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7 hours ago, Barroco Hispano said:

Zoom 5 (SD)

SD ..Really? It's really well defined !! ... this little building! *: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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Great coal seaport! I like the use of spare MMP

10 hours ago, simmering said:

I finally got around building a coal port, using @Paulus' excellent set. I used a lot of MMPs, applying lessons from a great showcase by @The British Sausage. Thank you both! Here is my (not quite finished) take on it.

image.png.faa1ac7019b514a2da50e70da5371103.png

image.png.5185d065b11b835c4a58d7e552e401ec.png

image.png.3cb915bbe1ae1c2a8f7047f81339e9d5.png

 

I think it looks amazing, nice transparent roof. Such logistics centers tend to be huge in general, so size is good IMO.

"Són magnificos todos tus nuevos edificios, y me alegro que té hayas puesto con comerciales y logísticos. Con tu experiencia con monumentos y demás quiza esos edificios mas "rectos" son algo mas "fáciles""

8 hours ago, Barroco Hispano said:

Do you think this looks too big?

Zoom 5 (SD)

image.png.2e49e6c52407c05949499ee1e6661775.png

image.png.44d1de08c8bbc58d1ed442348727d68d.png

image.png.b0e3b06d388c5588316e2b0d36da4eb8.png

PzH 2000:

image.png.3b1070ca47c71636b95881f20f3354c7.png

 

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Visit my CJ Eloaria Region

My STEX uploaded content

You can visit also my old MD clicking in the picture:

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7 hours ago, justforfun said:

More commercials for diagonal high streets:

Models67.jpg.67098c89df1e640ee691ad9bca95dfee.jpg

Thank you! Love the roof style, ornamentation, and windows on these!! :D

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9 hours ago, kergelen said:

Do you think this looks too big?

Love it - large and in-charge

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YO, GUYS ---

Another Chapter of “IMPERIAL DOCKYARDS: CUXHAVEN”…

Simply put – a lot more pictures and a lot less text.

 

Chapter 46:

THE PHOTO TOUR

02

 

 

HQC29sZ.jpeg

 

z8CF7bp.jpeg

 

 

Visit us at……

 

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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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21 minutes ago, Barroco Hispano said:

@nikoxlaux soon *:thumb:

--------------

I don't think a 2x2 lot is a good idea for this building.

image.png.cf125176828fbff3d6d54670a35439d6.pngimage.png.94c481aa7c39b065aaa0cac3b7c3bef0.png

I would keep it for the ploppable lot, but for the growable it would need some extra space, specially if you want it to be usable for people without CAM.

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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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13 minutes ago, matias93 said:

specially if you want it to be usable for people without CAM.

The LOT does not need to be bigger than for a CAM version. The Filling Degree property needs to be set much lower. What I did with the upcoming Tag_One CAM lots, that I provided non-CAM versions where I used a lower filling degree to get either directly middle stage 8 offering (by PIM-X) or middle stage 9 and I chose the stage 8 from the offered list. 

I summon @rsc204's memory and or knowledge, as I vaguelly recall an earlier discussion about which method would be the better for by default CAM stage lots which we want to provide as non-CAM lots:
a) choose the proper filling degree and set the growth stage to maximum 8 manually in Reader

OR

b) set-up a filling degree (even if it's much lower, than it should be according to the guide) where PIM-X would offer the stage 8 for the lot. 

IIRC it was said, that for the overall in-game mechanics and simulation the option B is the better one, so in recent years when I'm doing growable lots, where the growth stages would go above 8, I use the option B. 

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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28 minutes ago, Tyberius06 said:

The LOT does not need to be bigger than for a CAM version. The Filling Degree property needs to be set much lower. What I did with the upcoming Tag_One CAM lots, that I provided non-CAM versions where I used a lower filling degree to get either directly middle stage 8 offering (by PIM-X) or middle stage 9 and I chose the stage 8 from the offered list. 

I summon @rsc204's memory and or knowledge, as I vaguelly recall an earlier discussion about which method would be the better for by default CAM stage lots which we want to provide as non-CAM lots:
a) choose the proper filling degree and set the growth stage to maximum 8 manually in Reader

OR

b) set-up a filling degree (even if it's much lower, than it should be according to the guide) where PIM-X would offer the stage 8 for the lot. 

IIRC it was said, that for the overall in-game mechanics and simulation the option B is the better one, so in recent years when I'm doing growable lots, where the growth stages would go above 8, I use the option B. 

In my experience in lotting/modding, option B is much better for making buildings like these grow. Growable building lots that stray too far from the default filling degree (0.5) tend to overproduce, or not produce at all.

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2 hours ago, brancra said:

In my experience in lotting/modding, option B is much better for making buildings like these grow. Growable building lots that stray too far from the default filling degree (0.5) tend to overproduce, or not produce at all.

If you have to set the filling degree to 0.25 to make it a Stage 8 building, do you think it'd still grow?  I agree that Option B is the best option rather than manually editing the stage in the exemplar (because despite the stage, there'd never be enough demand for it to grow).  But you say that if you're too far from 0.5, things get wacky.  But what if you need to get pretty far from 0.5 in order to make the building a Stage 8 lot?  

The idea is, a 2x2 lot will have a smaller filling degree to fit into Stage 8, then a 3x3 lot.  I'd probably try to balance the building out with a 3x3 lot, so that PIM-X doesn't need too low a filling degree in order for the building to grow as a Stage 8 lot.

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9 hours ago, Kel9509 said:

If you have to set the filling degree to 0.25 to make it a Stage 8 building, do you think it'd still grow?  I agree that Option B is the best option rather than manually editing the stage in the exemplar (because despite the stage, there'd never be enough demand for it to grow).  But you say that if you're too far from 0.5, things get wacky.  But what if you need to get pretty far from 0.5 in order to make the building a Stage 8 lot?  

The idea is, a 2x2 lot will have a smaller filling degree to fit into Stage 8, then a 3x3 lot.  I'd probably try to balance the building out with a 3x3 lot, so that PIM-X doesn't need too low a filling degree in order for the building to grow as a Stage 8 lot.

I think your suggestion for a 3x3 is the best option here, in terms of relating the BAT to the filling degree. I think we have to remember that the game is looking to be "efficient" when choosing what grows. The more job-dense or resident-dense a building is, the more likely it gets chosen, and you run into the "weedy growth" issue. On the other end, something with a low filling value will be seen as inefficient and not selected by the game when more efficient options of the same stage, tileset and lot size are available. 

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A preliminary header defining the properties for my planned custom ordinance exemplar format. I took the Maxis ordinance exemplar format and extended it with new properties, while reusing the Maxis properties where it made sense to do so.

Spoiler

// ---------------------------------
// Common ordinance properties
// ---------------------------------

static const uint32_t kOrdinanceNameKey = 0x6A416B21; // String resource key (3 item Uint32 array).
static const uint32_t kOrdinanceName = 0x28EBBC32; // String
static const uint32_t kOrdinanceDescriptionKey = 0xCA416B2A; // String resource key (3 item Uint32 array).
static const uint32_t kOrdinanceDescription = 0x28EBBC34; // String
static const uint32_t kOrdinanceEnactmentIncome = 0x28EBBC37; // int64_t
static const uint32_t kOrdinanceRetracmentIncomeIncome = 0x28EBBC38; // int64_t
static const uint32_t kOrdinancemMonthlyConstantIncome = 0x28EBBC39; // int64_t
static const uint32_t kOrdinanceIsIncome = 0x28EBBC3C; // Boolean

// ---------------------------------
// Availability condition properties
// ---------------------------------

// In-game year the ordinance becomes available - Uint32 property.
// Must be greater than SC4's start year of 2000.
static const uint32_t kOrdinanceAvailabilityGameYear = 0x28EBBC35;

// Minimum occupant count conditions - all Uint32 properties.
// Must be greater than zero.

static const uint32_t kOrdinanceAvailabilityMinFireStationCount = 0x6B23D800;
static const uint32_t kOrdinanceAvailabilityMinHospitalCount = 0x6B23D801;
static const uint32_t kOrdinanceAvailabilityMinJailCount = 0x6B23D802;
static const uint32_t kOrdinanceAvailabilityMinPoliceStationCount = 0x6B23D803;
static const uint32_t kOrdinanceAvailabilityMinSchoolBuildingCount = 0x6B23D804;
// 0x6B23D805-0x6B23D80F are reserved for additional minimum occupant counts.

// Minimum population conditions - all Uint32 properties.
// Must be greater than zero.

static const uint32_t kOrdinanceAvailabilityMinPopulationResLowWealth = 0x6B23D810;
static const uint32_t kOrdinanceAvailabilityMinPopulationResMediumWealth = 0x6B23D811;
static const uint32_t kOrdinanceAvailabilityMinPopulationResHighWealth = 0x6B23D812;

static const uint32_t kOrdinanceAvailabilityMinPopulationCsLowWealth = 0x6B23D813;
static const uint32_t kOrdinanceAvailabilityMinPopulationCsMediumWealth = 0x6B23D814;
static const uint32_t kOrdinanceAvailabilityMinPopulationCsHighWealth = 0x6B23D815;

static const uint32_t kOrdinanceAvailabilityMinPopulationCoMediumWealth = 0x6B23D816;
static const uint32_t kOrdinanceAvailabilityMinPopulationCoHighWealth = 0x6B23D817;

static const uint32_t kOrdinanceAvailabilityMinPopulationIR = 0x6B23D818;
static const uint32_t kOrdinanceAvailabilityMinPopulationID = 0x6B23D819;
static const uint32_t kOrdinanceAvailabilityMinPopulationIM = 0x6B23D81A;
static const uint32_t kOrdinanceAvailabilityMinPopulationIHT = 0x6B23D81B;
// 0x6B23D81C-0x6B23D81F are reserved for additional minimum population conditions.

// The name of a Lua function that checks the conditions - String property.
// Must have a unique name, take no parameters, and return a Boolean.
static const uint32_t kOrdinanceAvailabilityLuaFunction = 0x6B23D820;

// ---------------------------------
// Monthly income factor properties
// ---------------------------------

// Population monthly income factors - all Float32 properties.

// Total residential population factor, most Maxis ordinances use this algorithm.
// This property takes precedence over the residential wealth group properties
// defined below.
static const uint32_t kOrdinanceMonthlyIncomeFactorResTotalPopulation = 0x6B23D900;

static const uint32_t kOrdinanceMonthlyIncomeFactorResLowWealthPopulation = 0x6B23D901;
static const uint32_t kOrdinanceMonthlyIncomeFactorResMediumWealthPopulation = 0x6B23D902;
static const uint32_t kOrdinanceMonthlyIncomeFactorResHighWealthPopulation = 0x6B23D903;

static const uint32_t kOrdinanceMonthlyIncomeFactorCsLowWealthPopulation = 0x6B23D904;
static const uint32_t kOrdinanceMonthlyIncomeFactorCsMediumWealthPopulation = 0x6B23D905;
static const uint32_t kOrdinanceMonthlyIncomeFactorCsHighWealthPopulation = 0x6B23D906;

static const uint32_t kOrdinanceMonthlyIncomeFactorCoMediumWealthPopulation = 0x6B23D907;
static const uint32_t kOrdinanceMonthlyIncomeFactorCoHighWealthPopulation = 0x6B23D908;

static const uint32_t kOrdinanceMonthlyIncomeFactorIRPopulation = 0x6B23D909;
static const uint32_t kOrdinanceMonthlyIncomeFactorIDPopulation = 0x6B23D90A;
static const uint32_t kOrdinanceMonthlyIncomeFactorIMPopulation = 0x6B23D90B;
static const uint32_t kOrdinanceMonthlyIncomeFactorIHTPopulation = 0x6B23D90C;
// 0x6B23D90D-0x6B23D91F are reserved for additional population income factors.

// Occupant count factors - all Float32 properties.

static const uint32_t kOrdinanceMonthlyIncomeFactorFireStationCount = 0x6B23D920;
static const uint32_t kOrdinanceMonthlyIncomeFactorHospitalCount = 0x6B23D921;
static const uint32_t kOrdinanceMonthlyIncomeFactorJailCount = 0x6B23D922;
static const uint32_t kOrdinanceMonthlyIncomeFactorPoliceStationCount = 0x6B23D923;
static const uint32_t kOrdinanceMonthlyIncomeFactorSchoolBuildingCount = 0x6B23D924;
// 0x6B23D925-0x6B23D92F are reserved for additional occupant count factors.

// The name of a Lua function that calculates the monthly income - String property.
// Must have a unique name, take one number parameter, and return a number.
static const uint32_t kOrdinanceMonthlyIncomeFactorLuaFunction = 0x6B23D930;

 

Feedback and suggestions are welcome.

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NewExemplarOrdinances.jpg.cf0fc9be5d6c5e7fe7620956a0d65ace.jpg

The Lua ordinance has a base expense of -125, and uses the following availability and monthly cost functions:

-- Calculates the ordinance's monthly expense/income.

function null45_get_monthly_income(monthlyConstantIncome)
local extra = game.g_city_rci_population * -0.001
return monthlyConstantIncome + extra
end

-- Returns a value indicating if the ordinance should
-- be available to select in the ordinance list.

function null45_check_conditions()
return true
end
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KK AP F1 Short study !

KK & A(IP F1 bat´s installed and had a little go with the different pieces and RHW mix !

jp3RPBl.jpg

This first try, the intention is to explore different circuit types so this is not a defenite design ! So much walls, tarmac and little snadbox wich would be nice to see some more of them ! Silverstone, Branch Hatch, Donnington park legendary UK race courses to be.... !

Enjoy !

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32 minutes ago, justforfun said:

"The Queen's Head" pub in Ramsgate, Kent. I didn't know how the back looked like so I made it up. The empty space inside the hedge will be filled with a separate lot:

Models73.jpg.224daf733642755852b5e1e04bf75758.jpg

This is awesome! I love the idea of a modelled hedge!

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