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Emerald Ville development 02

Last I showed you emerald ville south, now the modern lines of emerald ville north will be revealed. Little settlements, agricuture and roads undeveloped. Ville NWM remarkeble layout giving it a different charater from the surrounding infrastructure. North and east side town´s and agriculture about ready !

AeBJrou.jpg

SLRm76C.jpg

Emerald Ville modern city center layout !

hqbgawK.jpg

There might be a terminus for the short railway brange to Emerald Ville South !

Enjoy !

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7 hours ago, T Wrecks said:

Now for something else: I really hate to be kind of a party pooper, but doesn't that wavy pattern on the sand result from water and only exist in the "wet" zone that's constantly affected by waves breaking on it and running down again? Wouldn't the dry sand further up be smoothed by the wind?

I have no idea about the technical possibilites and limitations, but it would be ideal if we could have the wavy structure only in the surf zone, with smooth sand further up.

Well, depending on the specific geography, that pattern can appear on dry land, as it is, in fact, a miniature dune field. In any case, that's strange enough to discard it.

Now, to make both textures isn't outrightly possible, as the game admits only one beach texture at once. What could be done to override that restriction would be to replace, on the terrain mod, all the textures for the minimum altitude with a 'dry beach' texture, and to use a 'wet beach' texture for all the beach, while also reducing the width of the beach on the terrain controller to a minimum.


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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7 hours ago, T Wrecks said:

Now for something else: I really hate to be kind of a party pooper, but doesn't that wavy pattern on the sand result from water and only exist in the "wet" zone that's constantly affected by waves breaking on it and running down again? Wouldn't the dry sand further up be smoothed by the wind?

Well, it's tricky I think. In my opinion, I enjoy this wavy pattern, because it's closer to the real beaches, where animals and people are crawling, storms and wind can mess up the smooth sandy surface... So this wavy patter gives a little more "alive" look to the beach... It's not perfect, but I prefer this than a smooth beach... :)

- Tyberius


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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I like better the second one, it works in more different places, the first is somewhat lake-only

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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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@alejolopez13

Is it an other version (are you making more beach mods, like back in the days Gobias released I think 8 different beach texture mods?), or you will replace the previously showed versions with these ones...? I like better the first picture. :)

 

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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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11 hours ago, alejolopez13 said:

Guys: which one do you prefer?

I like the second one better, tbh.

Regarding the beach issue, when I was looking at xannepan's Poseidon mod, I noticed that there's a pebble brush tool for rocky coasts which really looks quite nice and can be applied selectively. When I took a look into the actual files using iLive's Reader, I noticed that the main components of this brush are an "endless" (= seamlessly tiling) pebble texture and a kind of alpha map that will ensure the brush is circular and fades out towards the edges to avoid sharp edges and allow for smooth transitions. Theoretically, it shouldn't be all that difficult to replace this pebble texture with a "wet sand" texture that has this typical ripple pattern on it, and use the brush to create the lower part of the beach...

Of course, losing the pebble texture would be quite an expensive trade-off IMO because I really like that thing. I wonder if it would be possible to add more terrain brushes by using the existing ones as a template, changing IIDs and switching out the underlying texture graphics... this could open up MASSIVE opportunities in terms of terrain decoration.

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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 |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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16 hours ago, alejolopez13 said:

Guys: which one do you prefer?

1:

Wateer111.thumb.png.a3dc59f863042ffa7b721f69b78b67a6.png

2:

WaterP10.thumb.png.b327d0b1cfc0b7adbf18c967bc666558.png

I like #1

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Well, I was holding out hope to see this from @Ceafus 88, but he hasn't been very active lately. So I decided to make one myself. 

Untitled.jpg

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Slowly bringing new retail to life because we can never have enough strip malls....

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10 minutes ago, RRetail said:

Well, I was holding out hope to see this from @Ceafus 88, but he hasn't been very active lately. So I decided to make one myself. 

Untitled.jpg

Nice job. Maybe a older style signs also. And Maybe a Newer style Family Dollar also? Like this 

197239ED-906A-44F1-9442-A5FD73DCC05B.jpeg

C6332CEA-8E3D-4343-AF1A-B2CBC8419F12.jpeg

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I'm trying to modify th  xannepan's Poseidon mod but I still do not get good results...Jenxmod1.png.e47eaa239921c3e8d2625c1dacfa6bcd.png

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

Helip1.png.93469591f3446d7c9c4d3941fc36fd6b.png

 

 

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Discord: JLeCoultre#9124

My Simtropolis BAT Thread

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Little W.I.P A little Village on the outside of the City Of Sunnyside. SPS "Sunnyside Power Station" is also in this sets of pic. Also the Power Station Ash Hills. 

Sunnyside-Apr. 6, 001531511733.png

Sunnyside-Apr. 6, 001531511743.png

Sunnyside-May. 4, 011531511969.png

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Hubbington - Mass Transit Improvements

Hubbington is my latest project city. The goal for this one is to apply multiple mass transit solutions in a way that allows for the smooth flow of sims in a controlled manner. This time I have included streets but only in a very restricted manner. They will connect neighbours within a suburb but travelling outside the burb will be on mass transit or pedmalls. Also getting into the down town core can only happen on mass transit.

So, empirical data has been processed and it is time to make some improvements. I want to start with the main hub in the down town core by removing the monorail line going through the center (marked) and replacing it with passenger rail running north/south all the across the city. This will intersect with the current rail line running east/west. I will also add transfer stations (monorail/rail) where the passenger rail intersects with the monorail ring.

Hubbington-Wide-marked.thumb.jpg.cea569d3dd50375ee196c3974e24fb07.jpg

The next pic shows more detail of the hub area. In the process I will replace the pair of stations with a single station solution and open up some space.

Hubbington-Closemarked.thumb.jpg.47473be547c49ee1a92c2dfe6bcf62ce.jpg

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Just finished making the mass transit changes in Hubbington. I think it makes the core look better and frees up some space for development. Along with the new rail station to accommodate two rail lines and the trams I added the new transfer locations at the monorail loop.   

Hubbington-CloseAfter.thumb.jpg.2b4ed37ffa642d5c5a31be7641469281.jpg

When I zoom out and do a route query on the main station it looks like the new system is reaching all areas of the city. I was having a problem with abandonment due to long commute but when I check around now I find no evidence of it and my transit fares are up about 15 %.

Hubbington-WideAfter.thumb.jpg.c76a9b4e1323282085cad4fee307d966.jpg

So now I can do a little more development and see how it holds up.

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3 hours ago, jmsepe said:

Kaijo Metropolis has just reached 5.4 million people with two large tiles having 1 million people each. Working on the suburbs area in the southeast and the airport on the northern part of the city. More land reclamation is going to happen on the long narrow peninsula. 

I'm struggling with mixing the cities and the mountains. I hope there is a terrain mod that put trees on the land automatically since plopping a lot of them is a great handiwork. 

Except in a few extreme cases (Hong Kong and some parts of Barcelona come to mind), cities usually blend with the mountains surrounding them by having low density communities in the hilly areas. You can try my approach, I think it works well. Start building roads and streets as high up as your slope mod allows you (if you have any installed), following the minimum slope approach to the hill and then zone residential low density with a few patches of commercial low density. You can even terrace/plateau some hill for mid-density development. Then, plop some trees in the spaces between the spaces left by your low density developments, that will transition into full-blown forests on the hillier parts, where there is no way to build up. 

About the trees, there is a mayor mode tree plop tool which allows a massive plop radius, like an entire big city tile worth of trees (beware the consumption of computer resources!), can't remember the name but it must be at the STEX or LEX.

 

At the right side of the picture you can identify the suburban developments that were built using this approach, blending in with the forests and the smooth hills.

Columbia1.png

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10 hours ago, jmsepe said:

Kaijo Metropolis has just reached 5.4 million people with two large tiles having 1 million people each. Working on the suburbs area in the southeast and the airport on the northern part of the city. More land reclamation is going to happen on the long narrow peninsula. 

I'm struggling with mixing the cities and the mountains. I hope there is a terrain mod that put trees on the land automatically since plopping a lot of them is a great handiwork. 

MqVSznp.jpg

 

You need yourself a tree controller, my friend!  The Maxis trees included in game are rather underwhelming.

I use the Cascadia Tree Controller for my rendition of Vancouver.  I've attached a regional shot where you can see my mountains covered with trees to give you an idea of how it looks.  I also linked in the Pacific Northwest Controller too.  There are others as well, but if I can give my own personal opinion, based on the water mod and terrain mod you're using, both of these would work very well in your region.

Be sure to read and follow all instructions very closely, and use only ONE.  Once you have one installed, in the God Mode menu there is a little tree icon that will give you a large radius much like when you're terraforming.  Click and hold and watch everything grow.  Be sure to get all the dependencies (they should be listed) or you'll get lots of little brown boxes.

bMmDiRp.png

Beautiful city by the way!

Edit:  If you don't have it already, I also recommend the below mod that gives easy access to the God Mode tools in Mayor Mode.

 

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20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

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