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All these parks look fantastic! Keep up the great work.


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

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"Bout time someone is making realistic parks for the game.  Been a looooong time coming.  Dude, your parks caught my eye the first moment I saw them, and even though the Dependency list was long, I only had to snag three or four from the list, so absolutely no complaints there,..actually no complaints at all, just high praise.  Don't stop making these.

 

I do have an idea though, I always like to plop playgrounds next to Elementary schools and tennis/basketball courts next to the high school. Is there any chance you could maybe make something more realistic for playgrounds, tennis courts and basketball courts for schools?

 

Keep up the awesome work with these stunning parks.

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Splendid lots! I'm paging @Diego Del Llano, hoping that he'll see what you did with his BAT. After all, I kept pestering him about removing BATted ground if possible so re-lots are easier, but since I'm currently bogged down with other stuff, I couldn't show a practical example myself.

Those industrial lots... wonderful. I wish Maxis had given their industrial buildings that much (realistic) breathing room and programmed the game to better handle large lots (police coverage, susceptibility to crime, etc.) - it makes a whole world of difference! My IRM stuff is a lame compromise by comparison. *:lol: Oh well, at least I can tell myself I started with a more primitive default set of dependencies and I needed to crank out huge volumes, so lotting every building at this standard you're showing here was out of the question.

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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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15 hours ago, kingofsimcity said:

Repository Updates

In the coming days I'll be making some minor updates to my texture repository which will, finally, include the raws and custom sidewalk versions of the park textures. I'm considering creating an "essentials" package to consolidate all of the textures eventually. 

That would be excellent !!!  *;)

And bravo for the industrials, they look great.

 

Something else entirely before I forget : I wanted to take out the palms in your Eastland Grand Station (I don't play tropical or southern regions much) and I did, but I realized, when I plopped it, that the building has no nightlights. I assume the original was like that (don't remember...). No way to change that ?


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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Nope, some of Ill Tonkso's early BATs came without night lights, and I'm afraid there's no way to change that without access to the gmax model.

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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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Thanks. I'll have to do without that pretty station, then... (hey, we don't have a crying llama ?)


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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    @blade2k5: Thanks!

    Updates

    Finally, the raws for the second set of park textures are out for your custom-generation pleasure! Apologies for the wait, just been a little lazy with SC4-related stuff. *:no:

    Grab the repository here via Google Drive:

    Community Park Vol 2. Custom Texture Repository

    Additionally, I've been slowly building up a custom vault of pre-generated sets. Currently most of the available DATs were requests by @tariely, but if anyone has any suggestions for full or partial replacers on these sets do let me know. I have quite a bit of Drive space after all. :P

    Pre-generated sets are available in these flavors currently for pavement only. These cover Park Pack Vol 1+2 as well as SuperPaths.

    fNLoRLN.png

    This repo can be found below:

    Pre-Generated Texture Pack Repository

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    6 hours ago, kingofsimcity said:

    *Turns lights back on*

    Oh dear, it's been 4 months, yikes.

    Regardless, I'm back in business again! Found some interest in lotting again so I thought I'd put that creative energy into some good use...

    A long time ago I tinkered with some FA2 compliant IRM fillers for I-D and I-M but ultimately forgot about them and they were lost in digital garbage collection. Well they're back for real time, and they're back with some new friends! Sadly, I-HT will once again not be joining this party.

    KAD091Z.jpg

    While the original logistic set covered a lot of the basics, I wanted to dive deeper into more specialized pieces this time around. I could certainly put more use into the diagonal and 22.5 angled trailers but that would exacerbate the puzzle piece situation. I ultimately went with the "big filler" prefab option. These are larger pieces that are meant to fill gaps, yet at the same time they're reasonably sized such that there shouldn't be many situations where you'd want them broken up into smaller components.

    Additionally, thanks a lot to @The British Sausage for raising the suggestion for the FA2 trailer wall sections! I thought they would be rather difficult to fit in but with just a little bit of overhang, it's possible to have them blend very well with each other! No textures sadly, but honestly that is far more pain that what it's worth.

    Finally, I've made a rough list of some potential items to tackle for this addon set. Let me know if you have any particular suggestions or critiques of the items in the list!

    Basic Fillers

    • FA2 I-D and I-M fillers that cover empty space and parked trailers. Maybe semi-cabs too?
    • Diagonal I-D, I-M, I-HT fillers with trailers. Like the FA2 counterparts, these are probably gonna be overhangs without any custom texture work.
    • Joiners and transitional pieces for some situations with the new angles.
    • A larger, longer avenue TE entrance with a gate for truck access.
    • Wall-less versions of the default 1x1 parking piece.
    • Some larger base pieces like 1x3 long walls, some curvier 2x2 corners. Seems fun but not necessary.
    • Walled versions of some of the industrial clutter like barrels, tanks, crates, etc.
    • Some I-HT FA2 love somehow? *:???:

    Big Prefabs

    • Large block of FA2-aligned parked trailers. 6x2 is currently the tested option but I can play around with smaller ones like 4x2 or 5x2.
    • Ditto but with diagonals, and parked trailers with cabs intact.

    Brilliant! I didn't realise you already had some FA pieces collecting dust.

    As for further textures, well I guess there is Simmer2 or rsc204 who specialize in textures... Maybe they can use that Gofish (probably spelled that wrong!) program to churn out textures...

    Those FA fillers are definitely worthy of a Trixie.

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    @The British Sausage: The parking textures would be easy work but since these are FA pieces, aligning the textures in such a way that adjacent tiles match is the difficult part. Since some of the trucks overhang as well, accounting for that would be mean larger lots, and I didn't find that too appealing. Thus I felt that having FA wall pieces with trucks but without parking striping was a good enough compromise.

    @tariely: The fences used in the original IRM for I-HT fillers only come in 45 and 90 degree versions. The I-D and I-M versions use cp's walls and these come in 22.5 angles. While not perfect, they're close enough overall. I'll probably experiment with some substitute, probably something silly like bushes or some kind of zig-zagging. :P

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    Amazing work there! Those trucks are just begging for a truckstop. 

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

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    Are you a wizard??

    Seriously, this is one of the top addons I am looking forward to right now. The base set of Ind. walls changed everything about way I build industries now. The one Achilles Heel with it is all of them ended up needing to be on squared blocks or awkward 45d angles in situations where terrain doesn't permit a realistic arrangement without heavy terraforming. But that's the only gripe I had about the originals. This will make a good thing even better!

    The trucks are icing on the cake!

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    On 7/4/2018 at 3:13 AM, kingofsimcity said:

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    @blade2k5: Thanks!

    Updates

    Finally, the raws for the second set of park textures are out for your custom-generation pleasure! Apologies for the wait, just been a little lazy with SC4-related stuff. *:no:

    Grab the repository here via Google Drive:

    Community Park Vol 2. Custom Texture Repository

    Additionally, I've been slowly building up a custom vault of pre-generated sets. Currently most of the available DATs were requests by @tariely, but if anyone has any suggestions for full or partial replacers on these sets do let me know. I have quite a bit of Drive space after all. :P

    Pre-generated sets are available in these flavors currently for pavement only. These cover Park Pack Vol 1+2 as well as SuperPaths.

    fNLoRLN.png

    This repo can be found below:

    Pre-Generated Texture Pack Repository

    Oh goodie, new toys ! :bunny:


    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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    (that covers a lot of real estate !...) I like the new trucks, more colour variety ; considering the trucks I can see on the road, the white-grey ones are not in the majority nowadays, are they ?

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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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    Holy cow, industry zones will indeed look pretty different from now on, with the industrial SAM, your superb fillers and additions and the IRMified lots.

    Seeing your huge truck lots - and the much-needed breathing room they can give the (often quite cramped looking) industrial complexes that grow - I feel even more confident that going for the job quadruper option was a good choice after all. :]

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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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    Holy mackerel, that's an impressive view! I also believe it might be one of the first serious applications of randomised overlay textures, and even though I've whined about how this possibility is underused more than once, I'm still surprised to see how good it can work. This was obviously helped by the method being in capable hands, though! *:thumb:

    Detroit, here we come! *:P

    Oh, and while we're at it, I think our leading partner in grime, @Simmer2, needs to see this. Those derelict lots plus his rusty industry stuff should be a match made in heaven economic downturn.

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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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    I agree.

    Lots of people like the grime factor in their cities, it gives them a touch of needed realism. Having a city all shiny and new all the time is not on par with reality.

    @kingofsimcity You are doing a great job on the industrial side of things. I hope you are still thinking of doing the same with the residential sector by using the Abandoned set of models I made a while ago.

    Cheers

    Simmer2

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    There are those who lead and those who follow. Don't look too far...

    Visit my lots and BATs thread here at ST https://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663504

    Or at SC4D https://sc4devotion.com/forums/index.php?topic=17211.920

    w11resized2.png

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