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4 hours ago, Dead_End said:

Wondering what the community thinks. Is this pattern too much? The grass will be filled in with trees and flowers.

Screenshot_Station_Square.JPG.c891fd3705f967a81dcc41abe9585e17.JPG

Looks nice!  In my opinion though the grass texture is too large for the lot given the size of the building.  That is a large building and if you were looking at it in real life from this angle the grass would just appear shades of green.  I have had this same issue quite a few times - loving a texture on it's own because of the detail but then finding it looked way to big v. the other items on the lot.  I have often taken the texture and 'quaded' it - using four of the original texture squares to create a more appropriately scaled version.  You do lose some detail for sure but it usually fits better with the surroundings.  Just my seven cents :)  

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1 hour ago, Ryuu Tenno said:

is the concern for the pattern regarding the grass texture or the walkway texture?

either way, I don't think it's too much, looks fine to me.

And, honestly, I wouldn't mind having the grass texture so I could use it in some lots, but I haven't done much lotting to warrant that just yet, lol

 

Though, I am curious as to how that would look if the default grass texture for the terrain was changed to that

Had doubts over the intricacy of the pattern I created. Was getting some real Versailles Gardens vibes *:D

The grass texture is just Lowkee's Appalachian grass through the TGN. It contains options for overwrites of several texture packs. I used the overlay textures from the BSC parks for the patterns.

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3 hours ago, Kel9509 said:

I'm still trying to find ways to make this a bit smaller, although I'm reluctant to remove the title headers like "Roads" or "Subways", etc.  But the query is about 860 pixels big already so it's pretty large.  I could try to move some items horizontally but I'm afraid it won't align so nicely.

You might reduce by omitting certain statistics that aren't very actionable, like the number of tiles covered by stations of a certain type, or maybe the extremes of highest and lowest usage, which aren't very representative of the overall behaviour.

 

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1 hour ago, matias93 said:

You might reduce by omitting certain statistics that aren't very actionable, like the number of tiles covered by stations of a certain type, or maybe the extremes of highest and lowest usage, which aren't very representative of the overall behaviour.

I didn't really want to remove any stats because even if they're not so useful people might find them interesting.  Also, some of the revised station UIs in the NAM count the # of station tiles so I wanted to keep that also.  I just figure it's a way of saying how many doors a station has.

I tried a more horizontal query.  Instead of 549 wide x 858 in height, this one is 824 wide by 601 in height:

677b3142f3b05_DepartmentofTransportationUI-beta15.txt-UIEditor1_5_20258_21_29PM.jpg.06d2e6a990cc4085da31eba701ac64b8.jpg

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4 minutes ago, Barroco Hispano said:

xmas market

image.png.b7e6a2857f480e03574f5d5bd72aff76.png

What a great idea!  Hope to see those released soon.  :)   Thank you.

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6 hours ago, nightbird615 said:

What a great idea!  Hope to see those released soon.  :)   Thank you.

Very pretty Christmas lots.

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6 hours ago, Barroco Hispano said:

xmas market

image.png.b7e6a2857f480e03574f5d5bd72aff76.png

 

6 hours ago, nightbird615 said:

What a great idea!  Hope to see those released soon.  :)   Thank you.

Very pretty Christmas lots

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5 hours ago, TheTimvh1 said:

 

Very pretty Christmas lots

Whoops I thought I edited my initial comment to include both of the above after initially goofing it; now I find out I posted my comment twice.😅  Oh well.

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I expanded my city and it's looking pretty good imo.

Captura de pantalla (4980).png

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Idk what to put here, I guess I'll find out sooner or later.

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11 hours ago, Rott said:

Working on something a little more unique, trying to incorporate the greenery into the lot itself since the LODs wont allow them as props..

You can solve this by creating custom LODs. There should be a tutorial somewhere, but in essence you duplicate your un-textured BAT, mesh all its elements into one, and name the result LOD1, LOD2, LOD3, LOD4, and LOD5. I'm not a BATter but I believe this is roughly the method. In this way the LODs will tightly fit the shape of your BAT and you'll be able to plop any props inside or next to them without clipping. It's easier than modelling vegetation, and it also allows for more variety as you can then use prop families in the lot. 

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9 hours ago, justforfun said:

You can solve this by creating custom LODs. There should be a tutorial somewhere, but in essence you duplicate your un-textured BAT, mesh all its elements into one, and name the result LOD1, LOD2, LOD3, LOD4, and LOD5. I'm not a BATter but I believe this is roughly the method. In this way the LODs will tightly fit the shape of your BAT and you'll be able to plop any props inside or next to them without clipping. It's easier than modelling vegetation, and it also allows for more variety as you can then use prop families in the lot. 

Interesting, I'm not sure how to do it but if anyone knows of this tutorial please let me know.

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3 hours ago, Rott said:

Interesting, I'm not sure how to do it but if anyone knows of this tutorial please let me know.

Second - I've always heard about creating custom LODs but I could never find out how to. 


It's one of the things that held me back from making more complicated projects.

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nice!!! I wonder if they can be turned into automata? especially those giant ones on the right *:???:

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14 hours ago, Ryuu Tenno said:

nice!!! I wonder if they can be turned into automata? especially those giant ones on the right *:???:

Technically it is possible, but it would be too time consuming to do so. ^_^ *:thumb:

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3 hours ago, Barroco Hispano said:

Technically it is possible, but it would be too time consuming to do so. ^_^ *:thumb:

lol, that's fair

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I'm the guy who leaves 5 page essays as comments >.<

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