Jump to content

24,717 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

@Fantozzi .......HAHAHAHAHA!! Hilarious *:thumb:


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

w11resized2.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 hours ago, Fantozzi said:

Any resemblance to actual events or locales or persons, living or dead...

Would be very weird and potentially scary... on another note, how did you know I was watching Grey's Anatomy recently!

  • Like 5

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Fantozzi: That's fantastic, both the pictures and the story aswell! *:)

On Update 4: I saw a lot of different kind of ships, and cranes too? What are those? Which pack contains them, or are they yours?

- Tyberius

  • Like 1

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Tyberius06:

The cranes on the left is a free 3ds model from archbase I was able to get into GMAX - so you can't say they are mine, let's call them 'new'.  Some ships are peg scows. You can find them on the STEX, they were originally created for canals but if I am right someone made also a ploppable version on water. The bigger ships are NOB - should be in his megapack vol. 03.

Well, and as the main lots are done now, I can also state this:

Original WMP Set:     11 Dependencies

My expansion:         +11 Dependencies

= (total)                       22 Dependencies

 

But still the rate will be good. You have to see, sometimes you have to download 4 or 5 dependencies for a single lot. Instead with both packs (WMP + mine) the rate will be roundabout 0,3 - 0,4 dependency per lot. Doc Rohrlachs and mine together will be <50 lots.

 

@Simmer2- back to work: but the rail it's a prop? It has shadows?

The platform under the tanks - the texture may be to rich in contrasts compared to the tanks themself (attracts the eyes to the platform). There are spots almost white and I wouldn't think it's not concrete (more uniform in colour) but stone or marble (of which a foundation for a tank wouldn't consist?). So, maybe, a quite discreet texture on the platform would put the colour 'emphasis' more on the tanks. Just to do some pettifogging remark..

 

  • Like 5

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Fantozzi: Thanks for the answere! 

On Simmer2's pictures, those rail tracks are props indeed with the new and rusty wheelstop. *:)

- Tyberius

  • Like 1

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.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Fantozzi as @Tyberius06 said, they are  3d props. I will look into the cement pad texture. I have dozens to choose from. Thank you for the suggestion!

Simmer2/Nick

PS. Regarding the amount of dependencies in lots, it has never stopped me from using lots of them. The more the better as far as I'm concerned.

It means that the lots are more detailed and convey a higher standard of realism. Keep it up!

  • Like 6

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

w11resized2.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think the basics are all there and you managed to create a visually pleasing scene. :) And yet, I found myself thinking "Hm, something is not quite there", but I'm still a bit hesitant... maybe some pointers/suggestions:

  • The sand stops very suddenly under the water - a smoother transition and/or some underwater objects might help.
  • The border between that little pine forest (beautiful work in itself!) and the beach is very strict and linear. In reality, I'd expect a more fuzzy edge, with some shrubbery reaching further down onto the beach and some sandy spots or even little footpaths extending into the pine forest.
  • Maybe you could try mixing with some slightly differently coloured sand MMP to create a slight transition/variation?
  • The objects on the beach are a good touch fundamentally - driftwood and rocks, seems logical. I still think something's a bit off about them. Why is that? I'm not sure tbh. It may be that they look too obviously like "here a mouse click, there a mouse click", but somehow they don't really "connect". Maybe it's simply the quantity.
    These rocks, for example, are not to be found anywhere else. They are too few to create the impression of a rocky coast, and there is nothing else that hints at their existence. The driftwood is there because of the forest, but those rocks? They look out of place somehow, like some arbitrary object that was placed there on purpose to fill some empty room. I think either having a lot of them or getting rid of them might end up looking better than having those three little clusters.
    As for the driftwood, here I wondered even more what makes me hesitate. There's a forest, right? Forest - trees - coast - sea - driftwood. I'm beginning to think that it may be the quantity and placement again. One or two pieces would have been enough to hint at the connection to the forest without them ending up looking like "filler clicks". Or you could go the full mile and place even more, but then probably most of it where it makes most sense. Some logs at the water edge, yes. But let's say you had a less defined seam between beach and forest, with some protruding shrubs. Maybe some trees that are closest to the beach and salt water would die, and their remains would line the strip of land where the forest gives way to the beach. Maybe the sea would wash some driftwood ashore, and it would get caught in those "outpost" shrubs on the beach, scattering around them. If you had more rocks, the driftwood may alse be caught among these rocks.

Now all of these ideas aren't fully fleshed out, but I hope they may still be somewhat helpful. In any case, should you decide to do a little makeover of that spot, I'd love to see the second version! :)

...aaaaand for no reason at all, I MUST use that duck smiley now. :ducky: quack quack. There. I feel much better already.

  • Like 5

-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

And just as a small tip: most beaches (except the ones on the mouth of a river) are over a bedrock, and the farther the rocks go to the water, the more stretched the beach will be, like if the rocks were grabbing it as a cloth. A way to simulate it is to terraform a small hill against the water and to soften the surrounding beaches to follow it, then MMPing the hill with big rocks and smaller ones going back to inland, even including some shrubbery in the middle. 

  • Like 3

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

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 minutes ago, T Wrecks said:

As I mentioned, more IRM is on the way.

Looking forward to it already, these look great :ducky:


"We live in a era where our cities are armed with steel and concrete. Computers and electronics barricade our minds. It doesn’t change the fact that there exists a lot of strange phenomena, bizzare beyond reason or logic. Most folks just don’t see them, that’s because we cling to order to any tiny happiness that comes our way and we bust our humps to blind ourselves with our desires and our pleasures. There’s a world of darkness out there. Beyond time or space. A world filled with evil that is undeniably real and in that world there are things that run wild!”

-- Perturbator

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
14 minutes ago, T Wrecks said:

Instead of nitpicking other peoples' work, I reckon I could also post some of my own stuff.

On the left one on the right side - the fence ends after two tiles. Is this intentionally?

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
41 minutes ago, Fantozzi said:

On the left one on the right side - the fence ends after two tiles. Is this intentionally?

I guess is to leave place to connect the grown lot to IRM fillers

  • Like 1

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

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
49 minutes ago, T Wrecks said:

As I mentioned, more IRM is on the way.

New work looks good.  I use the IRM as part of my 'Realism' theme folder --combined with the street realism mod that adds parked cars and trees.  Thanks for this stuff.  If you were an enterprise I could call you 'T-Works'.   

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, Fantozzi said:

On the left one on the right side - the fence ends after two tiles. Is this intentionally?

@Fantozzi: Good eye! It actually was intentional - as @matias93 guessed, the lot was meant to connect to other I-M stuff there. This is also the reason why the right-hand side is pretty open: I wanted to get some more space in front of that roller gate - either from adjacent lots, or using fillers.

However, the idea with the fence gate came later (the other lots are big enough and offer enough breathing space around the main building so I could fence the lot in), and in retrospect, I guess it wouldn't look so bad on the first lot, either. Thanks for the inspiration!

Depending on building layout, I sometimes go for open lot edges and sometimes for fences/walls. Sometimes I mix. For example, if I have a wide warehouse with cargo bays in front and a blank wall in the back, I might add trees and shrubs as well as a fence or hedge behind the back and "close" the lot there, while the front remains open to give trucks some space to manouevre and make sure you can create a connection to the road network. When there's enough space, I sometimes make the building sit relatively in the middle of a lot entirely surrounded by fences, with just some entrances. And sometimes I also fence off most part of the lot, but leave some of it open to the surrounding.

If you look closely at the right-hand lot, there's a small gate near the top left corner. The paved area goes behind those large silos; two trailers are parked there. This little corner is an interesting little spot because it's inside the lot, but outside the boundary fence of the facility on the lot. I like to play with such concepts occasionally. I also have one where the yard is between walls and the staff parking lot is outside those walls...

@RandyE: LOL, T-Works! *:lol: Nice one. I should have used that for my uploads.

@PaleoCardio: Thanks, glad you like 'em. *:)

  • Like 3

-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That looks impressive already! As fara as I am concerned, you're pretty much perfectly on the right track.

You didn't overdo the rocks, for example. Sometimes you see SimRivers running through relatively flat grassland or forest, but the river is lined with a humungous amount of huge rocks and boulders. Now where do these come from? Either there are cliffs that the river eroded, or the terrain is so steep that the river flows in rapids that are strong enough to carry such big boulders with them. In flat land, however, finer gravel is perfectly enough, and you used just that.

Reed and cattails are another thing that's not so easy to get right because you'll typically find it in more protected spots where the water runs very slowly, but not alongside rapids. You used those MMPs quite sparingly, too - maybe you could use even less, or try to create some spots where the river runs very slowly - maybe an old river arm that only gets flooded occasionally and has almost turned into a pond? Or a little dam, upstream of which the water will flow extremely slowly?

Finally, I think the dead/cut down trees from the Poseidon Mod (?) are enough; those bigger tree trunks near the river look somewhat out of place because there's no tree anywhere near that could leave such big trunks behind. ("Yeah, not any more", I hear your evil self say with a grin and the chainsaw still in hand... *:P )

...aaaand since I consider myself to be at least a blue-belt nitpicker, I'd summarise that you did a tremendous job on that river! *:thumb:

  • Like 5

-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@feyss Great work!

You only need to press "G" and go nuts with MMP.  It even rhymes *:thumb:

 

Simmer2

  • Like 4

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

w11resized2.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

WORK IN PROGRESS --

THE JADE BIGHT II

WILHELMSHAVEN WEST:

(Click to make bigger.)

Yo, guys --

I NEED SOME DATA INPUT -- !!

I'm fast approaching the point where the map tile will be finished -- mainly because I will have filled it to the size of my "allowed footprint" and then some.

THE PROBLEM:

I'm having the Devil of a time figuring out exactly HOW to finish the edges of the map.  Whatever is placed directly along the edge of the map will have to be carried over to the neighboring map -- and I want to avoid at all costs turning my regional map into something resembling a huge checker board.

If you have any ideas, my friends, I'd like to hear them --

520epFN.jpg

  • Like 9

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/

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
16 hours ago, MissVanleider said:

I have been trying to 'build' a mmp river with land bridges, a couple of shots. Think i'm on the right track but if anyone has any extra pointers / suggestions they would be great to hear:

2UOE6We.png

 

VERY IMPRESSIVE !!!

But -- I agree with T-Wrecks -- get rid of those telephone poles laying beside the river.  (Too big and too straight.)

My personal preference, of course, but I would not have used the "standing stone clusters" in picture #2.  They just don't look right to me. (IMHO)

Other than that -- I like it !!  *:thumb:*:thumb:  (That's "two thumbs up")

  • Like 2

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/

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
47 minutes ago, Dreadnought said:

I'm having the Devil of a time figuring out exactly HOW to finish the edges of the map.

Nice work.  If you are referring to the green areas at the edge, when I look at what I'd do with it is use wildflower and tall grass MMPs, maybe some ponds and rocks to complete the landscaping which then can be picked up on the next tile and graduated into another village/town or whatever sized settlement.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Dreadnought What about either forest or farms? Afaik, they are rather common in areas at the outskirts of a city. BTW, here's what I'm doing when planning across the city border: I'm dragging railway over the border at significant locations (for instance, at the limits of farms or in riverbeds), to let myself know in other cities that there's something special at this location in the adjacent city.

  • Like 5

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

Visit my CJ Maxiland, where I'm taking on an enlarged version of Timbuktu!

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@11241036 immediately easy name to type after @ symbol! But yes, i do the same thing. Road = trees on other side. RHW = meadow on other side etc. The loading times back and forth arent too bad if the new tile is mostly empty :)

  • Like 1

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections