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5 hours ago, nickvon said:

Looks awesome.  Planning something similar for my city as well.  Can I ask you where you downloaded those retaining walls that are holding up the railroad?

2 hours ago, MissVanleider said:

@nickvon i think those walls can be found at SC4Devotion. Called modern concrete diagonal walls v2

That's probably either MAS71 wall set 02 using the NOB concrete wall texture option, or NOB's Concrete Wall set. Hard to tell, but the texture reminds me to that one from NOB. 

@MissVanleider, those are a bit different, but really nice and common walls. I love those JRJ ones, I'm using them in all of my cities...

- Tyberius

 

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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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6 hours ago, nickvon said:

Looks awesome.  Planning something similar for my city as well.  Can I ask you where you downloaded those retaining walls that are holding up the railroad?

Yo, guy --

@Tyberius06 is absolutely right !!  Those are custom made -- modified in EDITOR from the "MAS-71" walls.  The base texture is from the NOB Walls set.

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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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3 minutes ago, Barroco Hispano said:

It looks huge.

I just can't resist saying "That's what she said". Sorry, its an old joke, and only means well. *:ohyes: Very nice plane, I could only hope to ever be able to do the quality of work you achieve.

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Kloudkicker
Life's cold and I'm chillin
Kloudkicker's Lot Creations
Kloudkicker's Tech Tools, News and More

 

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10 minutes ago, Barroco Hispano said:

It looks huge.

Airbus A380-800

ZOOM 6 (OPEN THE IMAGE IN A NEW TAB TO SEE IN FULL RESOLUTION):

A3808002.png

A380800.png

ZOOM 5:

A380800222.png

A38080022332.png

Absolutely incredible!

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Thats awesome Simmer. Hope you are done with it soon. Gonna share it?


<<< 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

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2 hours ago, Simmer2 said:

Water Main repair on provincial exit 89

@AP workers found a job *:D

LT1MpOl.jpg

@Simmer2 awesome idea, and great setup!

maybe a car crane would be cool for more roadwork projects in the future!

construction-site-crane-lifting-steel-tu

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25 minutes ago, AP said:

maybe a car crane would be cool for more roadwork projects in the future!

Good Idear :-)

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<<< 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

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Thank you so much :) for your attention about my house :)

my ispiration when i make my villa

 

listen the theme :)

dynasty.png?width=812&height=609

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1 hour ago, MissVanleider said:

docks.jpg.28fba83bc099033fd77b83c64b949ea6.jpg

I've swapped tree controllers (actually reverted to my previous one) and terrain mods (ditto). The PNW trees looked fine, but they wouldn't play nicely with mmps. Whilst I liked the Berner Oberland terrain colour itself, the Sudden Valley organic pesto green is a lot more forgiving than the BO spearmint fresh green.

In order to celebrate my new (old) terrain and trees, I started to do a seaport. This is the kind of thing I'm not very good at or patient for. Having to build all the highway height transitions gave me as much of a headache as the finance team will get when they realise I blew the entire starting budget for this tile on an unnecessary seaport and highway which is literally to nowhere at the moment. 

Luckily I'll get out of this budgetary supermassive black hole the same way I always do, supermassive cheating.

I planned for the canal transition in this heretic seaport set to provide a centerpiece and also allow me to start playing with the canals, which I've long neglected. However, a missing dependency results in a massive brown box in the middle of the lot. There are so many deps that I'm going to have to take a little while to find out exactly what I'm missing. After that I'm going to fill a bunch of areas in with stacks of containers, and just maybe provide a few homes for the dock workers a little further out if I'm feeling generous.

 

 

Yo --

The "sinking" effect when you place a dock or pier is a problem -- but there is a trick to it.

Use the "Ctrl+X" to call up the dialogue box and type in "setsealevel 0".  This removes the water.  Now go to the spot where you want to locate the pier, and use the "road menu" to build the terrain "out" about two tiles.  You plop the pier in the original place (about two tiles "inshore").  It does not "sink".  Then go back and, again, using the road menu -- you can remove the excess shore line and your pier will be in the right place.  Just "save" and exit to region.  When you return to your city, the water will return.  Now you have avoided all the elevation problems, and can play at whatever altitude you choose.  I use about 15 meters along the shore line -- that keeps docks and seawalls at the right height to look fairly accurate.  You do have to check your work, though.  Using the sea level cheat will cause bridges and parts of rail lines to disappear -- so try to get the dock work done early.

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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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Currently: Viewing File: AGC Church Pack
 
4 hours ago, MissVanleider said:

planned for the canal transition in this heretic seaport set to provide a centerpiece and also allow me to start playing with the canals, which I've long neglected. However, a missing dependency results in a massive brown box in the middle of the lot. There are so many deps that I'm going to have to take a little while to find out exactly what I'm missing

Could you please send me a DM with a closer zoom image of the lot with Brown Box or you can comment it under the download page of the Heretic Seaports upload. As far as I know I listed all the dependencies, but it was like 5.5 years ago, but I can help you find the missing dep.

- Tyberius

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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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