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I found more files about the old Shinkansen Mod. Quite many version...


Hello, I'm a staff of Korean SimCity and Cities: Skylines (and other city-building games) community SimCity SQUARE (심시티 스퀘어)

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11 hours ago, Ernestmaxis said:

Creating images for the MMP

image.png.63739fcbcdd0c7ac3c83998992792c03.png

I like this. *:8)

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

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6 minutes ago, Barroco Hispano said:

There are 6 textures

I admit that I don't know how terrain textures are composed and assembled, and I didn't imagine that 12 were needed to produce this (damn, with 2, I was way off the mark) - uuh I said 12 more or less!? huhu. Impressed by the work that it represents. Too bad for this dominant "pink", (!!??) Maxis wanted to produce a reflection of light in the pink hues that we find on many photos of mountains, perhaps (or not ;-) ). Even if in "reality" we don't perceive it that way. The choice to reduce it is a good thing, because it's a little to strong! Nice work.

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>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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I added a new logging option to the More Building Styles DLL that writes the location of every plot the game wants to develop. Here is a small snippet of that log:

Developer=Cs§ | Development-type=Same Size Lot | cellX=38 | cellZ=70 | sizeX=1 | sizeZ=2 | facing=1 | bounds=[37, 70, 38, 70] | lot-state=Ready (1) | slope=2.940162 | score=0.000000
Developer=Cs§ | Development-type=Same Size Lot | cellX=38 | cellZ=70 | sizeX=1 | sizeZ=2 | facing=1 | bounds=[37, 70, 38, 70] | lot-state=Ready (1) | slope=2.940162 | score=0.000000
Developer=R§ | Development-type=Same Size Lot | cellX=54 | cellZ=86 | sizeX=1 | sizeZ=2 | facing=3 | bounds=[54, 86, 55, 86] | lot-state=Occupied (3) | slope=1.313590 | score=14.000000
  Existing Lot: id=0x30000B30 | name=R$3_1x2 -- Building: id = 0x00AC0000 | exemplar-name = R$8x10_123NYTinyHouse7_00AC | display-name = Small Ranch House
Developer=R§ | Development-type=Same Size Lot | cellX=54 | cellZ=86 | sizeX=1 | sizeZ=2 | facing=3 | bounds=[54, 86, 55, 86] | lot-state=Occupied (3) | slope=1.313590 | score=14.000000
  Existing Lot: id=0x30000B30 | name=R$3_1x2 -- Building: id = 0x00AC0000 | exemplar-name = R$8x10_123NYTinyHouse7_00AC | display-name = Small Ranch House

There are probably some interesting things that could be done with access to the existing lot as part of the style selection algorithm, but I haven't investigated that.

I am attaching a zipped version of the full log. SC4MoreBuildingStyles_log.zip

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Currently: Viewing File: Thomas Glass Company
 
19 hours ago, jestarr said:

I made this this afternoon as I wanted a different 1x3 building for the small town I was making. The textures are only for visual appeal, so you don't have to see just the default gmax colors. They'll mostly be changed.

cedcee58-1991-4291-afa5-991442dd77f3.jpg

Can you please release also this version just as it is? I like these textures. 

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2 hours ago, Rott said:

shrubs

 

What about this method here:

I know it's in 3dsMax but we can do the same with gmax. 

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*;)

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On 11/13/2024 at 2:21 AM, Null 45 said:

I am working on a Prevent Cross-Style Redevelopment check box for the More Building Styles DLL. When checked, it attempts to force the game to replace existing buildings that it redevelops with one that has the same building style.

I am not sure how much demand there is for this kind of feature, but some people may find it useful.

I actually think this would be used almost all the time.  If I develop a neighborhood within a city that has a unique style, like a Chinatown for NYC, I'd like to preserve that style while still permitting it to grow.  The way this happens now is that I'd grow a neighborhood by selecting a different building style, making them historical, and then when I want them to grow, un-checking the historical option and having them grow.  The problem, of course, is that switching between styles within a city means that the style can develop anywhere outside of the neighborhood.  This would certainly help in solving that problem. 

Like I said, I think it might be the default choice for many.

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58 minutes ago, Kel9509 said:

Like I said, I think it might be the default choice for many.

This feature has now been released in version 3.2.0 of the More Building Styles DLL.

I just noticed that the logging code is printing the style id numbers in 2 different formats. The code that logs if a building is supported doesn't pad the style number to 8 hexadecimal characters, while the code that logs if the new building style(s) match the old building style(s) does. It is not a major issue, but I wish I noticed that discrepancy before releasing version 3.2.0.

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22 minutes ago, Barroco Hispano said:

To be honest

To be honest .. I am .. flabbergasted! I find that your efforts for these high altitude snows are most beautiful! Both the blurring on the rocky outcrops, the convolutions of the wind or the relief ... Yes, I can understand a certain weariness ... where you only see the small defects .. ;-) ... but the spectator does not see them! Frankly you have done a great job!

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What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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15 minutes ago, Honolulu said:

lot in different contexts

Eeeeh that looks great! And they make butter with Guérande salt at Legoff? *:thumb:

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What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

>> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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