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21 hours ago, T Wrecks said:

Now for a glimpse into a part of my current work - I knew genuine gmax / 3dsmax Mental Ray renders wouldn't be that hard! Thanks to XNView, the batch processing works super intuitively and super quickly. Here's one humble result:

BEFORE - you'll notice the building has a too greenish hue:
 

AFTER - takes but a few minutes, and I'm still practising:
 

This is too good to be true :O


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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Clothing that sims can dress for less with and won't maxx out their budget.

Untitled.jpg

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Slowly bringing new retail to life because we can never have enough strip malls....

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21 minutes ago, RRetail said:

Clothing that sims can dress for less with and won't maxx out their budget.

Untitled.jpg

Nices addition! 

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On 2018/10/28 at 6:28 AM, Tyberius06 said:

Hi everybody!

First of all thanks for the support and likes. Some reaction for the recently shown beauties!

@Goldman Sachs really nice models, please start to release all these goodies and beauties. Specially the cars and people props. 

@nycsc4 keep up the good work! I love how you're planing and making your cities. Beautiful bay area. I'm not a big fan of skyscraper jungles, but your images are really nice!

@VALASatoshi nice projects on your end as well. Please start releasing or at least sharing your lots (google drive, one drive, drop box etc...). Your housing projects and that school are awesome!

@Simmer2 beautiful work on that picture, and thanks for your hard work on those models and props. Our railways will get so many nice stuffs from you! I really appreciate your work! :)

@T Wrecks you have some interesting projects as well. I'm curiously waiting to see what you are cooking to us next time! :)

@WolfZe nice project with the university area. Keep up the good work!

@CT14 nice to see you're back! :) I hope you bring us a few nice new models! 

 

This time I show some further projects and some custom side projects.

Also I uploaded my Caribou's Long Slope Transitions for GLRs ReLots.

1. After the 4th and probably the last volume of the Heretic Urban GLR Set (NOT YET Released), I give you a set of relots of APTX beautiful japanese El-Rail Stations and Terminuses. Here are some pictures about the project. The lots are mostly done, only need to test them. Some of the relots originally were made 2-3 years ago, when I started to be got involved with LOT Editor (nope, NOT PIM-X at that time), well I assume it was time to revisit those lots, and give them some love.

jdU2uTO.jpg

AuYzBel.jpg

evcwDlX.jpg

nGcA24L.jpg

K3Eevrh.jpg

ls9zvUm.jpg

sFsY63u.jpg

2. Well there is a 3rd current project. It's taken a while, since I started it during the last spring (2018), and a part of the station what I show you now, was made 2 years ago, than it got some revisit, but only now with the current Heretic Urban Rail and HSR Terminuses and Stations Project (URHTS) got the necessary love for a possible release. After listening some suggestions I made two versions of the East Wing. One is the original concept with a mixture of buildings, because I like to mix different style buildings, the other is a more conventional one.  Shinjuku East and West Wings. Acutally I'm thinking about making a third version with GHSR access, but I'm not sure just yet.

a) Original concept
cuNURQe.jpg

DqiFppt.jpg

b) More conventional concept
CJSxwUO.jpg

c) Originally there was a plan to recreate a similliar setup like the RL Shinjuku East Wing with the w2w buildings, but the original model has a really bad clipping attack on the surrounding taller models, so I made a separate ploppable LOT. This is not planned to be released, but if anybody is interested in this lot, let me know and I can share a copy with the dependency list. 

SvxKRBJ.jpg

3. I made a few GLR stations for requests, now I revisited two of them and made a bit customized version for myself. These are not planned to be released, but if anybody is interested in these stations, let me know and I can share a copy with the dependency list. If you have the latest RTMT (v3.60) and the dependencies for my previous GLR sets, those are cover thsi two stations.

vfmClvG.jpg

JsuKRYa.jpg

Well, that's it for now.
Stay Tunned...

- Tyberius

in real world , shibuya east station already remove , maybe use other mods replace it.....like skyscraper.

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21 minutes ago, RRetail said:

Clothing that sims can dress for less with and won't maxx out their budget.

Untitled.jpg

Nices addition! 

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5 hours ago, JulianMIA said:

I have working for a while on designing a new cityscape - giving a modern city a design that mixes the needed with the beautiful.  It started with a project to better bring together 14 regional commuter rail lines into the two main city train stations by using more tunnels and tying as many of the tracks as possible into a central access and switching conduit.  While working on this though I realized that I really wanted to pursue some of the other things that I think are important in a city so I have been modernizing concrete textures, adding green spaces, and making the start of a new pedestrian transit grid that will crisscross as much of the region as possible.

New pavement and greenery styles in the financial district:

5be67c17021af_Number1.png.65ce5682c2f8cd65efe53a5c10ea7684.png5be67c315e532_Number2.png.580a695261422cc8d8d20f502331674c.png5be67c3708a9a_Number3.png.de16b9a686fbabf8dcc93c0c850141db.png

 

It's interesting to see how designs and textures have come out by peering through the buildings...

5be67d05e107a_Number4.png.09b765813ff338f345404b4630dc994a.png5be67d0d4f5a9_Number5.png.4525bb89d599eb343efeed23c885512d.png 

It takes a lot of tracks and switches to get 14 regional lines linked up before they go into the station.  Although I have gained about 12 city blocks by removing surface curves and using the tunnels the conduit still takes up blocks and blocks of valuable downtown property.  In the end though, I am taking the opportunity to use some of the land to build two linear parks with major pedestrian and green spaces on either side of the tracks.

5be67ec6c04fb_Number6.png.b284a5721b9123545744cfab2711f412.png

 

Still lots of work to do on the area where I originally started the project - the tunnel portals that come from the other side of the river.  But I am liking where it is going...

5be67f4339414_Number7.png.002f605a3d223677abb526666946ea74.png

Tunnel portals and gantry, specialized, great use in a urban concrete enviroment. Maxis portal as those flup versions for rural probably little. Bat´s supplying a out of sight entrance being ploppe above is also an nice choice to, new, era and geography determine the used set, most the network rail, subway or GLR giving little choice. FLUP tunnel entrance to subway any way poses the problem nothing like trucks or goods trains can pas through these network entrances, cutting of transit routes. Real tunnels, road rail avoid this issue but the 15m makes these harder to implement as there´s mostly no more than 10m available. RHW dragable 7,5m only exception to avoid this height problem, yet not all network like GLR or canals can deal with this new height of 7,5m . NAM new version got some new addoption of this 7,5m elevated dragable yet RHW got a On slope sollution, elvated rail may aswell not found yet. Last dragable GLR on road bridges with the use of the RHW disconnector tool gives a very nice sollution for the tram making use of road bridges, GLR tram bridge making obsolete, still there some network crossing like GLR On slope over RHW and NWM to overcome !

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On 11/8/2018 at 8:19 AM, WolfZe said:

That fits in with the Vancouver Convention Centre

5be445f286684_conventioncentre1.thumb.jpg.bbe0174da59eadb9fa6df7a6bf33000d.jpg

I've been away a bit...what a wonderful surprise!!!  Can't wait to see more!

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20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

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Only one of these is pet friendly....

Untitled.jpg

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Slowly bringing new retail to life because we can never have enough strip malls....

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55 minutes ago, RRetail said:

Only one of these is pet friendly....

Untitled.jpg

oh man that's some really nice work!

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1 hour ago, RRetail said:

Only one of these is pet friendly....

Untitled.jpg

Love this! Probably you best work yet! 

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14 hours ago, Darrius11able said:

Currently trying to develop a metropolitan highway system, but still need to fill in the blanks of course!

jMTfzYj.jpg

Could we get a zoomed in view of the suburbs of metro eastville?  I'm like your layout over there.

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On 11/10/2018 at 7:45 AM, kschmidt said:

Tunnel portals and gantry, specialized, great use in a urban concrete enviroment. Maxis portal as those flup versions for rural probably little. Bat´s supplying a out of sight entrance being ploppe above is also an nice choice to, new, era and geography determine the used set, most the network rail, subway or GLR giving little choice. FLUP tunnel entrance to subway any way poses the problem nothing like trucks or goods trains can pas through these network entrances, cutting of transit routes. Real tunnels, road rail avoid this issue but the 15m makes these harder to implement as there´s mostly no more than 10m available. RHW dragable 7,5m only exception to avoid this height problem, yet not all network like GLR or canals can deal with this new height of 7,5m . NAM new version got some new addoption of this 7,5m elevated dragable yet RHW got a On slope sollution, elvated rail may aswell not found yet. Last dragable GLR on road bridges with the use of the RHW disconnector tool gives a very nice sollution for the tram making use of road bridges, GLR tram bridge making obsolete, still there some network crossing like GLR On slope over RHW and NWM to overcome !

 

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16 hours ago, Simmer2 said:

Well here is another concept. Subway stations in a family.....1 lot, 5 choices for max variety. In other words, every time you plop this lot you can get 1 out 5 station choices

SM2 Subway Stations Pack

All of them have nightlights. Here are a few pics.
.
jdY1Q0M.jpg
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RA0a8DH.jpg
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GCme37R.jpg
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t8adH9o.jpg
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T514Egb.jpg
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iezsqNu.jpg
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HdfjmbO.jpg
.
JHLu5Dw.jpg

Cheers

Simmer2

You're small details and props really make for an incredible show!

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On 10-11-2018 at 9:45 AM, kschmidt said:

Tunnel portals and gantry, specialized, great use in a urban concrete enviroment. Maxis portal as those flup versions for rural probably little. Bat´s supplying a out of sight entrance being ploppe above is also an nice choice to, new, era and geography determine the used set, most the network rail, subway or GLR giving little choice. FLUP tunnel entrance to subway any way poses the problem nothing like trucks or goods trains can pas through these network entrances, cutting of transit routes. Real tunnels, road rail avoid this issue but the 15m makes these harder to implement as there´s mostly no more than 10m available. RHW dragable 7,5m only exception to avoid this height problem, yet not all network like GLR or canals can deal with this new height of 7,5m . NAM new version got some new addoption of this 7,5m elevated dragable yet RHW got a On slope sollution, elvated rail may aswell not found yet. Last dragable GLR on road bridges with the use of the RHW disconnector tool gives a very nice sollution for the tram making use of road bridges, GLR tram bridge making obsolete, still there some network crossing like GLR On slope over RHW and NWM to overcome !

Thanks for the comment!  I solve the non-pass through of freight by essentially keeping the two networks completely separate.  In a perfect world, our commuter rail lines would not host slow freight traffic and equally freight rail carriers do not like to host priority passenger trains on their tracks that get in the way!  Also I completely agree that real tunnels are best but it is especially difficult in tight urban environments to make these work all of the time - I need tunnels to turn underground and come out in a different direction just as they do in the real world!

 

On 10-11-2018 at 7:48 AM, Scribosilyn said:

JulianMIA : Beautiful, the idea of changing the terrain mod for it to adapt to the city is great!

Thanks!  I was not liking grass under rail road tracks and elevated railways in the big city and I finally decided to learn for myself how to create the needed textures using the tools that have been created.  Of course @rivit helped me through it all!  In the end I made the underrail texture be the only terrain texture.  I really enjoy building only in urban environments and eventually it all gets covered with grass or trees or roads or buildings!

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Oh my gosh, where do I even start?

@Simmer2: Those subway stations are great! They are generic enough to work in pretty much any city, and yet they offer some much needed variety. Top notch, I'm really looking forward to them! *:thumb:

@WolfZe: Wow, now those are some ambitious projects for sure. Respect!

@Goldman Sachs: Is that last vessel you showed here a Liberty Ship, i.e. a C3 freighter? If so, do you think a civilian version would be possible? AFAIK, many of the former Liberty Ships would go on to sail the seven seas under different merchant flags for many, many years to come, and a model like this would be the eye-catcher in any Simcity harbour...

@matias93: The recolouring technique cannot do wonders, but it is certainly true, and it is not even difficult. I've been editing the heck out of the plugins for my next region. *:kitty: All you need is the Reader, GoFSH, and any image viewer/editor capable of batch processing (IrfanView and XNView would be two free options). The actual process is simple:

  • Check the building against a Maxis backdrop, see if it stands out, try to figure out where it's off (the most common issues are: too dark, too saturated, colour hue too cold) - 5 minutes
  • Copy the day (colour) FSHs from the model file - or from a DAT that contains several model files - (we don't need the night textures) to a new DAT - 2 minutes
  • Use GoFSH to (1) extract the FSHs, and (2) decode the FSHs so you get the bitmaps. - 2 minutes
  • Pick a suitable bitmap and play around with it in your image editor until you think you've corrected the issue. Note down the steps you took. - can be fiddly & take 10ish minutes
  • Fire up the batch processor and apply these changes to all bitmaps ending in "-C0.bmp" (these are the actual textures, the -A0.bmp" files are the alpha maps, which we don't need to touch at all) - takes literally seconds
  • Overwrite the old textures with your recolured versions - once again, takes seconds
  • Use GoFSH to (1) encode the recoloured bitmaps to the original FSHs again, and (2) to merge these FSHs into a new DAT file - 5 minutes
  • You now have a DAT file that contains a recoloured copy of the model's textures. Make it load after the original model and check out the difference.

That's basically it. Once you're done, you can either leave the file separate (maybe for distribution on the STEX?), or you can delete the FSHs from the original model file and replace them with your recoloured version so you have an updated version without loose files.

@Haljackey: Better setup? (your older post) I bet the (former) users of that stadium beg to differ! *:P

@Josh6: Wow, that's a very creative idea, and I also like the implementation! *:) Good to see some activity from you again.

  • Like 7

-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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