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On 1/31/2025 at 6:44 AM, Koonam said:

I think modeling and texturing is almost done. I tried to make the building look like it was when it was built.

스크린샷 2025-01-31 172930.png

스크린샷 2025-01-31 203949.png

The detail up in the roof crown is amazing!

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On 1/19/2025 at 7:45 PM, Barroco Hispano said:

image.png.93d9d5331ca256d1a58569db55a98cdf.png

image.png.a4310654bb1a5d8e9808ccec7365e799.png

Lods:

image.png.2c799284d398be93a10bf6ede94e5102.pngimage.png.16aab875505629a0bab5556b31f24500.png

Everything in this shot is gorgeous! Cannot wait for you to release that arch, if you are releasing it!!!

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17 hours ago, Kel9509 said:

I'm working on lotting my Department of Transportation buildings.  I'm not the greatest at this so I'm working off of a lot of other lots for inspiration.

Here's the Rural version:

679f12abefeb2_GDriverWindow--DirectX2_2_202512_35_41AM.jpg.00429c11e5d6c04939961c6167cdbf58.jpg

 

 

May I suggest, for your use, using the Scoty MP textures to replace those overlays with a sudden valley style grass to match

 

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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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2 hours ago, philforhockey51 said:

May I suggest, for your use, using the Scoty MP textures to replace those overlays with a sudden valley style grass to match

I use Sudden Valley, but for others who don't will it look odd?  I was also trying to use dependencies that are also very popular, like the SuperSHK Parking Textures (over 40,000 downloads).  I like a nice set of grass, but is there something in-between looking nice and very popular?

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24 minutes ago, Kel9509 said:

I use Sudden Valley, but for others who don't will it look odd?  I was also trying to use dependencies that are also very popular, like the SuperSHK Parking Textures (over 40,000 downloads).  I like a nice set of grass, but is there something in-between looking nice and very popular?

I mean for yourself, not the public release

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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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3 hours ago, Kel9509 said:

I use Sudden Valley, but for others who don't will it look odd?  I was also trying to use dependencies that are also very popular, like the SuperSHK Parking Textures (over 40,000 downloads).  I like a nice set of grass, but is there something in-between looking nice and very popular?

I went through the same issue. @kingofsimcity has files available to create your own matching build of the SuperSHK. See this thread for a link:

 

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Quick noob question - there exists a version of each Maxis building as a PROP - where can I download these??

Looking to make an old-school "lot" - just a bunch of maxis houses arranged with props on a lot.

Thanks !

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2 hours ago, Dead_End said:

has files available to create your own matching build of the SuperSHK

Scoty Modular Parking also! A Fabrik | Restitory is available on my drive ! SMP offers the same things as Kosc-Parking, and more ... in another style!

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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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6 hours ago, Kel9509 said:

I use Sudden Valley, but for others who don't will it look odd?  I was also trying to use dependencies that are also very popular, like the SuperSHK Parking Textures (over 40,000 downloads).  I like a nice set of grass, but is there something in-between looking nice and very popular?

The best solution is to use textures that have the ability to be customised. For example, if you use the official SHK Parking and KOSC's addons, it is possible for end users to install custom versions with their own sidewalk/grass choices. It's also possible to use the tools provided by KOSC (GoFSH Repo) to create custom versions to match any setup.

If you mod lots to be override compatible like this, for users the experience is seamless. If they don't have custom grass/sidewalks, then they will get the default Maxis ones, but if they've installed a custom version then your lots will automatically match their setup.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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13 hours ago, rsc204 said:

The best solution is to use textures that have the ability to be customised. For example, if you use the official SHK Parking and KOSC's addons, it is possible for end users to install custom versions with their own sidewalk/grass choices. It's also possible to use the tools provided by KOSC (GoFSH Repo) to create custom versions to match any setup.

If you mod lots to be override compatible like this, for users the experience is seamless. If they don't have custom grass/sidewalks, then they will get the default Maxis ones, but if they've installed a custom version then your lots will automatically match their setup.

I had no idea that this was even a possibility.  I assume you mean this?  The irony is, I must've saw that download in your files list a while ago but I probably glossed over it (probably because I didn't have the SuperSHK pack yet) and instead I was more interested in your Terrain Override mod for the NAM.  I think I also installed an override mod that fixes all BSC parks to use Sudden Valley terrains, but I'm not sure where I got that now.  

It's a dumb question then, since the entire point is customization - but has anyone actually customized the SuperSHK pack for Sudden Valley + Maxis Sidewalks and posted it anywhere for download?  If not, I'll try doing it myself based on your development kit instructions.

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Yeah, the file you linked to basically supports all my TGN/SWN options as ready to use options. It includes support for Maxis Sidewalks and Grass too, you can install any set of either. So yes it supports Maxis SW combined with SV grasses.

KOSC uploaded an official repository anyone can use to make one themselves.

BSC park/grass overrides are handled in TGN, although there are still many unsupported textures.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Extending TerrainQuery with an optional 'pollution' mode. This displays the same flammability, land value, and pollution data as the Maxis advanced building query, but works for any land cell.

PollutionTerrainQuery.jpg.00f0c390a06206729b7b0fd038324c78.jpg

It is off by default, you have to hold down Ctrl with the terrain query cheat enabled for that data to show.

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16 hours ago, Kel9509 said:

It's a dumb question then, since the entire point is customization - but has anyone actually customized the SuperSHK pack for Sudden Valley + Maxis Sidewalks and posted it anywhere for download?  If not, I'll try doing it myself based on your development kit instructions.

Almost. I did it for my own sidewalk set, using the automated tools that Rivit and Robin made:

https://community.simtropolis.com/files/file/31425-m93-kosc-supershk-retextures-for-veredas-sudden-valley/

I just checked and the files and the script are still available on KOSC's google drive, so you could run it on GoFSH with the appropriate textures and get it in minutes:

https://community.simtropolis.com/forums/topic/66287-the-kings-workshop/?page=8&tab=comments#comment-1649616

 

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Not that I know of; they show up under the "Building as Prop" menu for me (and in the lot editor).

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17 minutes ago, kaimai said:

Not that I know of; they show up under the "Building as Prop" menu for me (and in the lot editor).

Thank you - for years I've been missing them!

Stay tuned for some fun stuff.

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Wow @Krisman! I really love the way you lot and textures you use. I was wondering which texture it is? Do you know where can I find it?

image.png.184a7b4053c95de04802909fd7b214b0.png

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current city of Quartz in my region:

67a2a29acb43f_Quartz3.jpg.99d86ffa72748f3f5e1c91bb0800849c.jpg

zoomed out view:

67a2a2c2dfaad_Quartz3-zoomedout.jpg.1f93f3a0e68de4440e827cd7d368904c.jpg

and if anyone's got any suggestions on how to do this without making a ridiculous mess like I seem to be doing, be my guest, lol

 

eta: forgot to point out that I have a small dirt road (street) stub added on the west side of the tile. Goal is to eventually connect it to the rest of the dirt road that's curving south. So, it'll eventually be turned into an avenue (though i might make it a boulevard instead), as it's going to be the main road that'll loop through the cities connecting major sections together

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

"I thought of the tornado as a huge, eager, but destructive dog." ---Ocean Quigley

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