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The W2W Boardwalk Pack is now available for download here:

 

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11 minutes ago, bch0899 said:

I tried a different method for reducing my polycount. I made the trunks and branches out of nonagons instead of cylinders. Then I paid more attention to the leaves and flowers.

jacaranda new leaves.JPG

@bch0899 these are coming along nicely.  When you’re done, I’d be interested to learn from you.  Maybe you could post a tutorial.

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5 minutes ago, 20huskies said:

@bch0899 these are coming along nicely.  When you’re done, I’d be interested to learn from you.  Maybe you could post a tutorial.

Yes, I was thinking about posting a tutorial, because I'm still a novice at modeling, but was able to make these fairly quickly and easily. The most difficult part is not making the model so complex that my computer and GMAX can't handle it.

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18 hours ago, Barroco Hispano said:

2021 Renault Kangoo Express Van:
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2021 Renault Kangoo:
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2020 Renault Talisman:
 

2020 Brabus 800 Adventure XLP:
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Sims

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UP-LOAD ! UP-LOAD ! UP-LOAD !!! *:ohyes:  (esp. the vans & Sims !

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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)

 

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4 hours ago, MissVanleider said:

60697d3a2482d_arlottdocks.jpg.662ca1df082c0438637f03ae596e0af5.jpg

Excellent pic.  Love this.  Have you managed to make PEG seaports actually move cargo?  What are those seawalls in the upper left, the white blocky ones with shrubs?  They look similar to the ones I have but in much more detail.

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5 minutes ago, nickvon said:

Excellent pic.  Love this.  Have you managed to make PEG seaports actually move cargo?  What are those seawalls in the upper left, the white blocky ones with shrubs?  They look similar to the ones I have but in much more detail.

As I see, most of those "seaport" lots actually are part of the Heretic Seaport Project (which is a retexture/remake and expansion of the PEG-CDK3-Seaports), and checking the image, only the lot with the PEG cranes on the right side is functional as Seaport, the rest is either eyecandy harbour lots or landmarks with jobs. Though in the game (gameplay wise) there is no such thing is "moving cargo". The frieght stuffs can move on rail (freight train) or road (freight truck) to reach the border of the city tile as soon as possible. Alternatively if there is plopped seaport, they can deliver the freight to the seaport as and end point. As fair as I know the cargo ship automata wasn't added to the original PEG Seaports (therefore my Heretic Seaports don't have either such feature), so there is no visual cargo ship automata movement, though the ship props are timed so they are disappearing and re-apprearing time to time. 

- 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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45 minutes ago, Tyberius06 said:

As I see, most of those "seaport" lots actually are part of the Heretic Seaport Project (which is a retexture/remake and expansion of the PEG-CDK3-Seaports), and checking the image, only the lot with the PEG cranes on the right side is functional as Seaport, the rest is either eyecandy harbour lots or landmarks with jobs. Though in the game (gameplay wise) there is no such thing is "moving cargo". The frieght stuffs can move on rail (freight train) or road (freight truck) to reach the border of the city tile as soon as possible. Alternatively if there is plopped seaport, they can deliver the freight to the seaport as and end point. As fair as I know the cargo ship automata wasn't added to the original PEG Seaports (therefore my Heretic Seaports don't have either such feature), so there is no visual cargo ship automata movement, though the ship props are timed so they are disappearing and re-apprearing time to time. 

- Tyberius

Can I use the heretic seaport project in conjunction with PEGs seaport stuff?  As in, will anything conflict regarding master seaport controllers or whatever?  I'm having a hardtime with PEGs stuff being functional.  I have attached a picture for reference, rail is connected (though I'm assuming that rail can actually bring goods to the port for exchange), road is connected, but nothing actually happens at this port, other than look totally badass of course.

Oh no, once again I have veered a subforum completely off topic...

 

Dorseypic3.png.1aea4ac58b29adc320a320be2d9ea36e.png

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1 hour ago, nickvon said:

Excellent pic.  Love this.  Have you managed to make PEG seaports actually move cargo?  What are those seawalls in the upper left, the white blocky ones with shrubs?  They look similar to the ones I have but in much more detail.

Thank you very much. I can agree with the post of @Tyberius06 above in terms of how the seaport functions. Some of the industry very close to that functional seaport may use it to "export" cargo from the tile, but only around that particular lot, and to be honest i think most of it prefers to use the RHW anyway than any of the lovely rail infrastructure or the functiontional PEG seaport lot itself.

 

Edit, i should clarify that it is the heretic expansion that i am using, i think the PEG seaport was effectively revamped by the heretic expansion. I'm not sure how any of it works under the hood, the heretic expansion just gave me more options in terms of eyecandy.

As for the seawalls, they arent lotted but rather @Simmer2's wonderful MMPs. I like using the lotted seawall but these mmps are much more flexible in that you can plop them literally anywhere and cover more natural shapes of coastline. Out of shot that coastline curves round but these breakwaters can follow it rather than the coastline needing to be exactly straight, or exactly at 45 degrees or whatever. They do take rather more work than just plopping them along the shoreline though. The link is here, hope you enjoy

The shrubs around them are again MMPs, from a whole mix of creators. 

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13 minutes ago, nickvon said:

As in, will anything conflict regarding master seaport controllers or whatever

From what I read, that is a no no. My PEG docks work perfect. But that is the only dock controller I have installed.

Edit: But, TBH, I don't know if that applies to the hereitc lots. Have not had a chance to look into those much.


  Edited by Kloudkicker  

Added edit.
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Kloudkicker
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30 minutes ago, MissVanleider said:

Thank you very much. I can agree with the post of @Tyberius06 above in terms of how the seaport functions. Some of the industry very close to that functional seaport may use it to "export" cargo from the tile, but only around that particular lot, and to be honest i think most of it prefers to use the RHW anyway than any of the lovely rail infrastructure or the functiontional PEG seaport lot itself.

 

Edit, i should clarify that it is the heretic expansion that i am using, i think the PEG seaport was effectively revamped by the heretic expansion. I'm not sure how any of it works under the hood, the heretic expansion just gave me more options in terms of eyecandy.

As for the seawalls, they arent lotted but rather @Simmer2's wonderful MMPs. I like using the lotted seawall but these mmps are much more flexible in that you can plop them literally anywhere and cover more natural shapes of coastline. Out of shot that coastline curves round but these breakwaters can follow it rather than the coastline needing to be exactly straight, or exactly at 45 degrees or whatever. They do take rather more work than just plopping them along the shoreline though. The link is here, hope you enjoy

The shrubs around them are again MMPs, from a whole mix of creators. 

Thanks!  I guess I'm gonna have to start tinkering with getting the Heretic Expansion and replacing the PEG stuff I downloaded.

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3 minutes ago, nickvon said:

Can I use the heretic seaport project in conjunction with PEGs seaport stuff?  As in, will anything conflict regarding master seaport controllers or whatever?  I'm having a hardtime with PEGs stuff being functional.  I have attached a picture for reference, rail is connected (though I'm assuming that rail can actually bring goods to the port for exchange), road is connected, but nothing actually happens at this port, other than look totally badass of course.

Oh no, once again I have veered a subforum completely off topic...

 

Dorseypic3.png.1aea4ac58b29adc320a320be2d9ea36e.png

The trick with seaports is the connections and routing. To get them functional, that should be the shortest/fastest route for freight from an industrial area. IF freight is able to reach the city border faster using train or freight trucks via road than reaching a seaport with the same way, then they will choose those routes. You can though trick the system by allowing the freight trucks to exchange with a freight train (via freight rail station), then lead those freight tracks to the seaport instead of towards the city border. 

Seaport traffic.jpg

Bear in mind these seaports on my image are dilapidated, because I diverted all the freight route towards them, and overoccupied them. I also updated my Heretic Seaports (the functional ones which are actually overrides for the PEG functional seaports) for a while, but eventually the full set will get a facelift so it's on hold now for 3-4 years. There is a BETA version of the updated LOTS, they are replacing the original PEG ports (same IIDs), I share it here below. It fixes some issues what I made with the first release (MAC TE incompatibility for example, but I was not aware of that thing at that time), though the lots seemed to be surprisingly functional anyway. The official release eventually will be slightly different, but not functionally. This one still holds the original PEG Pier One model (the officially released update won't contain those models because they will be put into a new PEG-CDK3 Prop Pack with some other models), but the dependencies are the same as with the Heretic Seaports upload. 

It's working ONLY with the PEG Master Seaport Controller. I would recommend the following procedure:

1) back-up your region
2) bulldoze the plopped functional PEG/Heretic-PEG Seaport lots - There are THREE (3) kind of functional seaport in the set: Break Bulk Seaport, Container Seaport, Pier One Seaport. Only these three kind of lots needs to be bulldozed, the rest of the set stayed intact for now and they don't have related functions.
3) replace the old lots (you would find them ZZZZ_PEG SEAPORTS\Breakbulk Seaport or \Container Port or \Pier One Seaport) with the new z___Heretic-PEG-CDK3-SP_******-SeaPort__BETA.dat files OR place the new files into a folder which would load after the ZZZZ_PEG SEAPORTS folder.
4) plop the seaports from the water transportation menu again in game. 

The official update will contain probably a cleanitol file to help removing the outdated files (these BETA versions will be outdated when I release the official update), but I have no clue when that is going to happen. I really hope that I'll manage to revisit the set finally in this year. I started last year already, but then got diverted with other stuffs.

If you have any question, just DM me. 

- Tyberius

Heretic-PEG UPdated Seaports BETA.zip

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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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2 minutes ago, Tyberius06 said:

The trick with seaports is the connections and routing. To get them functional, that should be the shortest/fastest route for freight from an industrial area. IF freight is able to reach the city border faster using train or freight trucks via road than reaching a seaport with the same way, then they will choose those routes. You can though trick the system by allowing the freight trucks to exchange with a freight train (via freight rail station), then lead those freight tracks to the seaport instead of towards the city border. 

Seaport traffic.jpg

Bear in mind these seaports on my image are dilapidated, because I diverted all the freight route towards them, and overoccupied them. I also updated my Heretic Seaports (the functional ones which are actually overrides for the PEG functional seaports) for a while, but eventually the full set will get a facelift so it's on hold now for 3-4 years. There is a BETA version of the updated LOTS, they are replacing the original PEG ports (same IIDs), I share it here below. It fixes some issues what I made with the first release (MAC TE incompatibility for example, but I was not aware of that thing at that time), though the lots seemed to be surprisingly functional anyway. The official release eventually will be slightly different, but not functionally. This one still holds the original PEG Pier One model (the officially released update won't contain those models because they will be put into a new PEG-CDK3 Prop Pack with some other models), but the dependencies are the same as with the Heretic Seaports upload. 

It's working ONLY with the PEG Master Seaport Controller. I would recommend the following procedure:

1) back-up your region
2) bulldoze the plopped functional PEG/Heretic-PEG Seaport lots - There are THREE (3) kind of functional seaport in the set: Break Bulk Seaport, Container Seaport, Pier One Seaport. Only these three kind of lots needs to be bulldozed, the rest of the set stayed intact for now and they don't have related functions.
3) replace the old lots (you would find them ZZZZ_PEG SEAPORTS\Breakbulk Seaport or \Container Port or \Pier One Seaport) with the new z___Heretic-PEG-CDK3-SP_******-SeaPort__BETA.dat files OR place the new files into a folder which would load after the ZZZZ_PEG SEAPORTS folder.
4) plop the seaports from the water transportation menu again in game. 

The official update will contain probably a cleanitol file to help removing the outdated files (these BETA versions will be outdated when I release the official update), but I have no clue when that is going to happen. I really hope that I'll manage to revisit the set finally in this year. I started last year already, but then got diverted with other stuffs.

If you have any question, just DM me. 

- Tyberius

Heretic-PEG UPdated Seaports BETA.zip

I see!  Thanks so much!  I will be messing around with this next weekend.  Someday I will be able to take a picture of a finished port district and share it...

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31 minutes ago, Kloudkicker said:

From what I read, that is a no no. My PEG docks work perfect. But that is the only dock controller I have installed.

Edit: But, TBH, I don't know if that applies to the hereitc lots. Have not had a chance to look into those much.

The original functional PEG Seaport lots and the functional Heretic-PEG Seaport lots are identical modding and IID wise, I only replaced the base and overlay textures to better fit with IRM and RRW (using @Simmer2's No Sleepers and Ballast RRW overlay textures). Since the original PEG LOTs and only those lots are tied to the  PEG Master Seaport Controller and messing with the expansion of that controller is not really wise, I only retextured the original LOTs as they were, so my versions of the LOTs are still tied to the Master Seaport Controller. 

The above shared BETA versions are still the same, but slightly patched up (and the official versions will be the same IID wise too, but will have slightly different modding here and there).  

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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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