Jump to content

299 posts in this topic Last Reply

Recommended Posts

      The  Super Strip Mall #2 is looking very nice and I have to agree with nos.17 . I wouldn't reduce the lot to the rear either . That traffic island is a nice touch , maybe a sign as TWrecks had mentioned would do the trick . You are doing a heck of a job . :thumb:

      I just downloaded the FAR Grass Fillers , some very useful stuff . Thanks for being so dedicated to producing more content .

Share this post


Link to post
Share on other sites

More great parking textures, thanks. I wonder if at some point you'll break the lot editor with all these options :D.

Thanks for supporting both the use of GoFSH and releasing your repository for all. There is a lot happening right now behind the scenes, but hopefully in the not-to-distant future, they'll be some big new repositories available too. This will include both my full TGN and SWN repositories and content from others too. I really hope that people will take the time to check this out, because the new options it brings are something revolutionary. I'm really pleased that other creators want to be on-board with this.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Replies

    @metasmurf: Thanks! More power to everyone I say. :) 

    @matias93: That was nice and quick! The pavement looks so much better without the stock Maxis tiles.  :D

    @rsc204: Thanks a lot! Well if the lot editor ever breaks for me, I'll just need to download more RAM :P. Looking forward to playing around with your full repositories in the future.

    Updates

    Progress continues on SG's Super Shopping Center - I've already begun prepping for a release. For gameplay-related purposes, I set the plop costs of these lots fairly high ($80,000-$111,000). Since these are fully functional buildings that grant jobs AND take a ton of space, plopping something like this shouldn't come cheap.

    UhgTltc.jpg

    Another large ploppable (12x10) joins the fray in the form of a second corner lot. A random lot layout popped in my head today so I went ahead and winged this one. More importantly, I just wanted to play around with FA sections :P. Lotting took approximately an hour.

    1G4MhRQ.jpg

    Unlike the previous two this one is toned down and only utilizes two buildings. Lot contains 662 CS$$ jobs.

    w68weyC.jpg

    All 3 monstrosities put together at an intersection. I'm just imagining how awesome it would've been if SG released more buildings in this theme.

    jFdi4hV.jpg

    I've also taken the suggestion for some more compact versions of these lots. These are both growable and have dimensions of 7x3. I believe it is possible to create a W2W version but I haven't tried yet. Rear section is designed to play well with IRM-HT fillers and my parking set.

    1jLjUVO.jpg

    BljxOo7.jpg

     

    Share this post


    Link to post
    Share on other sites
    1 hour ago, kingofsimcity said:

    1jLjUVO.jpg

    This, this is perfection. It could be just the image and it would already be worth winning a challenge, the fact that it is also a downloadable lot is, well... Everything is good now.

    Share this post


    Link to post
    Share on other sites
    22 hours ago, kingofsimcity said:

    UhgTltc.jpg

     

    They look great and I'd love to see them up soon. I'm being quite nitpicky here, but the centerlines at the 4 way stop are not the same length on the left and right side. It looks like the right one is one tile shorter. Was this intentional because of the speedhump?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Replies

    @DavidDHetzel: Thanks! Honestly, I'm actually not very good with a lot of the advanced image editing stuff. My texture creations are pretty barebones if you strip away all of the "beautification" around them. I think once you establish some basic guidelines to follow, the creation process is pretty straightforward. A lot of the really complex stuff is often handled by other programs .You can definitely do it!

    @Tyberius06, @Ln X, @RRetail: Thank you very much!

    Updates

    I have to thank @nos.17 for enlightening me on little hidden gem that's Orange's prop pack, as there's quite a few 22.5 angled cars to choose from. With those new props, my gas stations are no longer so lonely.

    Here's Costco with Gas #2, a pseudo-mirrored 10x10 lot to the first one. I finally found SG's Costco sign prop, which was for some reason buried under the "Misc" BSC MEGA props file.

    Ubzrvya.jpg

    7vTZJ2d.jpg

    Continuing on with the Costco theme, I also tried re-lotting the Distribution Center. This was another one of those old lots that I saw that absolutely needed to take advantage of Mushy's HD trailers. I made another few custom textures for this one, namely the large 22.5 degree parking stalls for the trucks. There's a ton more open space here as well now.

    xufQcnM.jpg

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Replies

    @RRetail: They're actually all the same size. I think I should include some gas-free ones with a smaller footprint in there somewhere.

    @nos.17: Thanks! The yellow ones in particular are still plenty useful in a lot of situations for me.

    Updates

    Another one joins the fray. Nothing much to say about this one: 10x10 in size and a layout that is somewhat close to the first one.

    OwErYEr.jpg

    jXlACCS.jpg

    Had a little fun and added a makeshift tire center with one of the larger storefront props.

    wQ0njiN.jpg

    I revised the textures a little bit again to better reflect the markings of RL Costco locations. Due to the size of the gas station in-game, I wasn't able to perfectly replicate it but I felt this iteration was close enough. Maybe my arrows need to be a little pointier. *:P

    I7BNt0h.jpg

    Finally, here's all three together. Any additional suggestions and feedback are greatly appreciated!

    Share this post


    Link to post
    Share on other sites

    I think the lot looks really good, but the grass parts within the fenced off area could either be removed or roughed up a bit.  One example from my hometown here.

    As you can see there's nicely maintained grass and trees on the parts facing the road, but within it can look more gritty. I looked at other examples and I saw dirt tracks or patches, gravel, unmaintained green areas where they just trim the overgrowth roughly, just pavement with random things like palettes etc. With that being said, I think it's important to not make it too gritty. There needs to be a balance.

    My two cents :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Replies

    @nos.17, @Ln X: Thank you!

    @metasmurf: Thanks! Yeah, I've been pondering that particular area for a while. That section was a super rough interpretation of this area where I decided to cram the two angled semis parking stalls closer together. I've since made some modifications but that entire area still has me a little stumped on how I want it to look exactly.

    Updates

    I've updated a few of my recent ReM and ITS Office Parks files (as far back as Zurich House) to include the new READMEs and an updated screenshot with series icons. These new revisions have the "b" version attached to the upload version number.

    Work continues on the Distribution Center.

    8B1aucf.jpg

    I've finally created a separate set of FA semi parking stall with crosshatched caps and have begun experimenting with it. Something still doesn't feel completely right for me here though - maybe it's the random orthogonal set of stalls right in the middle.

    0fcsKHh.jpg

    Here's a few other supremely WIP test layouts that I've spawned. a 15x9 that's a bit of a mirror to the first one, and a gigantic 15x12 for no other reason than to show off some new textures...

    ZEn9r8n.jpg

    Now I can have a gigantic section dedicated to parked semis. The next step would be to port something like these over to IRM with a full set of custom prop families for all of Mushy's trailers.

    One thing I've been debating over is how to stripe the diagonal "no parking" sections. The orthogonal textures with the wider gap looks visually cleaner while the "tighter" striping is more consistent with SHK's stripe props and all of the textures I've done to date, though it suffers from a moire effect a further zooms. What do you think?

    Share this post


    Link to post
    Share on other sites

    I'd stick with the larger textures. In these industrial-type lots, I do not think too much of a concern should be placed with matching with the other (smaller) SHK+ hashes as they most likely will be used on a limited basis. The wider striping looks better overall IMO, especially when placed next to the semis. Even at zoom 4, I think the tight ones are a little hard on the eyes. For those reasons, I'd go with the wider textures.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Replies

    @nos.17: After several test runs I'm in total agreement here. Definitely ditching the narrower striping.

    @DavidDHetzel: Yeah, that's definitely something I've always felt a little off about when making this. The problem is that reversing the direction of the second section always results in some rather undesirable z-fighting, so this was the best compromise IMO. I'm gonna run a few more tests with this and see if it changes with some minor height adjustments.

    Updates

    In addition to the Costco distribution center, I've been starting work on a couple of other ones, namely the Tractor Supply and Wally K ones.

    OPx4SBV.jpg

    I suddenly needed to scratch a modding itch and so I've been porting @Diego Del Llano's spectacular BATs released this year into growables - both CAMelots and regular lots. Here's the IBM-Marathon Tower growing - a gigantic building with over 9,200 CO$$$ jobs. Do note that the stats for growables are going to be very different since I ran through the filling degrees for each building. So far some of the larger buildings have truly impressive generated stats, such as the AON center being a stage 15 monstrosity by default and having over 10,000 jobs :boggle:. I'll be sure to tone some of those down for normal use. :)

    owdTpbv.jpg

    Share this post


    Link to post
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an Account  

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

    Register a New Account

    Sign In  

    Already have an account? Sign in here.

    Sign In Now


    • Similar Content

      • By AmiPolizeiFunk
        A station where trains can cross above and below one another. Would be awesome if it was modular so you could do something like add (number) of TRAIN tracks and (number) of MOM tracks on the ground and then add (number) of TRAIN tracks and (number) of MOM tracks crossing elevated above-ground. Ped connections should exist inside the station from street module to all other modules. An elevated "buffer" track with no stop would be a nice component as well.
        Anybody interested in something like this? You could even go full ham and add a 3rd layer of underground stations but for me personally that would be above and beyond. It's the ground stations + crossing elevated stations that I really need for many situations.
        I've never made a station, so I hope this project could be spearheaded by someone with station-making experience. I'd be willing to collaborate/help with modelling if someone would take the reigns! What do you guys think?
         

        Ostkreuz Berlin
         

        Sudkreuz Berlin
         

        Gleisdreieck Berlin
         
         
      • By kingofsimcity
        KOSC presents: SuperPaths Pathway Textures
        Introduction

        Take your park pathways to the next level! SuperPaths is a brand new set of texture aimed at tackling the ever so saturated territory of pathways with... err... many twists and turns!
        Overview
        This set contains a total of 373 overlay textures geared towards dynamic and flowing park paths..
        In additional to covering standard fare orthogonal pathways, this set deeply explores inter-connectivity with other less utilized pathing options. Diagonals and FA2 pathways are given a chance to shine with an insane amount of options. Couple that with wide radius curves and s-curves and the layout options provided are practically limitless!
        The release contains 6 different base texture options for you to choose between.
        Install Instructions
        NOTE: As this is a dependency package, there are no lots included.
        Drop the files in your My Documents/SimCity 4/Plugins folder. These should show up under the overlay texture section in the lot editor and PIM-X. 

        Lotters, copy the contents of PIMXGroups.txt into your groups.ini file located in the PIM-X install directory. This will allow easier access to these textures in the lot editor.
        Dependencies
        None.
        Acknowledgements
        Thanks to rivit and rsc204 for their work on GoFSH, as well as cp for some of the base textures that I used as a template here. This set would not have been possible without their work.
        Enjoy!
      • By tariely
        LLB-Tariel Obelisk Place MODULAR
        I made the original Obelisk Place for Dreadnought a.k.a. LLB, who loves obelisks, columns, statues and assorted such grand urban art. He has since brought me to the Modular side of the Lotting Force, the practical beauty of which he illustrated perfectly with this relot of the original. I added a small 1x2 addon to balance the set-up when necessary.
        The dependencies are the same as in the original
        ___________________
        REMINDER : Necessary for the lighting :
        RVT_ParkLights2.dat (included)
        zLightCones_RVTNite.dat (included)
        Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. (If using LRM and finding your own lights too dim, take out zLightCones_RVTNite.dat).
         
         
    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Season's Greetings!

    xmas popup.jpg

    Thank You for the Continued Support!

    Simtropolis relies mainly on member donations to continue operating. Without your support, we just would not be able to be entering our 15th year online!  You've really help make this a great community.

    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, so that we can help keep bringing SimCity players together to share our creations.

    Make a Donation, Get a Gift!

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

    stexcollection-header.png

    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