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Sweet interchange, and I also like the bridge in the second pic! Interesting support placement, with the main pylon sitting right at the tip of that river island. One thing you could do to make it look even more natural would be to eliminate that section of the river bank that runs exactly parallel to the bridge. This would also make it look like boats can actually pass under the bridge there without hitting a perpendicular cliff.

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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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@Simmer2 : it's a great idea for a moody CJ depicting abandoned cities or towns !  (and yes, WIP -- I was just tangentially commenting on that particular grass in the first pics terrain mod *;))

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Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

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14 minutes ago, alejolopez13 said:

I think my water mod is ready to be released. :P 

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I'm going to create a CJ inspired by the Discovery of America *:8)

 

The REdiscovery* ;) I'd love to see more. That model looks amazing!

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@VALASatoshi: The combination of typical British houses with palm trees takes some getting used to, but the lotting is sure impressive!

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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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12 hours ago, Simmer2 said:

Thanks everyone!!

This is the last pics dump. It is finally done, you will also find a few never before seen props (guess the ones).
This lot represents how a once thriving business which has fallen from its peak to just a shell and therefore its property has become abandoned. You can see a salvage crew grabbing all the metal they can get. Also other companies have taken over sections of the land and use it to park their equipment and materials.
Bear with me now.
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Simmer2

Very nicely done, there's tons of similar type buildings out in the northeast US!

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Hi everyone!

It's just a small update. I revisited one of my cities and doing that I revisited one of my favourite rail stations the Shinjuku West and East. During that process I made a beautiful friendship with the GoFSH tool... :) 

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To be continued...

- Tyberius

edit: @alejolopez13 Both of them could come! :) I need proper taxi props :) By the way your Lambo is looking good... :)

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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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23 hours ago, alejolopez13 said:

Why does this happen?

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I don't have a technical explanation, I'm sure there is someone around here that does.  But I notice it all the time.  I think it's just a little rendering glitch.  I notice it a lot when I'm working in the LE.  I'd also like to know where I could get this lot.

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20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

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On ‎8‎/‎2‎/‎2018 at 3:51 PM, alejolopez13 said:

Why does this happen?

dzVR0m2.jpg

I'm hazy on the details, but I think what is happening stems from how the FSH textures are applied to the S3D model mesh.  The textures are a render of fixed pixels, but as the mesh is composed of triangles whose vertices and sides in their 3D space do not exactingly align to the pixel grid, these fixed pixel renders have to be best fitted into their variable mesh triangle.  That fitting of two different coordinate systems by the graphics engine is imperfect, and something much like rounding up or down the alignment of a triangle's texture to the nearest pixel for display creates these fault lines between triangles where the calculated fittings were different.  This is my best plausible explanation for the fault lines that look like slip seams or zig-zags where pieces of a BAT are offset by one pixel. 

We cannot change the how this graphics system fundamentally works, but we can somewhat work around it to minimize the apparent effects.  Minute changes in sizing of the LOD could change the relation of the mesh triangles to the render pixel grid such as to create better aligned textures.  Minute shifts in the positioning of the BAT on its LOT will do the same.  Those efforts, however, can also easily make the effects worse by creating new seams on other parts of the BAT or in other rotations or zooms, and the process of dealing with them is one of multi-dimensional trial and error as they cannot be predicted in Max or gmax and only show in the Lot Editor or in game after processing by the game's graphics engine.  The more complex the LOD, the more opportunities there will be for seams.  Strong patterns or edges in the architecture being modeled will make the seams more noticeable, while noisier or irregular architecture can hide them.  Once you know what to look for, you'll see this everywhere in SimCity 4, including in Maxis's own buildings and even in the other images on this page.  Most of us have ultimately learned to just ignore them.

BTW, your BAT will make a beautiful landmark!

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On 8/2/2018 at 7:23 AM, Tyberius06 said:

@nycsc4
Nice pictures. I saw you were still using the OLD PEG-CDK3 pieces. It's NOT an advertisment, but I have remade the whole PEG-CDK3 set with additional elements and made versions where that corner piece is NOT ending in a fence (right hand side piece of the picture) and all of them available here: 

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These are the recreations of the base pieces with some extras:

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New pieces and configurations:

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The recreations of the original functional Seaport Lots (just these two and the cointainer Seaport lot is functional just like in the original set, however I have plans in the future to learn how to and make more functional seaport lots from my set)

5b62f2c286e03_PierOneSeaportBreak-BulkSeaport.jpg.5d89de1d8cb75a6918b9065f6ad4fc0a.jpg

Little bit expanded version of NBVC's large CDK3-WH outer corner...

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And the real big fellas (about the light cones, the original set contains the versions as they are on the pictures, but I have version with reduced amount of light cones or NON-light cone versions too which you can find in my Google Drive):

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And here is a few other concept what's coming later in this year...

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- Tyberius

Those look great, and I'll probably get involved with them later on, I have plans to rebuild the port area and make it a bit better and more detailed so these will go a long way.

I would like to know if anyone would be interested in making (or helping me make some) overhanging textures to fit the curves of the track here.
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Thanks!

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20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

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19 hours ago, Haljackey said:

Working on a new 3-way interchange. More pics in the thread.

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Thank you, I should have a try at this interchange ! Fly-over arent´´t my thing yet this explanation seem feasable. Road may be connected with the flup tunnel to subway pieces, yet only drawback there seem that freight vehicles train or truck won´t travel through these tunnels !

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