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boldlybuilding

BoldlyBuilding's Assets (Update & Harold Washington Library)

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Thanks. I may check it out. I'm still not exactly hurting for space on my current save, but if I start a new map I may take advantage of the full 81 tiles.

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On ‎29‎.‎03‎.‎2016 at 8:29 PM, Cool_Z said:

If the default building animation in CSL could be overrided... if only an awesome modder with incredible skill could find a way... if boformer or bloodypenguin were able to do such a feat... (if that's not enough to put one of them to look at it I don't know what is.).

override in what way? Replacing it with static meshes (a few construction stages) should be relatively simple, and it should not raise memory requirements too much if one "construction materials" texture is shared between all assets.

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    1 hour ago, boformer said:

    override in what way? Replacing it with static meshes (a few construction stages) should be relatively simple, and it should not raise memory requirements too much if one "construction materials" texture is shared between all assets.

    The material thing will be key. All my construction assets so far use the same texture, attached below. It'd be nice if construction stages could be made and they'd all use the same material/textures.

    The only issue is that it's really tedious making these construction stages. I'm only making 8 for L1, and 8 for L2, the latter just being existing complete house models with a different look and fewer details and some dirt and construction props, which will also use a different set of textures from L1.

    5475689679.jpg

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    Looks like that map was a waste of time, and I might have to give up, at least for now.

    I'm making the road layout in the map editor using the More Network Stuff mod by BloodyPenguin, because I want to be able to have these roads placed without using 81 tiles and for people who don't want to use it, and so it can be started as a regular map instead of a save. But apparently this has happened:

    5656858.jpg

    The roads I'm placing are counting toward the zoned blocks limit, up to 16k now, even though the max limit is nearly 50k.

    I literally don't know anything about programming whatsoever, so if there's actually a way that can be fixed, that would be nice. Otherwise, I might as well give up.

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    Did you try placing roads without zone blocks? There is a zoning toolset mod.

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    4 minutes ago, boformer said:

    Did you try placing roads without zone blocks? There is a zoning toolset mod.

    I tried that mod, but it isn't available in map editor.

    My additional comment on Reddit:

    "...I did think of a possible solution in the meantime: Change the few roads I do have placed outside the 25 tiles to no-zoning, and use no-zoning for all other roads placed outside the 25 tiles. Then I can at least finish the roads outside the 25 tiles. But there's still a lot to place within the 25 tiles, and the limit's not high enough for that..."

    The no-zoning thing I do with no-pillers, I believe. It's annoying, but it can be done. Whether I upload as a new map or a save, it'll be necessary to do for outside the 25 tiles. Most people likely won't use 81 tiles with this, so it won't affect them. But for those who do, they will then have to use the zoning toolset mod (which does work in-game) to enabled zoning for those outside roads, which will be a simpler process than with no-pillers.

    For the roads left to do within the 25 tiles, once those outside the 25 are done, I may have to break down and just finish this map in-game and upload as a save, after all. But then that would mean, as far as I know, that 81 tiles will not be usable, as I think new games need to be started with that mod.

    Problems. Problems everywhere.

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    4 hours ago, boformer said:

    it might be possible to raise the limit.

    You think so? I mean it seems like it should be, since the *actual* limit is much higher. But I haven't the foggiest idea how any of that works, so...

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    Continuing with non-zoned roads that anybody who plays the map will need to manually re-zone, I've finished all the main roads:

    20160331155525_1.jpg

    Now to bring in the satellite map to fill in the missing roads near the edges of the map, flesh out some roads in the city, and fill the countryside with dirt farm roads.

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    Well that really was an even bigger waste of my time.

    76966456.jpg

    I've hit the default segment limit, and would have hit to node limit soon, too.

    On top of that, the game crashed and made me lose a few hours of work earlier.

    If anybody figure out a solution to this problem, please let me know. I may have to shelve this whole thing for now.

    I should probably get back to the construction lots...

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    Okay, after a bit of calming down, I've decided to just break down and move on to working on this map as a save-game for 81 tiles.

    As it stands, when this map is eventually released, you will absolutely need 81 tiles enabled to use it. You'll also need Network Extensions, as I used a lot of those roads here.

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    Looks very impressive and realistic! Maybe in the future it's possible. I would also remove some of the streetlights of those backroads, when you get around to it eventually.

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    Looks almost photorealistic. :O

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    1 hour ago, boldlybuilding said:

    Making progress...

    Screenshot_342.jpg

    That's a lot of progress! Photoshop'ing the foreground grass and road would make this picture indistinguishable from reality!

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    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Phew, I saved the latest work on the map 30 seconds before the power was cut by high winds.

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    21 minutes ago, boldlybuilding said:

    Phew, I saved the latest work on the map 30 seconds before the power was cut by high winds.

    Damn ,that sounds scary! :ooh: Good to hear you made it in time. Love the detail of your map and can't wait to see the final result :D


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    A little more progress. Pretty much all the roads are 99% (probably slightly exaggerating) true to real life, 1:1 scale. The fields are mostly shaped like in real life, and even the clumps and patterns of trees somewhat follow real life. And if you didn't already know, this is Napa, California. Just north of San Francisco and well-known for its wineries and vineyards.

    Screenshot_346.jpg

    Screenshot_347.jpg

    Screenshot_349.jpg

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    Is this released yet?

    What is the map, theme, LUT, and other visual related mods?


      Edited by Noob4Never  

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    Not released yet. It'll be a bit yet.

    Map theme is Arid Beauty. It was originally made to look like this, but I couldn't get it right at first and it ended up being mostly lime green. Didn't help that there was a bug that kept colors from updating at the time. So now I keep updating the theme because for some reason I can't test updated versions unless I upload them first. People are getting annoyed that it's changing, and some don't like the updated version :P Oh well. The LUTs change, RealLUT and Natural Colors are two I use, but others with more brightness and contrast may be better. I also use the softer shadows mod.

    Anyway, even now, it's looking nice at night...

    Screenshot_353.jpg

    Screenshot_357.jpg

    Screenshot_354.jpg

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    Just update the theme. Who cares about people :P

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    Mostly finished the southeast portion of the map, and refining the bridges, train tracks, and river features downtown. I also added train stations at the places where I believe there are passenger and cargo terminals in real life:

    Screenshot_371.jpg

    Screenshot_369.jpg

    Screenshot_370.jpg

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    On 3.4.2016 at 5:15 AM, boldlybuilding said:

    Screenshot_354.jpg

    This has a very Californian scent to it! After a warm day you feel like putting a light jacket when night falls. Great map and great theme!

     

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