Jump to content

24,741 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
8 hours ago, mattb325 said:

To answer some of the questions re: the bus stops....

 

 

Thanks guys - these are Chinese Lanterns for a chinatown set up and are almost always red (you occasionally see gold ones, but 99.99% of the time they are red as it is culturally significant). However, the other lights will be whatever your street lights are and this won't interfere with that. I am using a dimmed version of a light replacement mod that doesn't interfere with thenight shots of my bats...so for instance, a more conventional set up might look like this:

 H3AH0xP.jpg

It just depends on whether you use the default lights or a light replacement mod.

Thanks - years ago, motokloss made an incredible street side mod that you plopped down. These were just TE pieces. And though there was nothing inherently bad about the modding, sims avoided those pieces and made sure they found any other way to get from A to B including making entire neighborhoods abandon. I've found the best way to counter this is to mod it like the RT bus-stops...that also ensures that you have high traffic, which is good for commercial. It's annoying, but it's just the game mechanics...

Thanks - the textures (to my knowledge) don't exist outside the NAM. Years ago theses sorts of things were often part of the bsc packs, but that hasn't happened for ages, so I would need to extract these from the NAM .dats and make a texture pack from them, and then of course, I would need to custom path them, which is probably too much work at the moment. I have a hunch that others may in fact already be doing this sort of thing, so if that is the case, I can certainly revisit the idea, as I do quite like the notion of roadtop stops for the different NAM sizes.

thanks - per the real life picture, it is designed for roads, but can be repurposed for the pedestrian lanes I made last year. Although using it as a T21 on a ped mall wouldn't really work as it is 4 tiles long, and I would have to bump  & override some of the lotting that paeng made (he over-rode a japanese mod for his) . But the functional ped lanes are suitable for covered, functional pedestrian walkways and I'll release them with the bus stops:

1pBYZX1.jpg

TaHmn5s.jpg

 

Lastly, perhaps a modern Ginza circa 2050 style canopy....

lsAxDlG.jpg

crBiFdY.jpg

I'll also make it a functional ped-lane

qiYLT3f.jpg

 

Thanks for the explanation!  Love the ginza canopy!

  • Like 2

20369743_2718707249385_5298984318887779742_o.jpg

Saint Louis

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
10 hours ago, AP said:

working on some long needed cardinal marks for our shore lines:

Buoys_preview_5.png.be6dd0d9b9a563843f2968f63d33c194.pngBuoys_preview_4.png.2cfe6e89e2b414dccb786b09f442d345.png

 

Now available for download here:

@Barroco Hispano to keep ships clear from the reef you are making :D

@Dreadnought Might be very helpful to mark the shallows and wrecks in the watt around the german bight, and jade bight as well as the alte weser entrance...

Robbenplate and Hoheweg <3

This is Imsum, perfect example for my buoys:

ImsumR.jpg

  • Like 8
  • Thanks 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 2021-02-01 at 1:45 PM, davide1983it said:

A new villa lot 4x4

Atlantia-6 Gen., 001612204838.png

Quite nice but... two pools ? AND two fountains ? Isn't that a bit...ostentatious ? Wouldn't splendid trees better give the “high end” impression ?

 

  • Like 3

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)

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
On 2021-02-04 at 1:49 PM, mattb325 said:

One thing that has always frustrated me in SC4 is the inability to make individual streets/roads special. Often councils put unique structures, different types of trees, different paving etc in their main shopping street that clearly shows it is separate from surrounding areas. Sure we have T21s and SAM, but that only does so much. For instance, you often see structures such as this built over main shopping streets:

So I made one as a series of bus stops (1x1 which overhangs 1x4 so you can add more than one together to fill a road)

Something like this can give you a 'green road' while being a functional bus stop (and all the automata is visible through the canopy structure)

The idea can be re-purposed - for instance, most cities have a china-town. This is a super easy way to make the roads appear unique in the china town district:

Is this something of interest? If so, I'll package it up and release it (I might even add a few different types of structures)....

Is this something of interest ? Heck, YES !

19 hours ago, mitsos said:

Working on this region for 13 years.This is my first collage that shows the entire Penthesili metropolitan area. 

Absolutely WOW.

  • Like 2
  • Thanks 1

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)

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
Currently: Viewing File: AGC - Buildings RWS DLC
 
33 minutes ago, tariely said:

Quite nice but... two pools ? AND two fountains ? Isn't that a bit...ostentatious ? Wouldn't splendid trees better give the “high end” impression ?

 

His and hers pools, for the couple that only stays together for the money :D

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
1 hour ago, Simmer2 said:

SM2 Deepwater Oil Terminal is now in game

Only one Word... Fantstic!!!

  • Like 2

<<< German , so excuse my English. I forgot the most over the Years. Sad, if you cant spell a Language every Day.

Feel free to ask away, i´ll answer any Questions you are asking for. But you must be warned, i bite ;-)

URL: https://simforum.de/index.php?forums/18/

Oliver

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
21 hours ago, mattb325 said:

To answer some of the questions re: the bus stops....

 

 

Thanks guys - these are Chinese Lanterns for a chinatown set up and are almost always red (you occasionally see gold ones, but 99.99% of the time they are red as it is culturally significant). However, the other lights will be whatever your street lights are and this won't interfere with that. I am using a dimmed version of a light replacement mod that doesn't interfere with thenight shots of my bats...so for instance, a more conventional set up might look like this:

 H3AH0xP.jpg

It just depends on whether you use the default lights or a light replacement mod.

Thanks - years ago, motokloss made an incredible street side mod that you plopped down. These were just TE pieces. And though there was nothing inherently bad about the modding, sims avoided those pieces and made sure they found any other way to get from A to B including making entire neighborhoods abandon. I've found the best way to counter this is to mod it like the RT bus-stops...that also ensures that you have high traffic, which is good for commercial. It's annoying, but it's just the game mechanics...

Thanks - the textures (to my knowledge) don't exist outside the NAM. Years ago theses sorts of things were often part of the bsc packs, but that hasn't happened for ages, so I would need to extract these from the NAM .dats and make a texture pack from them, and then of course, I would need to custom path them, which is probably too much work at the moment. I have a hunch that others may in fact already be doing this sort of thing, so if that is the case, I can certainly revisit the idea, as I do quite like the notion of roadtop stops for the different NAM sizes.

thanks - per the real life picture, it is designed for roads, but can be repurposed for the pedestrian lanes I made last year. Although using it as a T21 on a ped mall wouldn't really work as it is 4 tiles long, and I would have to bump  & override some of the lotting that paeng made (he over-rode a japanese mod for his) . But the functional ped lanes are suitable for covered, functional pedestrian walkways and I'll release them with the bus stops:

1pBYZX1.jpg

TaHmn5s.jpg

 

Lastly, perhaps a modern Ginza circa 2050 style canopy....

lsAxDlG.jpg

crBiFdY.jpg

I'll also make it a functional ped-lane

qiYLT3f.jpg

 

The Ginza is great...three years in Japan: I remember the one in the city I was based in, Sasebo. 

  • Like 4

Kiwiwriter

aka Dave Lippman

By Day: Senior Press Information Officer for Newark, NJ

By Night: Occasional SimCity builder

 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
22 hours ago, mattb325 said:

To answer some of the questions re: the bus stops....

 

 

Thanks guys - these are Chinese Lanterns for a chinatown set up and are almost always red (you occasionally see gold ones, but 99.99% of the time they are red as it is culturally significant). However, the other lights will be whatever your street lights are and this won't interfere with that. I am using a dimmed version of a light replacement mod that doesn't interfere with thenight shots of my bats...so for instance, a more conventional set up might look like this:

 H3AH0xP.jpg

It just depends on whether you use the default lights or a light replacement mod.

Thanks - years ago, motokloss made an incredible street side mod that you plopped down. These were just TE pieces. And though there was nothing inherently bad about the modding, sims avoided those pieces and made sure they found any other way to get from A to B including making entire neighborhoods abandon. I've found the best way to counter this is to mod it like the RT bus-stops...that also ensures that you have high traffic, which is good for commercial. It's annoying, but it's just the game mechanics...

Thanks - the textures (to my knowledge) don't exist outside the NAM. Years ago theses sorts of things were often part of the bsc packs, but that hasn't happened for ages, so I would need to extract these from the NAM .dats and make a texture pack from them, and then of course, I would need to custom path them, which is probably too much work at the moment. I have a hunch that others may in fact already be doing this sort of thing, so if that is the case, I can certainly revisit the idea, as I do quite like the notion of roadtop stops for the different NAM sizes.

thanks - per the real life picture, it is designed for roads, but can be repurposed for the pedestrian lanes I made last year. Although using it as a T21 on a ped mall wouldn't really work as it is 4 tiles long, and I would have to bump  & override some of the lotting that paeng made (he over-rode a japanese mod for his) . But the functional ped lanes are suitable for covered, functional pedestrian walkways and I'll release them with the bus stops:

1pBYZX1.jpg

TaHmn5s.jpg

 

Lastly, perhaps a modern Ginza circa 2050 style canopy....

lsAxDlG.jpg

crBiFdY.jpg

I'll also make it a functional ped-lane

qiYLT3f.jpg

 

@mattb325 thank you for the Chinese lantern set up.  When I lived in Japan I always found those lanterns such a soothing background. I’ve been meaning to bat a few, I’m glad someone with more talent has incorporated them!

  • Like 4

20huskies

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
2 hours ago, tariely said:

Quite nice but... two pools ? AND two fountains ? Isn't that a bit...ostentatious ? Wouldn't splendid trees better give the “high end” impression ?

 

it's one fountain :P
image.png.b037ce8c0dd999579209ad91fc846abe.png

 

  • Like 1
  • Yes 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Just now, davide1983it said:

Hello, here the front of of my capitol building :D

 

image.png.f93921442bddcad121a52e51494f89f3.png

I'm not good for Dome :D

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I've started into 3dmax modeling. I wish to be able to make succesful projects. By the moment i'm having some problems in rendering. Can anybody help me telling me why this glitch is happening? Thanks a lot!!

problem.jpg

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@ohdude That's a pretty common export error. Sometimes one of the renders gets skewed like that and you can either manually fix it in ilive's reader or modify your LODs and export it again. Here's an excerpt from the FAQ thread detailing the fix:

Quote

MY BAT IS DISTORTED

VuOYLaN.png

Open the .SC4Model file in ilive's Reader, and select the offending .S3D file. Then select the Vert tab. The u values and/or the v values, both of which should range between 0 and 1, are off. In this example, the v values needed to be doubled. Due to some kind of export error they were only half the number they should be. For example, the first v value in the list, 0.085938, needed to be doubled to 0.171876.

Since the values apparently tend to be either doubled or halved by the bug and typically all of the values (u or v) are affected, the easiest way to narrow down the problem is to try and change either the u or the v values by doubling or halving roughly and checking in the viewport whether the S3D starts to look better. Once you have a suspicion which values are off and whether they are too small or too big, you can simply select another view without saving your modifications, go back to the affected S3D and enter the exact numbers. Do not forget to select "Apply" once you are finished and save the corrected model file!

It's easier to slightly change the LODs (to hope that the new LOD geometry does not trigger the bug), and then re-export. 

 

  • Like 5
  • Thanks 2

maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@Barroco Hispano Care to elaborate about it being easier to fix? I've got an old BAT on the STEX that needs to be fixed in one of the views and I'd like to try out the fixing techniques on it.

  • Like 1

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

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

steelwind.jpg?mode=crop&width=770&height

Can some of the experianced lot creators tell my why I do not quite like this yet:

Preview_wip.jpg.3c06eb0e21e443eefbc94a8e49151ddb.jpg

What is missing?

  • Like 7
  • Confused 1
  • Yes 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

@art128  @ohdude 

Here I try to explain why that error happens.

I posted a method to fix it a few weeks ago but it might be a bit complex.

A slightly simpler way to do it would be

1. Download this plugin (Yes, you need photoshop but if you don't have it then use the old method that I expose in the post - Assuming you still keep the outputfiles -).

2. Open reader and find the "damaged" FSH and save it

anqa.png

Drag the fsh file to Photoshop

muve.png

Follow step 3 of the old method

4. Click "save as" (If you get an error, try again and the save window will appear.) and select 32-bit ARGB etc and deselect the other options, please don't try to save it any other way because your fsh will be damaged

esfddsddgdddf.png

5. Open reader, insert the fsh, delete the old one, reindex, save and close. 

  • Like 9

Discord: JLeCoultre#9124

My Simtropolis BAT Thread

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account


×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections