 4x3 Tenement02.jpg

H2 4x4 Tenement02a.jpg

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And now for something completely different:

The Maeslantkering, a storm surge barrier designed to block the Nieuwe Waterweg canal in case of, you guessed it, a storm surge. Considering how sea levels are expected to rise dramatically in the coming decades due to climate change, it would great to have the game reflect the measures taken to combat this. The Maeslantkering is one of the largest moving structures on earth, but even adding it as a stationary object would be a fantastic addition.

640px-Bij_Maasdijk,_de_Maeslantkering_fo

Maeslantkering_closed.jpg

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Emerson Bromo-Seltzer Tower, Baltimore, MD

image.png.8e33b3bff83b7faa55ac1d515fb66b04.png

Clockface close-up: https://www.google.com/url?sa=i&url=http%3A%2F%2Fwww.cityscape-photo.com%2Fblog%2F2017%2F6%2F7%2Fbaltimore-bromo-seltzer-tower&psig=AOvVaw2VcYhVDlLfp6kMHWex3Ujj&ust=1626903128937000&source=images&cd=vfe&ved=0CAoQjRxqFwoTCKichM7M8vECFQAAAAAdAAAAABAk

Tower with Bormo-Seltzer bottle on top of tower: https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F11259067792898176%2F&psig=AOvVaw2VcYhVDlLfp6kMHWex3Ujj&ust=1626903128937000&source=images&cd=vfe&ved=0CAoQjRxqFwoTCKichM7M8vECFQAAAAAdAAAAABAy

 

Description:

Once the tallest building in Baltimore City and all of Maryland, the Emerson Bromo-Seltzer Tower was a clock tower erected in downtown Baltimore to commemorate Isaac Edward Emerson, the creator of Bromo-Seltzer antacid/headache relief drug and owner of the nearby/surrounding Emerson Drug Company. The tower is 15 storys tall with four clock faces, each spelling B-R-O-M-O (hours 10-2) S-E-L-T-Z-E-R (hours 9-3) and lit up at night (see photo link above). The tower is also notable for its castle-like top as part of its overall Renaissance Revival architectural style. Until 1936, the tower was topped by an illuminated Bromo-Seltzer bottle which could be seen from at least 20 miles away (see third photo link). It was removed, however due to structural stability issues. Today, the tower is home to the Baltimore Office of Promotion and the Arts and houses art and performance spaces. It was added to the NRHP in 1973.

 

Links to informational websites (reccommended).  Links to wikipedia, emporis.com, skyscraperpage.com, Local Live, Google Maps, and flickr.com are especially useful.

Why this would be beneficial for the game or community: (Bold)

A beautiful clock tower from days past, the Bromo-Seltzer tower would look great around an old-town, former industrial zone, or even city hall area setting. Clock towers are great additions to a city landscape, showcasing its architecture, history, and notable people (often built for/by big city/influential names in the city/region)

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522-530 Huron Avenue, Renovo, PA

60fdf6d413efe_522-530HuronRenovoPa.jpg.100e18d3fbbb99a6bb5daae61b73c3c7.jpg

Description:

These are historic old row houses in Renovo, a small mountain town in north-central Pennsylvania.

Links to informational websites (reccommended).  Links to wikipedia, emporis.com, skyscraperpage.com, Local Live, Google Maps, and flickr.com are especially useful.

There isn't really much I know about these particular homes, but here is a link to information about the town in which they are located:

Why this would be beneficial for the game or community: (Bold)

These homes offer even more variety to a fast-growing collection of awesome R$/R$$ available here on STEX. These can be modded into many different color varieties, to create vibrant, historic neighborhoods, and would be a great complement to many of the existing W2W buildings/rowhomes already offered here.
These real-life homes are situated in a small town, but would fit nicely in an urban environment.

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Pittsburgh-Style Homes/Rowhomes

60fdf9876d544_TroyHillPgh.jpg.63dd1fac7abdf711e7d58e89af6fbc9c.jpg

Description:

This particular neighborhood of homes pictured above are situated in the Troy Hill neighborhood of the North Side of Pittsburgh, Pennsylvania, but homes in this style/arrangement are common throughout the Steel City and many of its inner-ring suburbs, such as Wilkinsburg, Braddock, Dormont, and many others. Despite being hard-hit by the collapse of the American steel industry, there are literally thousands of beautiful old homes/rowhouses/apartment buildings of various architectural styles and wealth levels that dot Pittsburgh's hilly landscape.

Here are more links to images of various Pittsburgh streetscapes:

Links to informational websites (reccommended).  Links to wikipedia, emporis.com, skyscraperpage.com, Local Live, Google Maps, and flickr.com are especially useful.

Why this would be beneficial for the game or community:

While there are many types of single-family homes and rowhouses available here, this collection would add architectural diversity and realism to any city, small or large. These are also easily adaptable to fit in in any setting: W2W, urban, suburban, or even semi-rural/rural.

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50 minutes ago, Made in Erie 814 said:

Pittsburgh-Style Homes/Rowhomes

At first sight, this ones would also work very well to double as houses in Valparaíso

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Carrefour 

Untitled-14-1200x675.png.222c15881f1834a7e6c7d9a42894eeec.png

I know, I know!  There are a few Carrefour stores at STEX already, but they're quite small and I grew up seeing those stores as big places (like Walmart in the USA) and they have kind of a sentimental value to me. I remember being dazzled by its big neon sign, and this big triangular shaped sign tower (not available as props in any of the STEX releases). So, if one of you guys feel like doing it, I'd appreciate it! 

Carrefour-Totem-1.jpg.c062c8a8f845384fa2deabfe7f890416.jpgCarrefour-Totem-768x1024.jpg.ef8d5cd8648ec24f871391f7e2e84d1c.jpg

Decathlon

decathlon-decatlo-esportes-zirakpur-chandigarh-wheather-152305375.jpg.f1ac11ad016c2a918972c23b9357455b.jpg

Leroy Merlin

curitiba_sul_79db_880x480.jpeg.e65e193b9fec021d3c8e31c946e7390d.jpegLM.png.9d5bf0429359b93ed2d2b348e1bbdc31.png

Both Decathlon and Leroy Merlin are already available at STEX, but not as functional landmarks with jobs or BATted in a realistic way.

McDonald's (European Style)

Yeah, once I told you guys here that STEX really didn't need anymore McDonald's, but I was wrong, lol. There's no Euro McDonald's at all, and it's a style that stands out and differs from most of the stores around the word for its green and wooden details, like this one already available for Cities Skylines

60fe6104e0a8c_download(1).jpg.8c9771ece96b45475a5f36dfd370d832.jpg60fe6108600ea_download(2).jpg.56504c08fac6ffd700178f6edfe30ff7.jpg60fe610ba173b_download(3).jpg.7f0a1aa2533d3d02e5c4c4c9b3e88638.jpg

download.jpg

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@Jasoncw I don't know if you have a love for department stores with all those you model- but I found that most of the ones you model are for high urban centers- so I thought of you when I thought of posting these to the BAT Request Thread! I love your department stores on Patron and plan to use them in my CJ but that's because they're beautiful  - but also sort of the only ones that fit what I want :(

 

Where I'm from in southern Louisiana, specifically Houma area- we had a lot of old department stores that I think would be very interesting to see in game- as well as more rarer, old five & dime and variety stores which we really don't have any but for the small one in the Smalltown USA set!

 

The old Dupont's store cira. 1958, built in the 1840s and closed in 2002, it was the last department store in downtown Houma after J.C.Penney left at some point in the 70s and Montgomery Ward's closed some point in the late 70s-early 80s. Between 1956 and 1958 a large metal façade covered the original building which is the two story building in the back. 

The building today is a (awful) television studio, and they tried turning the metal facade into a New Orleans-esque balcony and butchered the building. It sits at the corner of Main and Barrow Street.   The address is 7938 W Main St, Houma, LA.

No photo description available.

 

The old Richard's Variety Store, cira 1958. This later served as Laundry's Furniture before closing in 2021 due to the Coronavirus Pandemic, it's a five and dime/variety store located downtown. The address is 7802 W Main St, Houma, LA.

No photo description available.
 

Though not a department store nor a variety store when first built, the Knights of Pythias Castle Hall, built in 1896 had a General Merchandise store and a Post Office in it before becoming Fabregas Music. Sometime in the early 60s the buildings top floor windows on the front façade were covered up and the tower removed. The building was a dark maroon color. The address is 7821 West Main Street Houma, LA. 

No photo description available.

 

The old Penney's building in Houma, at the time the address was 630 East Main Street before Main Street was renumbered. This building sat between Dupont's and the Bijiou Theatre. It was quietly demolished to make way for a large overhanging bank building that saw much of the block torn down, including the Davidson's Hardware (built in the mid 1800s), the Bijou Theatre, Western Auto and the old Citizen's Bank & Trust Building. Today the plot it once sat one serves as a parking lot for the Hancock-Whitney Bank Building.  The address of this site today is 7290 West Main Street Houma, LA. 

May be an image of text that says 'J.C.PENNEY COMPANY 民 J. C. PENNEY'S 630 630 East Main St. UP 2-4141 Houma, La.'

 

The final building from Houma- are actually two! The former Morgan & Lindsey Variety Store and the old F. W. Woolworth on Main St. In the early 2000s after a century of its construction, and decades of the 80s till the early 2000s of neglect to the Morgan and Lindsey Building, the building was restored and received a balcony. The Woolworth became the Mardi Gras Hall and its historic porcelain sign vanished to the dismay of the historical society.  The old Morgan and Lindsey, was built in the late 1800s before the variety store moved in and had a very large old cigar mural before the Woolworth was built.  For this one I've added a few extra photos of the mural and both buildings. 

The address for the old Variety store, is the Corner of Main & Rousell -  7884 West Main Street Houma, LA and the old Woolworth is 7880 West Main Street Houma, LA. 

image.png.b9aea22bf67bcef42abd8c9a61e92fd6.png

No photo description available.

 

No photo description available.

 

My final building comes not from Houma that I thought Jason would peak your retail curiosity!

 

From the city of Opelousas LA,  the old Abdalla's department store. They operated from 1895 to 2005, and owned most of the city block they sat on.  Won't list an address as they covered most of their block in various buildings.

Postcard LA Opelousas Abdalla's Furniture Store c1940s Vintage Linen T16 |  eBayParlons Opelousas: The history of Abdallas in Opelousas, south Louisiana

Opelousas, LA vacant Abdalla's Department Store | Abdalla's … | Flickr

 

 

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On 7/20/2021 at 10:14 AM, Dead_End said:

And now for something completely different:

The Maeslantkering, a storm surge barrier designed to block the Nieuwe Waterweg canal in case of, you guessed it, a storm surge. Considering how sea levels are expected to rise dramatically in the coming decades due to climate change, it would great to have the game reflect the measures taken to combat this. The Maeslantkering is one of the largest moving structures on earth, but even adding it as a stationary object would be a fantastic addition.

640px-Bij_Maasdijk,_de_Maeslantkering_fo

Maeslantkering_closed.jpg

That is interesting.

I may create a scaled down mock up model set to see its viability. Perhaps 6 to 8 tiles wide.

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There are those who lead and those who follow. Don't look too far...

Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

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1 hour ago, Simmer2 said:

That is interesting.

I may create a scaled down mock up model set to see its viability. Perhaps 6 to 8 tiles wide.

That would be so awesome!  Especially if it was timed to moved open and closed...not sure how realistic that is in the game's parameters though.

Have to agree with @Dead_End, more infrastructure whose function is to respond to the threats of climate change, especially sea level rise would be nice to see.  Especially for those of us building in significant coastal environments!

The Maeslantkering, is one of the most famous, but the Dutch also have the Oosterschelde barrier:
68586_fullimage_oosterscheldekering_1360


Part of the Saint Petersburg Dam in Russia:
Screen-Shot-2019-10-23-at-8.52.14-AM.png

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20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

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    On 7/27/2021 at 3:12 PM, Revyzer said:

    @Jasoncw I don't know if you have a love for department stores with all those you model- but I found that most of the ones you model are for high urban centers- so I thought of you when I thought of posting these to the BAT Request Thread! I love your department stores on Patron and plan to use them in my CJ but that's because they're beautiful  - but also sort of the only ones that fit what I want :(

    Thanks! The department stores are kind of a funny accident. Most CS buildings in real life are small, which makes it hard to grow enough CS in the game. The only two things I can think of that are big CS buildings are hotels and department stores, and hotels have a very specific look to them. The other thing, is that different types of buildings have different functional requirements. An old office building can't be very thick because then the middle of each floor doesn't get any natural lighting or ventilation, so for buildings that are three tiles deep, in order to make it an office building I would need to either model a courtyard or a light well, which is extra work.

    But they're all definitely huge department stores. Some smalltown department stores would be a good addition to the game, and the ones that are just plain facades with the logo on them would probably not be very hard to make. That said there's a million things that would be good to make so who knows what I'll end up making.

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    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    On 7/25/2021 at 8:17 PM, Made in Erie 814 said:

    Pittsburgh-Style Homes/Rowhomes

    60fdf9876d544_TroyHillPgh.jpg.63dd1fac7abdf711e7d58e89af6fbc9c.jpg

    Description:

    This particular neighborhood of homes pictured above are situated in the Troy Hill neighborhood of the North Side of Pittsburgh, Pennsylvania, but homes in this style/arrangement are common throughout the Steel City and many of its inner-ring suburbs, such as Wilkinsburg, Braddock, Dormont, and many others. Despite being hard-hit by the collapse of the American steel industry, there are literally thousands of beautiful old homes/rowhouses/apartment buildings of various architectural styles and wealth levels that dot Pittsburgh's hilly landscape.

    Here are more links to images of various Pittsburgh streetscapes:

    Links to informational websites (reccommended).  Links to wikipedia, emporis.com, skyscraperpage.com, Local Live, Google Maps, and flickr.com are especially useful.

    Why this would be beneficial for the game or community:

    While there are many types of single-family homes and rowhouses available here, this collection would add architectural diversity and realism to any city, small or large. These are also easily adaptable to fit in in any setting: W2W, urban, suburban, or even semi-rural/rural.

    I really love these (along with the department stores posted by @Revyzer).

    While this won't be a perfect match, I'd suggest checking out some of the buildings in CP's Early 19th Century Tenements pack, if you haven't already. There are a handful of 3-storey BATs in that pack which look very close to some of the rowhomes in your picture. It might be worth creating some new buildings using those models if you're comfortable with PIM-X.


    🚜 Get well soon, Cori! 🚜

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    On 7/25/2021 at 7:17 PM, Made in Erie 814 said:

    Pittsburgh-Style Homes/Rowhomes

    60fdf9876d544_TroyHillPgh.jpg.63dd1fac7abdf711e7d58e89af6fbc9c.jpg

    Description:

    This particular neighborhood of homes pictured above are situated in the Troy Hill neighborhood of the North Side of Pittsburgh, Pennsylvania, but homes in this style/arrangement are common throughout the Steel City and many of its inner-ring suburbs, such as Wilkinsburg, Braddock, Dormont, and many others. Despite being hard-hit by the collapse of the American steel industry, there are literally thousands of beautiful old homes/rowhouses/apartment buildings of various architectural styles and wealth levels that dot Pittsburgh's hilly landscape.

    Here are more links to images of various Pittsburgh streetscapes:

    Links to informational websites (reccommended).  Links to wikipedia, emporis.com, skyscraperpage.com, Local Live, Google Maps, and flickr.com are especially useful.

    Why this would be beneficial for the game or community:

    While there are many types of single-family homes and rowhouses available here, this collection would add architectural diversity and realism to any city, small or large. These are also easily adaptable to fit in in any setting: W2W, urban, suburban, or even semi-rural/rural.

    @mattb325 created some Federal style and some St. Louis Second Empire rows.  St. Louis and Pittsburg have a ton of similar architecture…especially in the residential vernaculars.

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    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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    1 hour ago, Jasoncw said:

    Thanks! The department stores are kind of a funny accident. Most CS buildings in real life are small, which makes it hard to grow enough CS in the game. The only two things I can think of that are big CS buildings are hotels and department stores, and hotels have a very specific look to them. The other thing, is that different types of buildings have different functional requirements. An old office building can't be very thick because then the middle of each floor doesn't get any natural lighting or ventilation, so for buildings that are three tiles deep, in order to make it an office building I would need to either model a courtyard or a light well, which is extra work.

    But they're all definitely huge department stores. Some smalltown department stores would be a good addition to the game, and the ones that are just plain facades with the logo on them would probably not be very hard to make. That said there's a million things that would be good to make so who knows what I'll end up making.

    Variety Stores too was why I threw it in, as CS Variety stores like old Woolworth, McCory's, or Kress buildings still were rather large. Being from southern Louisiana, a lot of older buildings often weren't too long in depth because of that ventilation problem so they often held shorter backs with just large patios on the back or semi-enclosed balconies in the back as most buildings there in the small main streets didn't feature light wells or anything like that. 

    image.png.0f31f8c75c64236a058aa0eb2614ac1a.png-

    As seen here most buildings were shallow in depth so it often led to smaller lot sizes and more buildings crammed into lots. One example is what's called Smoky Row in Houma. Though,

    there are exceptions I'll show you.

    image.png.585d3a0b3df500e86f9dd98c80c6678c.png

    image.png.e88f0aab298e7e4fc48b8a9c135087ae.png

    A lot of buildings often depended on length of the building vs. depth to help deal with the ventilation issues. 

     

    The first building I posted, the Duponts got around this by just having inter-connecting buildings making up one larger store. 

    Timage.png.b0532e89658e58a15ade9fadff21e194.png

     

    Now downtown Houma has one building that in game would be a 3 or 4 tile depth building, but to get around the issue they made it a narrower building. 

    image.png.66a6fe8d163a2595c76fba5d35d57371.png

    Now before the parking lot, there would of been that Penneys there, but lots like these you could with a narrower length and a deeper depth- could always be a row of buildings, or even just ploppable exclusive. 

    Or this row that is just narrow shopfronts with a longer depth to keep up not needing a courtyard. 

    image.png.c79dbd529bf22bc093a1d28e6c24c3c6.png

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    Be super cool if someone could make some longer pedestrian bridges of PEG Sway Bridge and this Nightowl Bungee jump bridge.

    These seem too small and should be option to have versions 2x and 3x longer.  The PEG Sway Bridge is 2 pieces put together.

     

     

    https://i.imgur.com/V7nnwZp.jpeg

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    Dadancheta of Twitter/Instagram is doing a project called "Small Worlds 2021" where she makes a building or complex for each month of the year. Even though they're all pretty cool, the City of July is my favorite so far and I thought it would make for a really neat BAT in the game if anyone wants to take a shot at it.

    I will say if anyone does so, I'll make sure to ask her for permission for her design to be used, of course.

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    On 12/07/2021 at 4:35 AM, korver said:

    Working on some new BATs from across Rio for an upcoming CJ update that I'll try to release on the STEX eventually (still need to do lots of intensive texturing and breaking everything up).

     

    5l0Qw8G.jpg

     

    Hey, I don't mean to come off as stupid but, when I was quickly going through the pages in the Show Us What You're Working On thread, this just caught my attention and at first it looked like a giant block of iceberg or a glacier at first (don't ask me why, lol), and it reminded me that we don't have such things on STEX, like ploppable little icebergs (props from mayor menu) or big ones on overhanging 1x1 lots, and things related to the Arctic or Antarctic (like research stations, etc), and I'm pretty sure that there isn't an ice brush tool on the JENX POSEIDON Water Effects either, so, it's just an idea... 😉 

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    21 hours ago, Nathan_spcity said:

    Hey, I don't mean to come off as stupid but, when I was quickly going through the pages in the Show Us What You're Working On thread, this just caught my attention and at first it looked like a giant block of iceberg or a glacier at first (don't ask me why, lol), and it reminded me that we don't have such things on STEX, like ploppable little icebergs (props from mayor menu) or big ones on overhanging 1x1 lots, and things related to the Arctic or Antarctic (like research stations, etc), and I'm pretty sure that there isn't an ice brush tool on the JENX POSEIDON Water Effects either, so, it's just an idea... 😉 

    There are assorted snow mods and terrain textures. I've mentioned assorted ploppable rock formations like caves before, but was told they are too difficult to make. There is a broken ice water texture, but it looks too wallpaper-y on large areas, mostly for small rivers. Solid ice water would be nice.

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    7 hours ago, SIM-ple Jack said:

    There are assorted snow mods and terrain textures. I've mentioned assorted ploppable rock formations like caves before, but was told they are too difficult to make. There is a broken ice water texture, but it looks too wallpaper-y on large areas, mostly for small rivers. Solid ice water would be nice.

    Yeah, that's right but, unfortunately, the snow and Arctic/Antarctic terrains converts everything in pure ice. I was thinking more about the landscape found in Patagonia or Norway and Iceland, where there's ice, but also a lot of green as well, so, it could only be achieved with ploppable ice. And yes, ice water texture doesn't look realistic to achieve that effect. 

    Oh, caves would be great, or at least, cave entrances to be plopped on slopes...

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    This plugin comes with a draggable snow MMP. It looks a bit cheap but if you cover the transition to grass cleverly with trees, you might be able to make something useful with it.

     

    Also, at least for small ice patches, you can use the Wildbach (small turbulence) pieces from this set to make it look like ice:

     

    610b9a4961cff_TOSWinter.jpg.88182aaa5979a06da597e56111bd2372.jpg

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    11241036 Lotting/Modding Thread - Support for all of my uploaded plugins

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    13 hours ago, Nathan_spcity said:

    Yeah, that's right but, unfortunately, the snow and Arctic/Antarctic terrains converts everything in pure ice. I was thinking more about the landscape found in Patagonia or Norway and Iceland, where there's ice, but also a lot of green as well, so, it could only be achieved with ploppable ice. And yes, ice water texture doesn't look realistic to achieve that effect. 

    Oh, caves would be great, or at least, cave entrances to be plopped on slopes...

    The terrain mods only turn the terrain white, not the water. JenX's Poseidon does have a white sand beach plop that I use in  a pinch for small things. Not quite white, more like a dirty snow.

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    15 hours ago, Nathan_spcity said:

    Yeah, that's right but, unfortunately, the snow and Arctic/Antarctic terrains converts everything in pure ice. I was thinking more about the landscape found in Patagonia or Norway and Iceland, where there's ice, but also a lot of green as well, so, it could only be achieved with ploppable ice. And yes, ice water texture doesn't look realistic to achieve that effect. 

    Oh, caves would be great, or at least, cave entrances to be plopped on slopes...

    So, this wouldn't allow you to add ice to watery areas, but if you're looking for something closer to "Patagonia" style terrain, you might be able to achieve this with a good terrain mod and some trial and error in the Reader.

    If you have a terrain mod that includes snow textures for high elevations, there's a way to fiddle with the settings to change the elevation where the snow appears. This can be seen with Lowkee33's Appalachian Terrain Mod, which comes with two different elevation settings.

    Here's what the Appalachian mod looks like using snow textures with the standard elevation settings:

    SequoiaPoint1.jpg.54d3ace5fb9f2521233d49f50d3938c0.jpg

    And here's what it looks like when you use snow textures and increase the elevation of the snow line:

    SequoiaPoint2.jpg.7d5ba196c159dfbd5658e5f4335c3af2.jpg

    This change is controlled by a single property in the "Terrain Properties" exemplar, called "TemperatureRangeFactor". The lower this number is, the lower snow appears on the map. In the first image, the property is set to "0.14." In the second image, it's set to "0.33."

    Here's what happens if I set it to "0.05"...

    SequoiaPoint3.jpg.7e675944bf2ad6171f8f37c93dc8dbdf.jpg

    The only catch is that if you use a tree controller, you will also need to adjust a property in the "Flora Tuning Parameters" exemplar, called "Flora: elevation scale range" if you want your flora to match up with the new snow line. In the first exemplar, this property is set at "500". In the second example, it's set at "1250". I'm guessing you can multiply whatever value you use for "TemperatureRangeFactor" by roughly 3,600 and you'll be in the right ballpark.

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    🚜 Get well soon, Cori! 🚜

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    6 hours ago, BartonThinks said:

    So, this wouldn't allow you to add ice to watery areas, but if you're looking for something closer to "Patagonia" style terrain, you might be able to achieve this with a good terrain mod and some trial and error in the Reader.

    If you have a terrain mod that includes snow textures for high elevations, there's a way to fiddle with the settings to change the elevation where the snow appears. This can be seen with Lowkee33's Appalachian Terrain Mod, which comes with two different elevation settings.

    Here's what the Appalachian mod looks like using snow textures with the standard elevation settings:

    SequoiaPoint1.jpg.54d3ace5fb9f2521233d49f50d3938c0.jpg

    And here's what it looks like when you use snow textures and increase the elevation of the snow line:

    SequoiaPoint2.jpg.7d5ba196c159dfbd5658e5f4335c3af2.jpg

    This change is controlled by a single property in the "Terrain Properties" exemplar, called "TemperatureRangeFactor". The lower this number is, the lower snow appears on the map. In the first image, the property is set to "0.14." In the second image, it's set to "0.33."

    Here's what happens if I set it to "0.05"...

    SequoiaPoint3.jpg.7e675944bf2ad6171f8f37c93dc8dbdf.jpg

    The only catch is that if you use a tree controller, you will also need to adjust a property in the "Flora Tuning Parameters" exemplar, called "Flora: elevation scale range" if you want your flora to match up with the new snow line. In the first exemplar, this property is set at "500". In the second example, it's set at "1250". I'm guessing you can multiply whatever value you use for "TemperatureRangeFactor" by roughly 3,600 and you'll be in the right ballpark.

    Hey, this isn't exactly what I was looking for at first, but definitely is something I always wanted to do: lower the snowline! 

    I use the Sudden Valley terrain, and I usually make cities close do mountains but I don't like when they're too high and still, I miss snow at their top so, it would be great to make they appear at lower heights, and only a few non-HD terrains can do that (Meadowshire, Columbus and Italia, I think...)

    Is there any tutorial where I can see it? Thanks for the tip, I really liked it! *:thumb:

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    59 minutes ago, Nathan_spcity said:

    Hey, this isn't exactly what I was looking for at first, but definitely is something I always wanted to do: lower the snowline! 

    I use the Sudden Valley terrain, and I usually make cities close do mountains but I don't like when they're too high and still, I miss snow at their top so, it would be great to make they appear at lower heights, and only a few non-HD terrains can do that (Meadowshire, Columbus and Italia, I think...)

    Is there any tutorial where I can see it? Thanks for the tip, I really liked it! *:thumb:

    No tutorial, unfortunately. I honestly wasn't even sure how this worked until I opened up Reader today to figure it out. I just knew the Appalachian mod had a feature that adjusted the snow line and decided to give it a shot.

    However, these instructions should get you started...

    1. Test out the standard settings of your terrain mod in game and take a screenshot to see where the snow line currently falls.
    2. Open up your terrain mod in Reader and locate the Terrain Properties exemplar. The TGI for this exemplar is "0x6534284A, 0x88CD66E9, 0x00000001"
    3. Find the property named "TemperatureRangeFactor". Reduce this number as you see fit.
    4. Test out the new properties in the game. Take another screenshot and compare it against the old snow line.
    5. If you want to adjust the snow line, repeat these steps until you get the right look through trial and error.

    If you use a tree controller, here are the steps you need to take to adjust the flora placement

    1. When you find a snow line you like, write down the number used for the "TemperatureRangeFactor" property.
    2. Open up your terrain mod in Reader and locate the "Flora Tuning Parameters" exemplar. The TGI for this exemplar is "0x6534284A, 0x7A4A8458, 0x1A2FDB6A.
    3. Find the property named "Flora: elevation scale range."
    4. Take the number you used for the "TemperatureRangeFactor" and multiply it by 3,600.
    5. Enter this number into the "Flora: elevation scale range". If you want, you can round the number to the nearest multiple of 50 or 100. It doesn't need to be precise.
    6. Test out your tree controller in the game using these new settings. If it needs adjusting, use the same trial and error approach to find the right number.
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    🚜 Get well soon, Cori! 🚜

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    Hey everyone, how about some new resorts?

     

    oRiVUDh.jpg

     

     

    t1D0Qhz.jpg

     

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    KLb5kKa.jpg

     

    B0IBOP1.jpg

     

    Some individual swimming pools would be appreciated.

    Thanks

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    1 hour ago, mitsos said:

    Hey everyone, how about some new resorts?

     

    oRiVUDh.jpg

     

     

    t1D0Qhz.jpg

     

    hGsMlbh.jpg

     

     

    FmBaBUz.jpg

     

     

    gz4LDke.jpg

     

     

    KLb5kKa.jpg

     

    B0IBOP1.jpg

     

    Some individual swimming pools would be appreciated.

    Thanks

    New swimmingpools... Yes, please! Small for the gardens and larger as props would be great.

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    2 hours ago, mitsos said:

    Hey everyone, how about some new resorts?

     

    oRiVUDh.jpg

     

     

    t1D0Qhz.jpg

     

    hGsMlbh.jpg

     

     

    FmBaBUz.jpg

     

     

    gz4LDke.jpg

     

     

    KLb5kKa.jpg

     

    B0IBOP1.jpg

     

    Some individual swimming pools would be appreciated.

    Thanks

    Got a couple fictional ones on my list.  But I owe some others some projects first.

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    20huskies

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    6 minutes ago, 20huskies said:

    Got a couple fictional ones on my list.  But I owe some others some projects first.

    Glad to hear it. Make them at your own paste mate. Cheers*:thumb:

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    @mitsos @pippin @anyone interested I started a new thread here for feedback or ideas on custom resorts I will be making 

     

    • Like 1

    20huskies

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