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3 hours ago, kelistmac said:

 I hope you like it...

That's a silly question. :rofl: Only a mad man would not like it.

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I'll take a quiet life... A handshake of carbon monoxide.

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@Tyberius06 I like the lots very much, my one and only complaint are the tall tower street lights. They are not very good models because they are oversized in comparison to the rest of the SC4 world. What would it be like to walk under one of these things that are easily 200+ feet tall 70+meters tall. In the Lot they are also in locations that would be in the way sometimes and there are too many. They take your eye away from the work you put into the lot layout. In the future I would suggest you avoid oversized items like these lights. 

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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@philforhockey51 Thank you for your feedback. I would appreciate more from others as well. I personaly like those very high cones. They were made for industrial sites, as I remember, I've seen them in use on some other lot, that's why I used them very bravely, maybe too bravely :) Well, I'm thinking about it - because the original v1.0 didn't contain those cones - that I'll release a little expansion without those tower lights. So there will be two version some of the lots, one with those cones, one without them. 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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Hello Everybody , I've been checking out some of SimCoug's stuff on the Stex . This is a small part of what will probably spread all across my Simnation .

8EfLRFk.jpg And here is how my Marina Project turned out . 

cgPU3if.jpg Here is the link to SimCoug's contents used in the image . 

 

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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On 11/12/2016 at 7:39 AM, kelistmac said:

I've been working in a new region inspired by the hometown of my mother in The Netherlands, I hope you like it...
 

30632100370_5939874139_o.jpg

 

Yo ---

Looks very nice -- much as I remember Holland.

Where did you find the silver & green colored barge ??


In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

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"History is but a pack of tricks we play upon the dead." --- Voltaire

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Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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D0uEM5W.png

Southern expansion, where a grand station was placed in the city. Beyond south of this, is going to be much more expansion...

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Slvodup.pngADes0lB.png

Some commercial vans that should be up by next week.
 

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Wow, that looks neat! Only a detail: if you are using Photoshop or Gimp to redo the fsh files, you could try increasing the transparency of the new layers, to allow the details of the truck to be visible. By now, for example, the yellow truck looks like having no doors.

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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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Yo, guys --

Some folks have indicated in their feedback that my landscapes tend to be a little THICK with trees and forested areas -- and that they also seem to have a lot of pine trees!!  First -- thanx to all of you for the feedback.  And thanx for not being afraid to be a bit critical.

I'm laying out a new commercial zone on top of a hill and the pics below show several variations in my old style.  Fewer pine trees -- some new flora suggested by Raynev1 -- and FEWER trees with some breathing space between them.

Let me know what you think --

gcpRuAF.jpg

 

cKd7zhS.jpg

 

XC6azOE.jpg

 

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@Dreadnought Looking good . Your style is evolving . :thumb: How did you like that flora suggestion , cool stuff isn't it ? The open spaces make it look more realistic . 

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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59 minutes ago, raynev1 said:

@Dreadnought Looking good . Your style is evolving . :thumb: How did you like that flora suggestion , cool stuff isn't it ? The open spaces make it look more realistic . 

Yo, raynev1 --

The Pasture Flora has some good stuff in it -- especially the yellow wild flowers.  But there are a few things that just don't look right -- some are too big for proper scale -- others the colors are too vivid.  But your tip was well worth downloading another MMP set.

YES -- the space between the trees is much better, and cutting down on the use of the tall pines and Lodgepole Pines is much, much better.  I'm still fighting the urge to "fill in the blanks" -- but this approach encourages me to view placing trees as an "artistic" job rather than filling up empty spaces.

I'm also finding it much easier to use deciduous trees since I made a new set of filler lots with transparent bases -- they now look better as stand-alone clumps rather than a giant forest to hide the off-color bases.

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@Dreadnought   :thumb:            spacing is hard, when doing it it feels like you forgot to fill in a patch doesn't it   The first two pics you got it the third one you setup for a harder time at it because of the four "clumps" that is realistic but as you did next to the 2nd group from the left you also have a little extension or arm sticking out of it, that's a good way of of making it look more natural and not manmade, not a perfect circle is the idea   

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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1 hour ago, 9gruntsand1hammer said:

After 3 hours later of trial and error I was able to finally build to underwater tunnels and both I was able to drive on.

Sault%20Ste.%20Marie-May.%204%2000147934

Sault%20Ste.%20Marie-May.%204%2000147934

Nice!  I also have used this technique.  Here's a tip - if you use some kind of seawall mod, like the one from NBVC for example, you can use the diagonal pieces as overlays on the coast and extend the flups into the water

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Nice idea, I like it. How about I-M fillers? I mostly use those ones.

Recently I made a few more variation (in first step for personal use for all three sets) for simple diagonal versions which can match with custom sidewalks or MGB's Industrial SAM or railway dirt.

 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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@kingofsimcity: Haha, this is exactly what I thought when I saw your FA parks: We could also have FA IRM fillers - at least some.

Honestly, I think the zigzag is not too bad. Of course you see it because you're the creator, but if you had just shown off the picture without saying anything, I highly doubt that anyone would have said "Meh, it zig-zags too much. Nice try, but it sucks".

We'd need a high-tech fence set with suitable FA props - maybe a BATter would be so nice? A fence can't be that difficult and time-consuming to make.

The streetlights are a tricky issue IMO. On the one hand, some people may prefer them being overridden so they get a more coherent look. On the other hand, independent IRM streetlights would ensure that the props look OK. (For example, I used the Maxis avenue streetlight, but that one is rendered slighly off-center. Override it, and your new streetlight will be offset to the side and no longer sit where it's supposed to sit.)

@Tyberius06: Wow! I remember that interchange in the 3rd picture - you showed it viewed from the train station, and in autumn, IIRC... well, it hasn't become any worse, and the rest of your work is up to par as well. Great job! :thumb:

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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14 hours ago, 9gruntsand1hammer said:

After 3 hours later of trial and error I was able to finally build two underwater tunnels and both I was able to drive on.

Sault%20Ste.%20Marie-May.%204%2000147934

Sault%20Ste.%20Marie-May.%204%2000147934

In any case, you don't need to use FLUPs to do underwater tunnels; another alternative (that gives you more liberty with the space over the tunnels) is to terraform the route to make a temporal leveled landbrigde, to draw the tunnel under it, and then to terraform back to the desired shape: the tunnel stays the same and you can drive it through. This one is an example of my now poxed central tile (I'll avenge its death!). I chose to terraform over the tunnel with a more shallow riverbed because of realism (same reason for the distance from the shoreline), but the method is very flexible; it could be perfectly done with a minimum separation and maximum depth.

Cgmuc9Y.png

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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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@kingofsimcity hey that's great! I have been feeling the need for "out" lots to balance out the FA buildings, and I'm happy to see it already happening. I like the mashup of those FA parks with IRM fillers.

FA alleys are also needed (and probably a new alley set altogether, but that's another story).

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Need more cars on this highway, I rarely see them use it. I'm going to change the ending of the highway to end in the industrial area so they will starting getting on it hopefully.

No cars.png

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16 hours ago, T Wrecks said:

We'd need a high-tech fence set with suitable FA props - maybe a BATter would be so nice? A fence can't be that difficult and time-consuming to make.

The problem with FA-Props that need to line up (i.e. modular), is that making them look somewhat seamless is actually very hard to do. For example one of my FA-Tennis courts actually rendered the textures completely straight, not with the usual skewing. This has the effect of hiding from view parts of the model, in one/two rotations that almost makes the props invisible. CP is one of the more skilled modellers out there. But getting the LODs and models to play nice is actually quite the can-o-worms. Most likely why the zig-zag effect is almost impossible to avoid.

Not to mention, I really like the fences you used for the I-HT fillers, but to match up the FA ones, realistically those would need re-making too. If I ever get my computer sorted though, this is something I think would be useful. Although thus far some creative use of Diagonals has worked well around FA/WRCs for me in conjunction with grass fillers. Little areas with flora can add some much needed greenery around industrial areas.

Ind_filler_zpslse523ko.jpg~original

On ‎17‎/‎11‎/‎2016 at 7:43 AM, kingofsimcity said:

Today I learned 22.5 and FA2 are not the same.

I think the actual angle is something like 18.5 degrees for FA-2 for the roads, but I'd have to check into that. It's another thing to bear in mind that not all modders will use the same FA angles, and a few degrees here or there can throw everything off.

On ‎17‎/‎11‎/‎2016 at 7:43 AM, kingofsimcity said:

I can get a close approximation of FA2 but there is a slightly noticeable "zigzag" effect if you view it from another angle, not to mention that little gap between lots.

In the first instance, try (if you haven't already) to move the props precisely X moves Left/Right then X move Up/Down and stick with the same pattern. It might help to overlap the props a little if the LODs allow it. Otherwise, cheat a little and place some small bushes/flora around the seams, which should help hide any small imperfections. A liberal sprinkling of trees (MMPs) can also be a useful way to hide such annoyances too.

15 hours ago, matias93 said:

This one is an example of my now poxed central tile (I'll avenge its death!).

I have to say, I'm sceptical that such a city could get the Pox. It just doesn't fit with the basic fundamental cause. Usually it requires a lot of smaller buildings and very dense development to trigger that bug. I just wonder if you've considered other possible problems here. Because a half-finished tile with lots of high rises just shouldn't suffer from Prop Pox.

6 hours ago, Haljackey said:

Working on a RHW-10 / OWR-10 interchange with huge loop ramps

It seems like an age ago I was following your building a city from scratch series, which I watched every minute of intensely. You helped to teach me so much about SC4, especially the use of RHW. As RHW has matured through NAM33 to today, I always wait to see what you make of all the new features. I don't comment on every interchange you make, but it's about time I mentioned how inspiring your dedication to highways are for the rest of us.

3 hours ago, ikilluasap1 said:

Need more cars on this highway, I rarely see them use it. I'm going to change the ending of the highway to end in the industrial area so they will starting getting on it hopefully.

Always a tricky one that. I find where possible, keep the parts between interchanges segregated with the exception of highways to really see high usage. Otherwise, try to make other road connections less desirable by ensuring they are less direct. Unless using the RHW is quicker overall, sims won't make an effort to divert on and off the highway. Even though in the real world, the highway is almost always the quickest route for travelling.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Coming soon: automata truck trailers that add American trucking brands into the game.
G7TRUQf.png
6ybIlA4.png

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On 14/11/2016 at 10:18 PM, Dreadnought said:

The Pasture Flora has some good stuff in it -- especially the yellow wild flowers.  But there are a few things that just don't look right -- some are too big for proper scale -- others the colors are too vivid.  But your tip was well worth downloading another MMP set.

Did you know, @vortext made a seasonal oldies pack, available here (LEX)?

He modified a number of these props, I think it's worth checking out if you don't have them already.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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