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    If yall don't know,

    Kxmhx51pQOyVAZ11D9mBNg.png

     

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    GIF%20Dance%20Party.gif

     

    Thanks, everyone!

     

     

    And we'll start off with 4 new lots:

     

     

     

    And... 

     

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    Wow, that's a formidable work to do!! I'm particularly digging the preferential parking, nicely isolated from the environment.

    Can I suggest something? If you keep the modular approach, mod the different pieces with different wealths; that would be great to have a huge sponge of cs$ jobs...

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    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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    8 hours ago, matias93 said:

    Can I suggest something? If you keep the modular approach, mod the different pieces with different wealths; that would be great to have a huge sponge of cs$ jobs...

    Love that idea! I'm keeping the modular approach - all of the lot sizes are also the same as Heblem's original. That leaves us with 4 lots. The smallest one would be CS$$$, and the next three could be broken up to two CS$$ and a CS$ or one CS$$ and two CS$. I'm leaning towards the latter. Thoughts?

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    Me too. If we are talking about jobs, retail is clearly characterised by low wages, so is the logical answer, and also the most convenient in terms of patching the simulation


    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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    Wow. Massive project right there. Looking good nonetheless! Looking forward to the final result!


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

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    Some impressive lotting to be seen here! I love how you played with the different areas and used a varied pattern of parking lots and driveways, open plazas and some lush green areas... and, for example, the task of placing all those bollards alone must have taken quite some time!

    I almost feel like a jerk pointing it out, but there's some clipping going on again: check the palms in the third picture (towards bottom right corner) and one of those dining tables on the fourth picture (in the snack area towards the right). Speaking of the fourth picture, some of those chains to separate the sidewalk from the driveway seem to be pushed into the buildings - could the props simply be flipped the wrong way? (IIRC, porkie rendered them off center.) The front in general looks a bit cramped and noisy with that huge fountain right in front of the main entrance and the swirly sidewalk pattern. Maybe a smaller fountain and a simpler base texture for that narrow sidewalk (the swirly Copacabana style looks absolutely superb on the wider open areas around Dillard's, though - definitely keep it there! *:golly: )

    It seems impossible that you made such richly decorated lots without running into the object limit, kudos for that! I guess illuminating the parking lots might push the prop count beyond that limit?

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    -=| 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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    13 hours ago, T Wrecks said:

    I almost feel like a jerk pointing it out, but there's some clipping going on again: check the palms in the third picture (towards bottom right corner) and one of those dining tables on the fourth picture (in the snack area towards the right). Speaking of the fourth picture, some of those chains to separate the sidewalk from the driveway seem to be pushed into the buildings - could the props simply be flipped the wrong way? (IIRC, porkie rendered them off center.) The front in general looks a bit cramped and noisy with that huge fountain right in front of the main entrance and the swirly sidewalk pattern. Maybe a smaller fountain and a simpler base texture for that narrow sidewalk

    Cool. I'll change those. I do take your point about the "main" entrance being too cramped, but I do like the size of the fountain there. I'll see what I can do redesigning the front. As for the benches, they're actually part of the LBT prop pack, but now that you pointed it out, I'm embarrassed to say that I didn't change anything at that front entrance. All of the props are duplicates of Heblem's lot. That will have to change.

    I usually try my best with clipping, but when things look ok from three angles, I usually call it quits. I will see if I can finagle the palms around a little because it bothers me too. I think I just need someone to point it out to motivate me to go back and change things. *:P

    13 hours ago, T Wrecks said:

    It seems impossible that you made such richly decorated lots without running into the object limit, kudos for that! I guess illuminating the parking lots might push the prop count beyond that limit?

     

    To be honest I was kind of surprised too. Many of the lots are not close. I did split up one of the lots into two - there's a large diagonal parking area I didn't show (you can see the edge in the fourth image) that ate up close to 400 props, but most are well below 900 props, so lighting will be done. However, one lot, the 12x23 one, is probably about 30 objects from the limit, so, unfortunately, it will not be lit.

    One last thing, keep up the critique! :thumb:It really helps me to improve and keep the quality up. I really do keep a list of things people tell me and improve on them in the future.

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    @T Wrecks ... How does it look now? Complete with some custom bollards by @Simmer2. And it also turns out that I over estimated my prop use on each lot, and subsequently, all of the lots are now lit with street lamps. :}

    5b_orig.jpg

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    Wow, this has sure done the trick! The entrance looks far more spacious and inviting now, and the more subtle base texture there ensures that the area looks busy, but not cluttered or "noisy".

    Those lamps on the parking lots also contribute a lot to the overall appearance! I always feel it increases the impression of a three-dimensional structure when props and textures are not just lined up next to one another, but also overlap occasionally. It gives everything a sense of depth, and since parking lots are, by nature, not the most interesting things to look at, they profit all the more.

    So, all in all I'd say we have a winner! *:thumb:


    -=| 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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    Hi!

    Whops I ran into some error with the Street Side Parking lots of yours, and I don't know what changed. All the car props disappeared and don't show up after plopping and not even later. The bus props are OK, I have some older pictures about my city (sadly neither of them directly from your set in action) where the cars are there. I think the only change what I did, to upgrade your essential to v10, and due my flashdrive crash I lost all of my previously downloaded stuff, so I can't try if it's working with an older one. According to SC4 Tool one prop (0x5f85e124) is missing, which is I think a family, which would contains these cars. I emptied my plugin folder during the test, I put only the RHD version of the SSP set and the listed dependencies.

    You can see the results the pictures below...

    Any help would be appriciated!

    Thanks,

    - Tyberius/Tibi

     

     

    New City-Jan. 3, 001504889997.jpg

    New City-Jan. 9, 001504889886.jpg

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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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    @Tyberius06 ... You're exactly right. One prop family is missing which I forgot to add back to my essentials before I uploaded them. I just put up version 11; try again now:

     

     

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    I just downloaded the essentials update.  I was reading through the file page and noticed a typo.  I was going to PM, but the typo is funny and I think worth sharing for good humor.  The second sentence of the second paragraph reads: " If you need to edit any of the attributes to fit your project, feel free to do do. "     *:rofl:

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    Thank you! 

    It's working now! :) However I have to replop those pieces, but it's not a problem! :) 

    EDIT: Sorry it's me again! :( I found 2 missing texture dependency (at least) in the... 

     

    The issue is appearing on the Shell Multi-Island Gas Marts. With empty plugin folder and using just the listed dependencies I found missing overlays (if you see your picture on the download page about the 3x3 Shell Multi-Islands by the back fence there is a dark green/gray-ish overlay (0x4da44210) and the same under the service station sing at the front, that texture does not belong to any of the listed dependencies  (which is apparently belongs to the BSC Textures 1).  Also there is a missing texture dependency (0x1da447b0) on the 3x2 Multi-Island lot as well, but even using your picture I couldn't recognize, what is missing, I just saw the error in the PIM-X dependency scanner and the SC4Tool scanner aswell. After I put back my main dependency folder I found this one as well: it belongs to the PEG-MTP SuperTexture Pack. I don't know how relevant this one, because I can't see on the picture... Chacked in PIM-X, it's under the back fence in a thin line...

    Thanks in advance! 

    - 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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    Glad to be of inspiration! Packing things in one download together wasn't my original idea, but after requests to have Zip folders, I guess you can say I took it a step further. 

    I'm amazed at how much of a difference each of us lotters has when it comes to surrounding these wonderful BATs with props. I try to realisticlly size lots according to the BATs itself as having a super big parking lot for one tiny shop makes no sense. I also try to stick with the same props to make it easier for users, but you and others aren't afraid to experiment like this. And that is why having multiple lots from different users is always nice!

    Each of us has our own style too, so sometimes even the same BAT can get twice the love and can have a different look if users decide to use both lot varations. So, I for one am happy to see you visit some lots that I've already relotted. More options equals better cities. 

    As for a little critique though, I'm not so sure that cars (in the top left McDonald's pic) can make 45 degree turn like that in real life. :D

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

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    On 9/22/2017 at 9:52 PM, RRetail said:

    As for a little critique though, I'm not so sure that cars (in the top left McDonald's pic) can make 45 degree turn like that in real life. :D

    1

    It looks possible to me, and regardless, the sims in this city are expert drivers. ^_^

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    I Adore those Apartments, where did you find those gems?.

    Keep up the brilliant work!.

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    Wow, really nice lots!


    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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    @Xander Dax ... Thank you! They can be found here.

    @matias93 , @kingofsimcity ... Thanks, guys! It has been awhile since I've posted here, but I've actually been working on a lot of stuff in the background. I figured I might as well start showing some of it off.

     

    Also, if anyone wants anything I post, just leave a message here and I can provide an attachment to the files and a dependency list for you.

     

    Continuing the Polish thread,

    czestochowa - szymcar

    0hwN8D1.png

    Dependencies: 3 Small blocks, KOSK_SuperSHK_MEGATexturePack, BSC_TexturePack_Cycledogg_V 01, CP Vol01, CP Vol02, SHK_ParkingPack

     

    nos17-Misc002-czestochowa.rar

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    Gaah, this is double lovely. Should I ever come to play a European-themed region again, I can now rest assured that some great BATs (I know and love the ones from your last screenshot!) will have been lotted by one of the best by then.

    *Mr. Burns* Excellent...

    I love the parking ground texture that you used, too! Is the parking lot grass low or medium wealth? There's not much of it, so it's hard to tell, but personally I like it when lots are not "poshed up". (I'm currently converting all of JMyers' small homes to medium wealth  - the buildings are ridiculously good, definitely among the absolute best out there, but the lots just didn't look low-wealth to me)

    In any case, it's good to see that this thread is progressing again, not least because that means reliably droolworthy pictures every now and then. Keep it up!

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    -=| 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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    @T Wrecks ... The parking texture is one of those dirt/gravel-y textures in CP's texture pack. Personally, I have been trying to experiment with alternative parking textures (instead of typical Maxis or SHK concrete I always used to use), and I think they turned out well in this instance too!

    I also love JMeyers homes, but recently I've been working through many Polish prefabs and high-rises with that gritty, "not poshed up" style. I'd be happy to show more (or provide them) if you're interested. *;)

     

     

    Shifting direction here to a rather simple yet elegant relot of a quite notable landmark:

    Notre-Dame de Chartre - DBSSYMN

    RvEmqY0.png

    Dependencies: Notre Dame de Chartres, CP Vol01, CP Vol02, BSCBATPropsMattb325_Vol02, PEG_MTP_SUPER_TEXTURES_PACK, SHK_ParkingPack, Was_NL_Props_Vol01

    nos17-Misc003-Chartres2013.rar


      Edited by nos.17  

    Added file
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    Lovely work on this church! :) When you release this, it will have a nice spot in my city :)
    and I like what you did with the polish houses too. When can we get those? :)

    - Tyberius


    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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    @Tyberius06 ... I doubt I will add them to the STEX, because truthfully, testing them and adding documentation is a lot of work. I've decided instead to just attach them to their respective posts. Since they were really meant to be personal projects only (and I'm constantly working on something different that I could show), I hope that's a good compromise.

     

    Progress is being made on Creator Pack 02, featuring @dk1 :

    screenshot-3_orig.png

    screenshot-4_orig.png

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    Testing and documentation is the best part of the upload process though! actually please send help oh god why 

    Really interesting and diverse selection of base textures there. Don't get to see those quite as often especially as a parking lot surface. Looks great!

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    5 hours ago, kingofsimcity said:

    Testing and documentation is the best part of the upload process though! actually please send help oh god why

    *:rofl:

    Back to topic, DK1 was overdue! That's indeed an interesting choice of textures, and they go quite well with the buildings. I'm always a bit hesitant with "exotic" textures myself because I like to make sure everything will blend in, but atm I'm modding/lotting residential stuff, and before I was busy with the IRM - both collections of lots that are meant to grow together and look good together. Retail lots can use more "standalone" textures, as it seems.

    Speaking of textures, did you replace the Maxis driveway textures with dirt versions there?

    I spotted some minor clipping issues on the burger joint re-lot (the one to the far right), where the umbrellas clip into the building a little. It also looks like you used a shaded table/umbrella prop (family) on the middle one, the one on the biggest lot. Right side of the building, second pink/purple umbrella from the bottom. Why not use that shaded version throughout? I guess that could actually look quite cool.

    Oh, and one remark on the Notre Dame re-lot: The lot fits like a glove, congratulations! It looks super realistic. Not sure if the fence is the ideal choice (I'm thinking something wrought iron and/or stone, but you already got weought iron in the front), but I guess it works. Just some clipping again: that tree to the left of the side portal is cut off by the LOD this time. I imagine it will be difficult to fit props around such an irregularly shaped building that has a regular box LOD...

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    -=| 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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