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Creating a Expressway based in Aterro do Flamengo in Rio de Janeiro. I want tips to cover the next to water terrain. If somebody could help me would be great :)

higway.jpg

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Oh yes!

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On 18/11/2016 at 3:56 AM, pclark06 said:

Coming soon: automata truck trailers that add American trucking brands into the game.

Wow, and those tractor models are incredible too. Do these articulate just like the Maxis models, and did you make the models yourself?

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My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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9 hours ago, kelistmac said:

30741029030_01efca635c_o.jpg

The mix of JENX Amsterdam station and NOB (I believe) Station works surprisingly well, nice job!

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

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42 minutes ago, APSMS said:

Wow, and those tractor models are incredible too. Do these articulate just like the Maxis models, and did you make the models yourself?

They are @Simfanatik models. I am reskinning them to include American truck companies. They spawn onto the trucks randomly just like his old packs. I have more pics!

EIzCXp1.png
Estes Trucking
KQC7UjR.png
Schneider (need to fix the saturation, way too bright)
etyAws0.png

Arkansas Best Freight

I plan on adding about 40 or so more brands onto trailers that spawn into the SimFanatik trucks. I think there was missing variety in the number of logistics companies represented in the STEX so this should fix that a little bit. Being a professional designer, I can work on these trailers fairly quickly, lol

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12 minutes ago, pclark06 said:

They are @Simfanatik models. I am reskinning them to include American truck companies. They spawn onto the trucks randomly just like his old packs. I have more pics!

EIzCXp1.png
Estes Trucking
KQC7UjR.png
Schneider (need to fix the saturation, way too bright)
etyAws0.png

Arkansas Best Freight

I plan on adding about 40 or so more brands onto trailers that spawn into the SimFanatik trucks. I think there was missing variety in the number of logistics companies represented in the STEX so this should fix that a little bit. Being a professional designer, I can work on these trailers fairly quickly, lol

I'm looking forward to these!

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42 minutes ago, pclark06 said:

I plan on adding about 40 or so more brands onto trailers that spawn into the SimFanatik trucks. I think there was missing variety in the number of logistics companies represented in the STEX so this should fix that a little bit. Being a professional designer, I can work on these trailers fairly quickly, lol

I wonder if, and I hope you can or will, find some refrigerated food service trucks such as Sysco or U.S. Foodservice and maybe even Coke and Pepsi or American beer trucks too just for some added colorful realism.  These are great, btw.  Nice to see good old American conventional rigs in the game instead of just European lorries.

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@MeMyself&I Good news re: Sysco. I finished one today before you posted that. US Foodservice is a good idea as well, thanks for the suggestion!
K4r0J4T.png

Also, I think Pepsi/Coke ones have been made, so they are not currently in the plans. 

 

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1 minute ago, pclark06 said:

 Good news re: Sysco. US Foodservice is a good idea as well, thanks for the suggestion!

Nice!  Even have the new logo and colors down perfectly!  Now I can be at work even in SC4 :D

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1 hour ago, CT14 said:

DeKalb Coaling Tower: the concrete is poured, and the Grand Staircase is completed.

TEZrWvo.png

FANTASTIC !!!!

THIS is exactly what we have been needing to help round out various coaling facilities !!  :thumb:

Now -- if you could make another one with a chute that dumps the stuff into a bulk cargo ship  -- life would be wonderful !!  :party:

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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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     Some very nice WIP's going on here . I really like that FA Wall project that @kingofsimcity is taking on . :thumb:  I've been busy as well , on my own project . I finally finished a ReLot for the Classic Model , New Lot Challenge . I chose the BSC Ikea Superstore from off of the LEX that Gascooker uploaded long , long ago . I always loved the building itself , but I felt the lot was lacking . Not that it looked bad or anything . But this Challenge inspired me to give it a "New Look" . The lot is 5x5 , the same as the original and with the same stats as well . It doesn't override the original , so it just might grow next to it . but you all know how to tend to that matter . I done it with only three dependencies , all listed in the readme . Feedback welcome , but too late to change anything . I already uploaded it , but I haven't seen it on the STEX yet . Enough yapping , lol . So here it is , I hope you all like it .

UnN64lW.jpg

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Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

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22 hours ago, Lost Realist said:

I don't even want to know how much work this would have been if most of it hadn't been done already. :*

2 Years and more time than I could count. Still, I'm grad to have helped to rid players of the scourge of Maxis grasses/sidewalks :D

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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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Not that I dislike the std RRW textures, but how did you get multiple textures to show up at once? Is this just clever image editing or some sort of standard Rivit fare software+texture wizardry?

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My MD on SC4Devotion (updated first)
And Here on Simtropolis
NAM Associate

"My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

Well, for years I was smart. I recommend pleasant."
-Elwood P. Dowd, Harvey

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I made it by stacking 5 snapshots (of exactly the same viewpoint each with a different rail texture) as layers in one image, then cutting away bits of the layers to leave one image with some of all of them visible.

Actually a collage not a pastiche I now realise. I often do this to see how things join up and to easily compare options. Flipping between layers is easy too, but sometimes you need to ponder the differences in one image.

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@rivit Would the same concept work for regular road textures? Obviously excluding puzzle pieces but everything dragable. Would love to have dashed yellow road markings.

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1 hour ago, metasmurf said:

@rivit Would the same concept work for regular road textures? Obviously excluding puzzle pieces but everything dragable. Would love to have dashed yellow road markings.

You can use the automation for pretty much any textures you can think of, even Puzzle Pieces. However, it relies on a series of definition alphas (D0's), which are simply a texture that tells GoFSH what to replace where on textures. Frankly speaking, if the D0's didn't exist already, it's still a lot of work. But, if you work with D0's rather than edit the images, like I did for the sidewalks/grasses. You only need to setup the D0's once but can make as many variations of the same mod thereafter without much effort.

That said, don't be fooled, such an undertaking would be a large one indeed to unify completely. I'd also probably not use automation for such a mod as road markings. Because it's going to be hard to replace segments of road without some texture problems. Working with some overlay layers with your markings, replacing them manually might be quicker. But I'd imagine the results would be much better. However, perhaps @rivit has an idea of how to do this with automation, since he always seems to find a solution to every task I've proposed for automated textures. :D

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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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10 hours ago, metasmurf said:

Would the same concept work for regular road textures? Obviously excluding puzzle pieces but everything dragable. Would love to have dashed yellow road markings.

As RSC04 has replied yes it could work, but the problem comes in fixing the bits of road between the stripes. I would tackle an experiment for yellow dashed lines by taking some tiles from the Euro set - which are dashed white - and using the following workflow

extract the textures you need with GoFSH - repeat in editor for each tile [ open, select white, change to yellow, save] - then repackage with GoFSH. Then add your mod at the end of the loading sequence.

Keep in mind that only need about 20 tiles to prove the look - straight, 90 curve, X,T intersection, diagonal, and transitions between them (these are all tiles in the original SC4). This is how most of the SAMs started and in fact for anybody trying a particular look for a CJ snapshot this is a viable way to make those few tiles you need.

This approach was used to make these Australian country roads

 

CountryRoad.jpg

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The red is New Farlands (city I'm working on right now) The yellow I'm deciding between low res. industrial or should I make suburbs their and then move industrial towards the west cost?:???:

region.png

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14 hours ago, ikilluasap1 said:

The red is New Farlands (city I'm working on right now) The yellow I'm deciding between low res. industrial or should I make suburbs their and then move industrial towards the west cost?:???:

region.png

Yo --

I would put high-dollar residential on the west coast for a nice view of the sea -- industrial on the east where shipping and docks could take advantage of the sheltered bay.

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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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