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Show us your industry!

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On 9/16/2016 at 1:49 AM, NeguchiMaroyama said:

Hello, my last creation, a  harbor industrial arena

 

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this is so beautiful!! liked that train tracks through the roundabout

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@Judazzz Love the gritty look. By the way in the first image, what building is that on the bottom-right? The tall & narrow looking one.

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1 hour ago, Bach2Baroque said:

@Judazzz Love the gritty look. By the way in the first image, what building is that on the bottom-right? The tall & narrow looking one.

Thanks :)  I think you're talking about this one, no?

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2 hours ago, Judazzz said:

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What's that big plant in the left side mid-ground? It looks like a refinery or something.

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@Matthias King - I think you mean this asset. It has a huge footprint and quite a lot of empty space, so I used Road Anarchy to plop a few smaller assets within the complex. So if you sub, it will probably not look exactly the same (which imo. is good, as it leaves room to customize things a bit).

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Oh, nice. Thanks. Too bad it uses the larger footprints mod.

I wish there was a sub-buildings version. It looks really nice, AND it's an extremely reasonable file size instead of the 40+ megs of the one in the other thread.

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2 hours ago, Matthias King said:

Oh, nice. Thanks. Too bad it uses the larger footprints mod.

I wish there was a sub-buildings version. It looks really nice, AND it's an extremely reasonable file size instead of the 40+ megs of the one in the other thread.

As far as I know Large Footprint is obsolete, but it doesn't do any harm to keep it either (I still use it and never ran into any problems with it, just for those few assets that require it and won't be updated, like this grain mill).

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I've half considered grabbing the mod a few times, just for this grain mill as a matter of fact.

Once in a while I'd run across it on the workshop and think how good it looks, but I don't like using obsolete mods. I always expect sooner than later they'll cause a problem.

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7 minutes ago, Matthias King said:

I've half considered grabbing the mod a few times, just for this grain mill as a matter of fact.

Once in a while I'd run across it on the workshop and think how good it looks, but I don't like using obsolete mods. I always expect sooner than later they'll cause a problem.

I think by now it would have caused issues, but I understand your reservations (I do try to keep my mod as lean and list up-to-date as possible myself as well).

One thing that does speak against the grain depot is that it unfortunately has a horrible (probably auto-generated) LOD - it really looks awful from a distance...
Secretly I wish one of our modelling talents would adopt this asset and remove the Larger Footprints dependency (in favor of Sub-buildings), add a proper LOD and perhaps a few texture tweaks (given the file size I reckon texture size can be increased quite a bit while maintaining the very agreeable file-size - imo. anything up to 10MB would be fully acceptable, given the truly enormous footprint).

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On 4/14/2017 at 1:28 AM, Ronyx69 said:

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already subscribed!! this is amazing, keep them coming ronyx!!

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Port McCarthy Terminal 1: The CVR Container Yard.  Dawn.  The illusion of stillness.

port_mccarthy_terminal_1_at_dawn_by_roty

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That's my absolute favorite thing about making assets - it's so freaking cool seeing them in other people's screenshots and seeing what people come up with :D

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My workshop items

Catch my latest project and future plans on my Patreon page

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7 hours ago, Avanya said:

That's my absolute favorite thing about making assets - it's so freaking cool seeing them in other people's screenshots and seeing what people come up with :D

Agreed! and we are thankful for that!

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I cant take a picture of any part of my harbor without seeing at least 5 Avanya items!

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5 hours ago, Rotype said:

I cant take a picture of any part of my harbor without seeing at least 5 Avanya items!

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Her stuff really is indispensable.

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Vanilla Industry in Fairview Shores.  These are shots of the existing districts before adding space for significantly more in today's episode of the let's play.

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Here are some pictures of my Effingham Auto Auction House.  I was inspired to add this after looking at a Google Map view of a nearby shopping center and noticing a humongous auto action house right behind the shopping center.  Since I had only seen the front part of the shopping center, I don't think I might have ever realized what was behind it... if not for Google Maps.

Among other community members, I'm indebted to kazuma76 and bsquiklehausen for their auto carrier and "autorack" props respectively.  In both cases, their props seem to be the only ones of their types, and so a realistic auto action house would not be possible if not for their work.

Auto carrier:  http://steamcommunity.com/sharedfiles/filedetails/?id=702143487&searchtext=transport

Autorack:  http://steamcommunity.com/sharedfiles/filedetails/?id=684705594&searchtext=rail

Inspiration:  https://goo.gl/5xJekz

Overview with majority of Effingham as it currently stands in the background

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Autorack loading and unloading - I may later switch out the building asset since it's not to my tastes from a realism perspective.  I couldn't find a ramp that looked like a good match for the autorack, so my city assumes that loading/unloading goes on in the privacy of a building.  :)

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Admin building, small warehouse, and repair shops

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Auto carrier loading and unloading

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Visible from space and sure to enhance property values in the trailer park in the upper part of the picture

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Some industrial areas from my current city, Port Sanilac.  Shout-outs as always to the asset creators, without whose work the game wouldn't be able to provide the realism that it does today!

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Industry needs a lot more love!  Here's a few shots from my latest town, Westwood Hills.  Hopefully in an order that matches the screen shots, here are:

  1. The main cargo port for the city.  I've included one of Strictoaster's functional docks, and the balance are just static props.  The port also includes a functional Freight Terminal (from Senfkorn), some distribution centers, and a few other buildings that keep that whole area busy.
  2. The first of what may end up being a few wastewater treatment plants for the city.  The WWTP is often just behind the power plant in terms of what I lay down first in a new city.
  3. Construction site with SvenBerlin's moving crane and the impossibly well done mud assets from Ronyx.
  4. Back side of the logistics warehouse (also from Ronyx), which is on the far side of the port area.

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Re-did my waste management system, since the last one looks more like junkyard rather than landfill...

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the above one just self-stitched screenshot, following uses the "Panorama" mod, :

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Struggle in every aspect... v,v... visual setup, assets/mods available, industrial mechanism logic (what..?), LOD, how to screenshot... TEN FPS...
Not done with it yet... still so many things to fix... Area size allocated for this shoreline industrial area : 2km x 4km

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It's a miracle Microsoft ICE is able to recognize & stitch together 160 skewed perspective aerial shots without much issue... Still, some glitches are unavoidable.
Tall objects gonna looks weird... but I can't figure out other way of taking such shot... zooming out only cause LOD problems & decals fade out.
Just remembered a camera mod to change FoV... maybe that can helps with tall object perspective hmmm... try next time.
Would be great to get close to 2D projection - still, water reflection is major problem need to fix with photoshop,
wish there is a mod to remove water reflection (or prevent the sun being reflected... )

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