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1 hour ago, JulianMIA said:

The GDN project has been way, way more time consuming than I thought it would be haha.  In addition to the recoloring, I have also converted it to HRW and GLR and these two parts have worked great, I've now started on the rest of the lotting.

BUT.  I have now run up against the maximum prop count allowance which I did not know was a thing.  So the entry circles and the parking lot and planted plaza are separate lots but I included the two front entry drives and the north side bus drive in the main station lot - which I now realize was a mistake as there is still much to complete in my original design.  Now I'm going to have to cut 3 wide of tiles off the south side of the station and eliminate props from the track area :(

The better solution is to probably cut off the whole front two entry lanes to their own lot.  But I don't want to do so much work haha.

Lesson learned about HUGE lots.  Still, I like how it is coming out!

  

Screenshot (916).png

There are, indeed, practical limitations to the SC4 system -- even more so when (like me) you might not have the programming skills some in our community have.

I have always been reluctant to make lots of massive size, but not because of the limitation on prop levels.  I prefer making large lots like these out of modular 1x1 lots that can be used in several different situations.  The main structure is the centerpiece of a complex -- while 1x1's and 1x2's are used to fill in around the main building -- thereby expanding the associated lot.  They make it easy to move things around, providing random "variety" -- while making it possible to fit them into odd-shaped spaces of different sizes -- and even breaking up the street grid with odd-sized lots.  Modular lots are also an easy answer to the problem of maxing-out the props on a single lot.

No criticism -- just a thought......*:kitty: 

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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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17 hours ago, JulianMIA said:

The GDN project has been way, way more time consuming than I thought it would be haha.  In addition to the recoloring, I have also converted it to HRW and GLR and these two parts have worked great, I've now started on the rest of the lotting.

BUT.  I have now run up against the maximum prop count allowance which I did not know was a thing.  So the entry circles and the parking lot and planted plaza are separate lots but I included the two front entry drives and the north side bus drive in the main station lot - which I now realize was a mistake as there is still much to complete in my original design.  Now I'm going to have to cut 3 wide of tiles off the south side of the station and eliminate props from the track area :(

The better solution is to probably cut off the whole front two entry lanes to their own lot.  But I don't want to do so much work haha.

Lesson learned about HUGE lots.  Still, I like how it is coming out!

 

Screenshot (916).png

  I love it. And the nightlights are much more appropiate in my opinion. Just fits better in my cities *:D

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22 hours ago, Dead_End said:

Thanks! I agree that the green is still a bit bland and some brown might just spice things up. The paths are overlays and take up quite some space, so the new overlays will have to be pretty small to prevent overlapping.

I've been looking at the SC4PropTextureCatalog, but I'm up for suggestions if anyone has any!

 

 

Is that 5 x 4? I have an idea for the texture I'll check and send to you

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I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

 

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16 hours ago, Dreadnought said:

There are, indeed, practical limitations to the SC4 system -- even more so when (like me) you might not have the programming skills some in our community have.

I have always been reluctant to make lots of massive size, but not because of the limitation on prop levels.  I prefer making large lots like these out of modular 1x1 lots that can be used in several different situations.  The main structure is the centerpiece of a complex -- while 1x1's and 1x2's are used to fill in around the main building -- thereby expanding the associated lot.  They make it easy to move things around, providing random "variety" -- while making it possible to fit them into odd-shaped spaces of different sizes -- and even breaking up the street grid with odd-sized lots.  Modular lots are also an easy answer to the problem of maxing-out the props on a single lot.

No criticism -- just a thought......*:kitty: 

 

16 hours ago, Dreadnought said:

There are, indeed, practical limitations to the SC4 system -- even more so when (like me) you might not have the programming skills some in our community have.

I have always been reluctant to make lots of massive size, but not because of the limitation on prop levels.  I prefer making large lots like these out of modular 1x1 lots that can be used in several different situations.  The main structure is the centerpiece of a complex -- while 1x1's and 1x2's are used to fill in around the main building -- thereby expanding the associated lot.  They make it easy to move things around, providing random "variety" -- while making it possible to fit them into odd-shaped spaces of different sizes -- and even breaking up the street grid with odd-sized lots.  Modular lots are also an easy answer to the problem of maxing-out the props on a single lot.

No criticism -- just a thought......*:kitty: 

The irony here is that originally I was going to make this a modular complex - 5 parts:  1. Main station buildings and HRW tracks  2. GLR tracks are on the north side, I thought to actually make this a separate station lot  3. Front driveway  4.  North driveway  5.  South driveway and pedestrian plaza.  This would have eliminated the max prop issue.  

The issue that I was not sure about - that made me opt for a single lot for most of it - was how road traffic would interact with the station if it were surrounded by other lots, even if they were transit enabled.  And of course I could have touched the road network to the main station lot, probably on the south side, but I wondered if that would force all traffic to go to that one small spot lol.  I could not really find the answer to this, I do not know that much about how traffic flows so I decided to do the one big lot thing.

I rebuilt a 2x16 front driveway lot last night, less than 30 minutes since all the hard work (the thinking, the textures, and the thinking) was already done.  But I'm thinking now that I might remove the whole track side of the lot outside the station building (the back) and place it on another network enabled lot which should again solve the max prop thing.  This is a major undertaking though haha. 

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1 hour ago, JulianMIA said:

 

The irony here is that originally I was going to make this a modular complex - 5 parts:  1. Main station buildings and HRW tracks  2. GLR tracks are on the north side, I thought to actually make this a separate station lot  3. Front driveway  4.  North driveway  5.  South driveway and pedestrian plaza.  This would have eliminated the max prop issue.  

The issue that I was not sure about - that made me opt for a single lot for most of it - was how road traffic would interact with the station if it were surrounded by other lots, even if they were transit enabled.  And of course I could have touched the road network to the main station lot, probably on the south side, but I wondered if that would force all traffic to go to that one small spot lol.  I could not really find the answer to this, I do not know that much about how traffic flows so I decided to do the one big lot thing.

I rebuilt a 2x16 front driveway lot last night, less than 30 minutes since all the hard work (the thinking, the textures, and the thinking) was already done.  But I'm thinking now that I might remove the whole track side of the lot outside the station building (the back) and place it on another network enabled lot which should again solve the max prop thing.  This is a major undertaking though haha. 

I used to use Paeng's Ped-mall pieces (some modified for variety's purposes) to make sure the traffic had adequate access -- but then -- I wasn't working with GLR tracks, either.  Since the game has moved on to "NAM Version 702-b", I would probably have difficulty finding a simple solution to the problem.

Good luck, my friend -- *;)

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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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On 1/25/2025 at 7:29 AM, Dead_End said:

Had some time today to tinker around with PIM-X. It's a relot of a church by @mattb325. Think it needs a bit more detailing. Maybe some small overlays on the grass or flowers?

Mattb325_church.JPG.c178417e6be9bb2a3a54cb6af939abf2.JPG

Mattb325_church2.JPG.4450d0328498ebbbbd321af117d0b817.JPG

Beautiful.  Looking forward to downloading the relot soon.  And of course, I can't forget to give kudos to mattb325 for the original.

To @mattb325 if you happen across this, know that you are sorely missed and we hope you are well, wherever you are and whatever you're currently up to in life.

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I really like where you're going with these roof textures    roofs get a lot of weathering and don't get spruced up like the walls often do

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On 16/01/2025 at 7:44 AM, Tyberius06 said:

Hi Everybody! 

There has been a few small uploads to SC4Evermore over the past few days, while I'm still working on repackaging and patching up some things with Jestarr's former SC4D LEX collection. 

The followings have been finally re-stored:

BSC CAS Deveraux College 
 

BSC Rayden Rural Mayor House
 

ITC CAS Greenacre Embassy
 

Cogeo Logistics Centres MegaPack 2.0 (this is the very same thing as the now updated version on STEX.)
 

SC4D LEX Legacy - BSC B62 Compilation
 

BSC JB Chelsea Mills 2.0
 

CSX Billboards 2.0 (this is going to get further update(s) for sure, but the original set is a requirement as dependency for an other upload)
 

The followings are also got some update (see the individual change longs on the download pages)

BSC ALN RRP Fences

Swamper77's Raised Rail Conversions 

SC4D LEX LEGACY - BSC VIP Girafe Flora Pack

BSC RJ Census Repository Building NON-DLL Version (this is only for legacy purposes for those who don't want or can not use the new DLL features and the more advanced and up to date Kel9509 - Census Repository Facility 4.0

Slowly-slowly more to come.

- Tyberius06

Oh GOOD. Bravo and thank you, Tibi.

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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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On 30/12/2024 at 6:26 PM, Barroco Hispano said:

I think I'm going to remove maxisnite support, I have no incentive to do so. ^_^

NOOOOOO, pleeeze ! Many players still use it and eveything is not DN

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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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On 17/01/2025 at 1:01 AM, JulianMIA said:

Today I decided to give Gare du Nord station a power washing...   Facade, roof, platforms, and sidewalks.

I've always loved this station and I liked the original version but sometimes you just want to try something new.  I was worried that the recolor might not be kind to the beautiful night-lighting of the original but tbh I think it has come out very nice.  It has always been a stunning building.

  

6789f05eb00df_Screenshot(848).png.c5bed16fccc8dd025b0426e0a6c00583.png

 

Superb night work ; that's when you see it's GOOD to be able to play night ! :-)

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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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2 hours ago, Barroco Hispano said:

@Koonam Excellent texturing!

@justforfun Unfortunately I don't have that monument. ^_^

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Parkometer, ATM, Ticket Machine, Bollards & Guard booth;

image.png.f45c5dccae47946ae416e04077dc7ce1.pngimage.png.3a007c15910a6da34862acec3842ab30.png

image.png.bd6ac02ac77262a5ed2bedb4310a3126.png

image.png.3fc89ec31167e1d322f09370d7ace16b.png

Wow budy!!! any update soon???

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20 hours ago, Barroco Hispano said:

@Koonam Excellent texturing!

 

Thank you so much!! :) 

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23 hours ago, Barroco Hispano said:

@Koonam Excellent texturing!

@justforfun Unfortunately I don't have that monument. ^_^

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Parkometer, ATM, Ticket Machine, Bollards & Guard booth;

image.png.f45c5dccae47946ae416e04077dc7ce1.pngimage.png.3a007c15910a6da34862acec3842ab30.png

image.png.bd6ac02ac77262a5ed2bedb4310a3126.png

image.png.3fc89ec31167e1d322f09370d7ace16b.png

That parkometer and ticket machine are just what I've been wanting :)

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