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District of Wenzel | Update 116 - (Ouisconsin County) Morgan Town: Rival to the South

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OMG!!! I just love what you do to you images, they looks so good. :)


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How did you make the avenue tunnel going into that embankment in this pic?  Is that a mod or just very careful teraforming?

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I have been trying to figure out how so many people have spectacular streets when mine are so . . . unadorned. I love trees in urban settings. Thanks so much for pointing me to jeronij's street mod!!

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    Replies to Your Comments:

    sim_link: Wow, it looks fantastic. Great to see you foray into the world of RHW. Look forward to what you have to show us down the line, as well. :D

    Thanks. I really do love the more realistic look of the RHW. It was all just a matter of functionality for me and I guess I was still in my old school mode of playing with the MHW.

    Aaron Graham: OMG!!! I just love what you do to you images, they looks so good. :)

    Thanks. What specifically do you like?

    City_Master: Lovely highway interchange!

    Thank you very much. It turned out alright, hehe.

    hellmunkey: How did you make the avenue tunnel going into that embankment in this pic?  Is that a mod or just very careful teraforming?

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    I just raised the rails high enough, not 15 meters as needed for a bridge but more like 10-12. Then leave and extra tile at the height on either side of the tracks (4 tiles wide if you are building an avenue, 3 for a road)...then just drag the tunnel under. This may destroy the rail on top...just re-level the rail grade and place your rail again.

    atsummerlin53: I have been trying to figure out how so many people have spectacular streets when mine are so . . . unadorned. I love trees in urban settings. Thanks so much for pointing me to jeronij's street mod!! 

     

    Yup, get Jeronij's or SFBT's street side mod (which is what I am using now). REALLY livened the game up!

    SimCoug: Excellent RHW work - you must be excited for NAM 31 :)

    Definitely. The more functionality for RHW the better. I would love to have this interchange be built with 6S or even 8S some day. I'm most looking forward to draggable FAR with zoning functionality! Convert some of my step-roads to smooth angles!!!

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    NAM 31!

    Just installed NAM 31 and to say the least, I am blown away by the new stuff, ESPECIALLY draggable transit/zonable FAR. For all you guys that hate my step roads...those might soon be a thing of the past. I will definitely be attempting to clean those out of my city as far as possible. I have a few concerns. I installed a whole bunch of transit stations (though a number of these seem to be identical to ones I already have! I thought NAM 31 was going to cleanup files from my plugins that it was replacing but I now assume I have two copies of each of these stations, ugh. Manual cleanup and testing time. I probably over installed, including many things I never use (most likely because I never had a full range of things to use for let's say TRAMs). I think I will have to do a completely fresh install or figure out what I can delete, since I don't think I will use half the stuff in transportation not related to really core things like NWM, FAR, RHW. Not sure if I'm going to use Project Symphony...I think I will try, but it seems I will need to do a lot of overhauling to my current highway system, which might be better served just switching to RHW. No rush, unless I am a taking pictures of a certain area. Hopefully I can tear myself away from experimenting to complete this week's update.

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    Update 89 - Walla Walla Interchange (I-380 Exit 2 A-B)

    This week I spent a lot of time rebuilding the 4 tiles that resulted from breaking up the Fort Orangeport tile. So here is an update with some new farm styles. This is Walla Walla Interchange (Exit 2 A-B) on Interdistrict Highway 380. Approaching from the west drivers can take an exit to National Highway 20 (South Ogden Avenue). If drivers continue across Ogden Avenue, they can either enter East Interdistrict 380 or continue along a ramp to County Highway X. If drivers want to continue along East District Highway 100 they take this exit and continue along the ramp to South Chastin Road (County Highway X). Approaching from the east (westbound), drivers take a split exit that either takes them to Chastin Road or Ogden Avenue.

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    Exit 2 A-B Eastbound

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    The picture is a little messed up but hopefully it doesn't detract from it.

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    Exit 2 A-B Westbound

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    This one is also messed up a little...oops

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    You are here.

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    Hope you enjoyed this update. This next week I'll be working on filling in the rest of those tiles in this area with farms and residences. I will also do some experimenting with the NEW NAM!!!

    Check out the District of Wenzel Street Map to get an idea where we are.

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    Replies to Your Comments:

    hellmunkey: How did you make the avenue tunnel going into that embankment in this pic?  Is that a mod or just very careful teraforming?

    I just raised the rails high enough, not 15 meters as needed for a bridge but more like 10-12. Then leave and extra tile at the height on either side of the tracks (4 tiles wide if you are building an avenue, 3 for a road)...then just drag the tunnel under. This may destroy the rail on top...just re-level the rail grade and place your rail again.

     

    It sounds like youre using a tunnel mod then.  Is that the case, or was that just a draggable avenue?

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    Love that regional picture.. you've developed it so well.. I'm envious.


    PbxSqRQ.jpg

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    "Creating" Custom Content

    I spent the last day trying to create ploppable lots out of growable lots. Finally was able to use PIMX. A couple of the lots work, some of the others the building isn't placed right. Suppose I can fix that in Lot Editor. I'm really hoping to get better with the whole custom lotting. Any tips, links to tutorials, would be great.

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    Replies to Your Comments:

    Aaron Graham: OMG!!! I just love what you do to you images, they looks so good. :)

    Thanks. What specifically do you like?

    I love the picture with the park.

    This new update looks great, keep it up, thumps up.  :thumb:


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    Waow those are some amazing landscapes, they look realistic :D 

    Great work :D


    .....

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    That RHW work really looks great in those rural settings.  As for changing growable to ploppable - you can always use the ploplot cheat (although that is a temporary fix, since plopped RCI lots can cause problems with the simulator)  I actually grow 99% of my RCI lots in New SorGun, but I have the advantage of modding each new BAT (building tileset, growth stage, lot size, etc) before I add it to my plugins folder - so I can pretty much grow what I want, where I want.  But achieving similar results without rebuilding your entire plugin folder would be difficult.  I'd start playing around in Lot Editor - you will quickly find it addicting :)  


    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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    Replies to Your Comments:

    hellmunkey: It sounds like youre using a tunnel mod then.  Is that the case, or was that just a draggable avenue?

    The from Frankie_Grove might be the ticket. If you search for Tunnel and Slope on the STEX, you will find a few different mods. I just drag the avenue and the tunnel interface appears.

    vivapanda: Interesting interchange in a great rural setting!

    Thank you very much

    Fox: Love that regional picture.. you've developed it so well.. I'm envious.

     

    Thanks, glad it looks good to outside eyes!

    Aaron Graham: I love the picture with the park.

    This new update looks great, keep it up, thumps up.  :thumb:

     

    Thanks, I'm definitely trying to keep it up!

    IL.: Waow those are some amazing landscapes, they look realistic :D 

    Great work :D

     

    Thanks. Working on my MMP skills.

    SimCoug: That RHW work really looks great in those rural settings.  As for changing growable to ploppable - you can always use the ploplot cheat (although that is a temporary fix, since plopped RCI lots can cause problems with the simulator)  I actually grow 99% of my RCI lots in New SorGun, but I have the advantage of modding each new BAT (building tileset, growth stage, lot size, etc) before I add it to my plugins folder - so I can pretty much grow what I want, where I want.  But achieving similar results without rebuilding your entire plugin folder would be difficult.  I'd start playing around in Lot Editor - you will quickly find it addicting :)

    I would love to get that detailed in my plugins folder, but alas, I just don't have the time. I don't have any problems with the PlopLot cheat. Of course Residential is not ploppable. I converted a few lots to ploppable. Still new to work on my skills, haha.

    sim_link: Looks fantastic, packersfan. Your use of RHW is definitely impressive, looks great in your rural areas for sure! :)

    Thanks, not sure if that impressive compared to other RHWs around here. Thanks for the compliment.

    Update 90 - HOHLER: West Side

    Today we will explore the latest developments in the region. This is the "West Side" of Hohler. The old city grid is present between the two sets of railroads. Beyond the tracks, however, Hohler has more curvy suburban style roads.

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    ABOVE: Fort Orangeport Drive

    BELOW: South 80th Street. North of the tracks, we can see suburban style development encroaching on farmland around N20 South Ogden Avenue.

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    Expanding suburban neighborhood north of the commuter rail line.

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    Industry along the southern railroad.

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    West of South 80th Street, Hohler is decidedly residential with many trees. On the east side, the blocks are often square with alleys and workshops.

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    There are a few industrial structures on the west side of South 80th Street along the southern railroad, however.

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    You are here.

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    Hope you enjoyed a little more Hohler. I'm trying not to go overboard with curvy suburbia, yet, since this area is still very much within the reaches of Martin which is mostly grid-style.

    Check out the District of Wenzel Street Map to get an idea where we are.

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    Replies to Your Comments:
    SimCoug: Nice work once again.  I really like these ploppable diagonal fields for SPAM farms - they may help with some of your diagonal fields.
     
    Hmm...thanks, those might help...I'll see.



    Thanks to all who nominated and voted this journal another Trixie. I believe we won this year for Best SC4 City Planner, though I could be mistaken. I was nominated for all the usual categories again: Best SC4 City Journal, Most Aesthetically Pleasing SC4 City, Best SC4 City Planner (WINNER), Most Realistic SC4 City Journal, Best Suburbs in SC4 City Journal (RUNNER UP), Best Roadgeek SC4 City Journal.  Of course I beat out Sim_Link for Best SC4 City Planner.  Sim_Link seemed to be nominated for just about every Trixie I was and a few others and somehow to did not win a single one, except for one that recognized that he was nominated ALL over the place!  Last year I won Most Realistic SC4 City Journal, this year Best SC4 City Planner...interesting since sometimes my "planning" is worse than not planning...

    Update 91 - Beautiful Farms and Countryside
    Can you smell the fresh air? Can you smell the manure? Today I present you with some farm scenes west of Hohler.


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    Some of the Martin neighborhood known as NOHA (North of Hawthorne or North Hawthorne). I love these low-residential houses!

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    Now for some farmland.

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    We can see I-380 Exit 3 88th Street in this aerial shot.

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    You are here.

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    Some suburbs next time around Page Park. Hope you enjoyed the farmland. It will be a shame to build over it, but Martin, Hohler, and Hawthorne are expanding. Many before and after shots? Fun fun!

    Check out the District of Wenzel Street Map to get an idea where we are.

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    Modding/Lotting Help!

    The custom content modding bug has bitten me.  I want to find a way to replace the boring non-seasonal maxis trees found on so many lots with seasonal beautiful trees from girafe and others.  My first attempt is to alter _marsh_'s Maxis Tree Replacement mod to replace those trees with seasonal ones from girafe...though it seems this MIGHT not be possible.  My other option is to go through and edit every lot in my game and swap out the trees.  While this is insanely time consuming, it is something I could possibly try...but so far my attempts yield duplicate lots when I just want the lot to be altered (of course this might just be something that happens when editing Maxis lot), but it also happened with custom lots.  I don't want new lots, I just want the old lot to be changed.  Any help!

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    I love that intersection with the diagonal rail.  Great stuff!  (and congrats on the Trixie)

     

    Regarding you lotting/modding questions.  I know that TWrecks is in the process of creating a maxis tree replacement using high quality trees, including many from Girafe.  However, it is impossible to do a straight maxis tree replacement using seasonal trees.  If you want seasonal trees, you will have to go in and re-lot each one... And yes, that would be tedious.  It may be easier to just go through and delete the maxis trees using the Lot Editor, then you could add seasonal MMPs after the lots grow in game.  I'm afraid however you decide to approach it, it is going to involve a lot of work.  No pain, no gain, I guess :)


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    Yeah, it appears that will be the case, a lot of tedious work, but I think it will end up looking a lot nicer.  Another thing I'm toying with in LE is the base textures.  I just added Lowkee's Appallacian Terrain Mod and the beautiful Northwest Seasonal Tree Controller and I want my lots to blend in better with the environment and each other.  You know how the maxis park lots, each lot seems to have a completely different grass texture that matches nothing else.  Maybe I am trying to bite off more than I can chew...I don't know.  Just playing around and want to showcase the incredible season changing trees.  Add that next level of beauty to my city.  Any ideas, tips, pointers, flat-out this is what I use to get this effect, please let me know.  It will be greatly appreciated.

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    Replies to Your Comments:

    NMUSpidey: The Midwest really all looks almost the same from the sky. This could be my native Michigan, too. Great work, your Trixie was well-earned indeed!

    Thanks. That is what I am going for!

    Benedict: Congratulations on your Trixie.

    Another excellent update. I like how you constructed the grade-separated rail flyover.

    And of course the map is still as stunning as ever.

    I have a number of those rail bridges scattered around my city. Thanks. Hopefully the map page loads.

    SimCoug: I love that intersection with the diagonal rail. Great stuff! (and congrats on the Trixie)

    Regarding you lotting/modding questions. I know that TWrecks is in the process of creating a maxis tree replacement using high quality trees, including many from Girafe. However, it is impossible to do a straight maxis tree replacement using seasonal trees. If you want seasonal trees, you will have to go in and re-lot each one... And yes, that would be tedious. It may be easier to just go through and delete the maxis trees using the Lot Editor, then you could add seasonal MMPs after the lots grow in game. I'm afraid however you decide to approach it, it is going to involve a lot of work. No pain, no gain, I guess

    Yeah, I have to remind myself that these little tweaks can't all be achieved at once and that I've played this game a long time without everything matching perfectly. First things first, I am swapping out my use of evergreen trees for seasonal trees. While all the trees in my cities won't change, trees I plop will, to give the city a little extra flavor in pictures. Next step is figuring out how to mod base textures to better suit my terrain, etc.

    Update 92 - HOHLER: Page Park Subdivision

    Needless to say, I'm glad I started this update this past week, because I've been bitten by the modding bug (though it has been fruitless so far).  Anyways!  This is Page Park Subdivision located between West Mulholland Avenue, South 72nd Street, West Axelrod Avenue, and South 80th Street.  Maybe some of you will notice this update includes a composite picture.  Actually I made one very large composite mosaic and took pictures out of it.

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    Seems everything flows nicely between the two separate tiles.

     

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    Can you see the tell-tale sign of a District of Wenzel composite?

     

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    I like the more realistic curves, except for the fact that it is hard to zone against them (though still possible) and that no maxis grass shows up underneath the curved areas (I hate inconsistency, ya know?)

     

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    How about a really messed up perspective picture.  I wanted to show off the entire length of South 72nd Street between West Mulholland Avenue and West Axelrod Avenue and this is what happened.

     

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    A rough nearly direct overhead view.  I know how to make a direct over head shot.  I meant to get this view not 100% direct.  I really like how this subdivision turned out.  An improvement over Meyers Estates.

     

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    You are here.

     

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    Playing with a new tree controller and terrain mod (you'll see more of it in the next update).  The tree controller is Blunder's  It is seasonal and pretty cool (though I wish I could get more maples than pines when planting in God Mode.  The terrain is Lowkee33's Appalachian Terrain Mod.  The terrain is high definition and absolutely beautiful.  Currently I have it set to change with the seasons, so sometimes it appears dried out...other times lush and green!

     

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    Here are some things I want to do modding.  I want seasonal trees on the lots in my game (this seems like it will be very time-consuming as I will just have to replace all the trees on each and every lot --- or at least delete all trees and place MMPs later on...  I also want to figure out how to change the base grass texture under the diagonal roads and streets so they will blend with my terrain (or any terrain for that matter better).  

     

    Check out the District of Wenzel Street Map to get an idea where we are.

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    That is one great looking subdivision - The top down view could easily be mistaken for a picture taken from google satellite.

    Bummer about you CTDs... Switching terrain mods shouldn't cause much many problems, but switching tree controllers mid-stream can really mess things up.  I thought you were just using the vanilla maxis god mode tree brush before?  Since you don't really need to use the tree controller in your older developed cities, I would just keep it out of your plugins when loading those - maybe that will help?     


    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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    I've loaded some tiles and the previous trees are gone...is this what the problem is? Should I load the cities I want to convert with the first tree controller (CP) and then delete the trees, save, and reload with new controller? I will try this, see if this is what the issue is.

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    Yes, that's the exact problem. When I switched from the Columbus to Olympus terrain mod, I had to load the old mod, delete all the trees, then plant new ones. I had CTD's every time I tried to zone/build over them. 

     

     

    Other than that, I also notice you didn't have streets with grass (or sidewalks). As seen here, the streets also have a draggable version with textures and sidewalks. In the NAM31 readme there's instructions on how to create them. :) 


    "Reality is a lovely place, but I wouldn't want to live there."
                                                                                  -Adam Young

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