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Insurance building 2x4

i1.jpg.670b107ccccc1b3109f1b64d41154b18.jpg

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i3.jpg.534e290901709d570549e6462ef1f43a.jpg

i4.jpg.cc7e29c9c3c706ea9a0c220d4b58722c.jpg

 

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Guest 760649
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fishing boat  2x1

fishingboat.jpg.d03fe15264a820ad04a118047254b1c8.jpg

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@Raymond7cn

You're "good people", my friend -- *:D

It looks beautiful -- !!

(I hope it's a 2x2 -- that would make a fabulous roundabout!)

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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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1 hour ago, Dreadnought said:

Yo, guys --

@WolfZe was kind enough to offer me his steam tug to take the place of the Japanese tugboats I was using in my "Imperial Dockyards" CJ.  And it is absolutely PERFECT for the job.  MANY THANX "WolfZe"......*:thumb:  *:thumb:  *:thumb:.

Unfortunately, I had to modify the Somy Tugboat piers because he rendered the tugboats and part of the pier as a single prop.  I lost some of the detail and a few lights on his original pier -- but it meant that I would not have to change the layout of the original tugboat stations in the dockyard.  Everything inside the harbor is a rather tight fit, and often subject to problems of terrain elevations.  I will be spending the next several days swapping out the piers and plopping the tugs. *:yes:

The "up side" is that the steam tug fits perfectly with WolfZe's larger "Zwarte Zee" sea-going tug (more like a deep sea salvage tug).  *:D

Here are three views......

1Ez8E2R.jpg


5bqNgxc.jpg


3Ns7B15.jpg

What is that fantastic water texture? :golly:

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@Dead_End

YES -- it is, indeed, PEG's Brigantine.  @rsc204 put me onto that water MOD several years ago and after a month of experimenting with it -- I was SOLD! 

If you start the transition from land to water as a very shallow, descending slope -- you will notice the changes in the shades of blue as the depth increases.  At "sea level 0", the water is practically transparent and ideal for shading with "Heblem" sand MMP's and a variety of MMP vegetation and rocks.  (I use a lot of rocks on my maps with water -- especially ocean.)  And as you move farther offshore, the water deepens and begins to turn more blue -- eventually becoming opaque in deep water.  You can do a lot of things with the seabed and lakes and rivers that people simply don't think about.  And, realistically speaking, you rarely find deep water right up against the shoreline -- even my "Imperial Dockyard" is only about 20 meters deep.  (Just be careful with "Somy's" beautiful ships.  They are rendered in such a manner as to leave a visible, square (1x1) pedestal underneath them in shallow water.  Just sink the spot where the pedestal will "plop".)

AND -- THANK YOU @Scaley McSlither for answering so quickly.  *:thumb:  I'm usually knee-deep in other stuff and rarely check back that quickly.

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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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10 minutes ago, Dreadnought said:

@Dead_End

YES -- it is, indeed, PEG's Brigantine.  @rsc204 put me onto that water MOD several years ago and after a month of experimenting with it -- I was SOLD! 

If you start the transition from land to water as a very shallow, descending slope -- you will notice the changes in the shades of blue as the depth increases.  At "sea level 0", the water is practically transparent and ideal for shading with "Heblem" sand MMP's and a variety of MMP vegetation and rocks.  (I use a lot of rocks on my maps with water -- especially ocean.)  And as you move farther offshore, the water deepens and begins to turn more blue -- eventually becoming opaque in deep water.  You can do a lot of things with the seabed and lakes and rivers that people simply don't think about.  And, realistically speaking, you rarely find deep water right up against the shoreline -- even my "Imperial Dockyard" is only about 20 meters deep.  (Just be careful with "Somy's" beautiful ships.  They are rendered in such a manner as to leave a visible, square (1x1) pedestal underneath them in shallow water.  Just sink the spot where the pedestal will "plop".)

AND -- THANK YOU for answering so quickly.  *:thumb:  I'm usually knee-deep in other stuff and rarely check back that quickly.

Somehow I didn't remember PEG's brigantine looking this good. Figured it must have been some sort of custom texture! I've been using the Bodensee mod by Gobias and while that looks fantastic on deeper bits, the shallower areas can be a bit bland. It doesn't look as great with the MMP's as your screenshots, but that could also just be me!

Cheers for quick answer! @Scaley McSlither

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1 hour ago, JulianMIA said:

So sometimes you are just trying to check on a new bus stop that you've just built and then you rotate the view and you see a whole new scene...

5f4bce8386ec7_Screenshot(2132).png.0b5e5b8280214d1dff12838d35b7f11e.png  

Hiya @JulianMIA, I'm sorry to ask you this, May i know if there is wrong with this bus stop? I can fix it as soon as possible, Thank you!:}

Sincerely,

-- Raymond

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What is impossible with men is possible with God…!

5d9ffb6b62888_-1.jpg.d47b771d09c95f9e7590c44cf6711098.jpg

I've contributed some to Simtropolis

My Emotion

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On 8/28/2020 at 6:30 AM, JulianMIA said:

I like to do these integrated developments where I take anywhere from 2 or more buildings and maybe adjacent transit plazas, parks, or pedestrian corridors and combine them together to create cohesive new neighborhoods.  I am almost finished West Yards and I think maybe these two buildings are more perfectly integrated together than anything I have done so far - the building to the right has that sub-level terrace which makes it seem you can just walk right into the lower level of the building next to it.  Anyway it was fun to do...

5f4894ad7f776_Screenshot(2071).png.d97a16f56b7d458358410143e7b0b7b9.png

That is some of the coolest lotting I've ever seen, it will look even better once you turn on the shadows! The custom retaining walls with grass textures are top are very well done.

 

On 8/28/2020 at 3:29 PM, korver said:

A few scenes from the Philippines. More in my recent CJ update here.

 

PDrym7M.png

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In that last picture- HOW?

How are you creating so many diagonal and fractionally-angled buildings which are clearly your own creation. In fact pretty much every building I see in that picture I have not seen on the STEX or LEX or anywhere else.

HOW???

How are you doing this?

 

On 8/28/2020 at 9:30 PM, 11241036 said:

Finally got some time to put the finishing touches on this scene: a monastery plus a few old buildings on an island in a lake.

45yiqbzf.png

View from the opposite direction:

hzv9dksf.png

 

And here a look at the lake in the region view, I coincidentally shaped it while terraforming in a way that it looks a bit like a squirrel, so I just made it perfect by giving the squirrel an eye:

uyq5dhwh.jpg

Nice regional view and a very pokey but cool Medieval island! Well done!

 

On 8/29/2020 at 8:34 PM, Dreadnought said:

Yo, guys --

Some more shots from Wilhelmshaven South --

Since @The British Sausage likes landscapes and water ways -- here are some close-ups.

This is a detail shot of the pub I mentioned in the last post.  The "Reuter Anchor" has been on the same spot for over a hundred years and started as a small fishing pier way back when.  Note that in addition to a dining room and overnight accommodation, there is also an "al-fresco" patio dining / drinks area on the way down to the boat docks.  You can also reach "Reuter's Island" (they own a mess - o - land, hereabouts) via a nifty pedestrian bridge (courtesy of @rsc204).

4nzsJgm.jpg


Bt10Pdr.jpg

 

This is the east end of the island.  You see the boat dock, two care-taker / operator's cottages, and an administration building with a small pub on the ground floor.  The island was developed as a recreation facility in a joint venture by the family and the city.  In the middle of the island is a well maintained soccer field.

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qfYFW3L.jpg

 

Across the creek to the north, the railroad avoided property disputes by cutting through a low area with an embankment and retaining wall.

GUES3rn.jpg

 

On the west tip of the island, you can get some lovely views from the old Garda Tower, or simply walk the well-tended paths through the forest.

VDDICcJ.jpg

 

As you can see -- the game is on !!  The cheerleaders are out, the stands are full, and the spectators have gathered as the players battle it out.  Some games stretch far into the night.  But if the game is of little interest, the kiosk sells sandwiches and beer, or you can sunbathe on the lawn while the kids run and play.  A very pleasant way to relax on a Saturday afternoon -- and not a bad place to spend part of your evening.

yJRzWW5.jpg


DczQnPG.jpg

 

VISIT THE NEW CITY JOURNAL……IMPERIAL DOCKYARD: WILHELMSHAVEN

https://community.simtropolis.com/journals/

 

Thanks for that Dreadnought.

And yes I do like nature and your MMP work has got better and better, truly you have your own style.

It's just missing one tiny thing, one tiny simple thing to make everything look better: turning on the shadows!

 

 

Anyway, tomorrow I'll be posting some updates from Cindersville, I'm about halfway there with the outstanding work that needs to be completed.

Great stuff guys and galls!

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3 hours ago, Raymond7cn said:

Hiya @JulianMIA, I'm sorry to ask you this, May i know if there is wrong with this bus stop? I can fix it as soon as possible, Thank you!:}

Sincerely,

-- Raymond

Oh no I think its absolutely fine!  I just like to take a look from all angles when I put something new into the game because I always try to lot everything as perfectly as I can to integrate into it's surroundings.  I was really just panning around and when I got to this angle it was just a moment of satisfaction when I saw much more than I was expecting with all the buildings, the spaces in between, the greenery, and of course the new bus stops :) 

Love the new bus stops though!  I am just starting to use them, I realized that every single bus stop in this new area of the city was using the exact same building...

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Hi @The British Sausage…  Thanks for the feedback!

I do want to use the shadows but it seems I'm always in perpetual building mode and I find the shadows sometimes make it hard to see the little details I am always checking on lol.  I love using walls though, once I figured out how to color-correct the textures to eliminate the game's 'shadow' problem on vertical surfaces there was no turning back...

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@The British Sausage

Yo, guy --

The shadows are "on" -- but they're set to "low".  I reduced the shadow setting to take some of the processing burden off the computer.

Really big maps and butt-tons of props and MMP work slow down the changes between menus, slow the map re-draw time, and will definitely add to CTD issues when "zooming".

Sorry --

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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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Guest 760649
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Soviet era fictional hotel 2x2

hm1.jpg.8a949d0c586d2cf6cc84dd7ea5911706.jpg

hm2.jpg.5a06ab532afb9665551dbccf07660dd7.jpg

hm3.jpg.f8b3565d073db4404ef990f725eac09c.jpg

hm4.jpg.7a93a92625cad7fcf41690b26112e58e.jpg

 

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15 minutes ago, Raymond7cn said:

hm1.jpg

@WolfZe Just Speechless when i see this super perfect work! Please allow me to follow your footsteps.*:D

ArilFPV.jpg

Yours,

-- Raymond

Great Winston ....*:thumb:

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Guest 760649
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Jetty of a fishing cooperative. 2x1 water plop

a1.jpg.bd191cded21d3704c21042b38760705f.jpg

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a3.jpg.e1895136010d374bc13d88c97153beba.jpg

a4.jpg.43f4ae1154022fd2744b39d2cea6daa1.jpg

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@Raymond7cn

I am IMPRESSED --  *:thumb:  *:thumb:  *:thumb:

Your Churchill will be a valued addition to my statuary folder !!  *:D

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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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Guest 760649
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Soviet administration 4x2

s1.jpg.e1b5e9e86fb7edb37796dc26eb82bef4.jpg

s2.jpg.22b2580674e0bfa78b2ac174486b2421.jpg

s3.jpg.6fdfebaf63fd1f0b8f0e1054211cad3b.jpg

s4.jpg.19730a5fea1da98b079d9daa1f349b4b.jpg

 

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@The British Sausage that road in the last pic is begging for a smooth curve. I believe you have sufficient space, no?

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

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1 hour ago, art128 said:

@The British Sausage that road in the last pic is begging for a smooth curve. I believe you have sufficient space, no?

Maybe, it'll depend on how the smooth curve reacts with the slope. I'll look into tomorrow and I'll post an update tomorrow as well- though from a different angle.

Usually I leave the diagonal "sharpness" in for the purposes of textures but there's no textures involved.

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18 minutes ago, reg said:

We are building a commercial city next to an industrial city.

The downtown area is packed with commercial buildings large and small.

Capu073.jpg.9667e2d5f2bfbea21de426e4902aa00c.jpg

Skyscrapers exist in the area on the other side of the railroad tracks.

Capu074.jpg.5ac3201c6d6d0f4f1da7f85bd61ec8ba.jpg

Looking good @reg!   Love the density...

Whenever I see a scene like this I immediately go on the hunt for cool buildings that I don't know or have yet haha.

 

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