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boldlybuilding

BoldlyBuilding's Assets (Update & Harold Washington Library)

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    The map is now finished and released. Get it here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=660810020

    Be sure to look at the required mods list.

    Here's an Imgur album to show it off:

    https://imgur.com/a/MP2yB

    And some of the pretty screenshots here:

    napa26.jpg

    napa11.jpg

    napa27.jpg

    napa07.jpg

    napa13.jpg

    napa20.jpg

    napa24.jpg

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    37 minutes ago, Mr_Maison said:

    As soon as I get this map, I'm gonna spend at least an hour just taking road trips in first person. 8)

    I've already been doing that, you never know where they'll go, especially with 15 entry/exit points instead of 4 :P (Don't know if it's 15, but it was 12 at last count.)

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    Man, that is a work of art! Absolutely, positively, unequivocally sublime!!!!

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    3 hours ago, boldlybuilding said:

    I've already been doing that, you never know where they'll go, especially with 15 entry/exit points instead of 4 :P (Don't know if it's 15, but it was 12 at last count.)

    I like to ride until the vehicle gets close to the edges and click on a vehicle going the opposite way....basically car hopping. I can do it all day until a civic issue in the city makes me Tab out :D  Cab ride-alongs are the best. They go all over the place and their shifts are long.

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    51 minutes ago, Mr_Maison said:

    I like to ride until the vehicle gets close to the edges and click on a vehicle going the opposite way....basically car hopping. I can do it all day until a civic issue in the city makes me Tab out :D  Cab ride-alongs are the best. They go all over the place and their shifts are long.

    I do cab ride-alongs in my city as well. They're the longest uninterrupted rides I've found. 

    I just wish you could enable cinematic camera mode at the same time.

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    Hi all!

    Apologies for the silence lately. I'm afraid it's been really hectic the last week or so. If you're wondering why, it's that Titanic game I'm working on. Specifically, I had to spend about a week preparing and animating the sinking of the Titanic, in real time, no less! 2 hours and 40 minutes of keyframing, ugh. Still, it worked out well, and you can see it here if you're into that sort of thing:

    Though the video was made to go with the Titanic anniversary podcast we held, which is at the top of this page on our site: http://www.titanichg.com/archives/

    I don't know how much C:S stuff I can do at the current now now, as I need to get back to working on the Titanic project. I'm definitely not quitting or anything, I just have a bad habit of only being able to do one thing at a time, and it's difficult to evenly distribute this and the Titanic thing at the same time. I'll probably work on the Titanic stuff for a few months or weeks, then do C:S things for maybe a couple days or even weeks if I find myself able to put that much time into it and away from Titanic. It's actually very hard telling with me. I'll probably dip back into C:S for a short time much sooner, we'll see. I still have to get those construction lots out. And finish Willis Tower. But for the moment, it's back to Titanic.

    Funny, though, I've been thinking about making either a Titanic ship vehicle or a Titanic "floating museum" deal for C:S for some time, but knowing me I'd get even more carried away with detail, since Titanic is my one great obsession in life. I wouldn't know where to stop with the details!

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    Looks great Boldly! You're modelling is still the best of everyone in this place and sometimes we all need a bit of time off from doing stuff for C:S.

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    Very cool! And fun to see a 3d project outside of C:S. As I've only just started modelling and only do it for C:S I never really thought about the fact some of you guys do it outside the game. I'm not sure I'd have the patience to make something so detail myself! :P


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    Thank you! The above animation was a group effort. I made the model you see in the video back in 2009/10. By my own current standards of detail, accuracy, and modeling, it's crap, but it served a good purpose here and still carries a fair amount of accuracy. I also did all of the animations - the sinking, boats launching and rowing away, lights, rockets, breakup, effects, everything. Two of my colleagues - Matt and Tom - did the research behind it, mainly Matt for the lifeboats, and Tom directed it all, then he added sound effects and text after I sent the raw recording. We published it just in time for the 104th anniversary of the sinking. I wish I had more time to work on it, because it's far from perfect still and could use a lot of polishing, and is only available up to 720p. But I think it still serves as an educational tool about Titanic's sinking. Also, it's starting to get a lot of media attention. Huffington Post, The Mail Online and a number of other outlets have picked it up, and the views are shooting up. So yeah, after all that, I'm slowly getting sucked back into the world of Titanic :P It never lets- no, I won't say it.

    Modeling for the Titanic project is a lot different from modeling for C:S. Better, frankly, ha. We're not limited to one texture per object, and UE4 is far better an engine to work with graphics-wise. Of course there's no comparison, but when you're modeling, the difference is striking. I wonder what my C:S World Trade Center would look like in UE4. I was considering converting it to work in UE4 and releasing it as a way to walk around the WTC, not unlike what our goal is for the Titanic game, a way to recreate a place from the past that was destroyed before its time. But that would take too much time for now.

    As it is, there's still lots of work to do. Much of the ship is already modeled, but it then has to be heavily edited and run through Maya to improve them and make them game-ready, and that's where I come in. I'm also tasked with modeling the exterior of the ship, which has its own challenges. That's why I mentioned making a Titanic for C:S. Maybe after that task for T:H&G is complete...

    In any case, yeah, thing will be fairly silent here for me, though I'll still keep an eye on things here, and I might well pop up out of nowhere with something new, you just never know with me ;) In the meantime, if you're curious about the Titanic project (it's my life, after all, practically), you can find lots of info on our site, or keep an eye on us via Facebook:

    http://www.titanichg.com/

    https://www.facebook.com/TitanicHonorandGlory/

    And naturally, when I get sick of modeling 50 varieties of door knobs and settees, I'll turn back to C:S for a short bit :D

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    9 hours ago, boldlybuilding said:

    I wonder what my C:S World Trade Center would look like in UE4. I was considering converting it to work in UE4 and releasing it as a way to walk around the WTC, not unlike what our goal is for the Titanic game, a way to recreate a place from the past that was destroyed before its time. But that would take too much time for now.

    I guarantee you would touch a lot of people if you did that. I encourage you to seriously look into it.

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    Great job, the interior of that ship is nothing short of magnificent, such a beautiful thing,  I watched your vid and then a ton of other things down the Titanic wormhole :D thanks for the inspiration, and good luck on the rest!

    Is UE4 really that much better? Perhaps CS2 should be there instead, im impressed with Unity so far though, and it only keeps getting better over time.

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    8 hours ago, Macronomicus said:

    Is UE4 really that much better? Perhaps CS2 should be there instead, im impressed with Unity so far though, and it only keeps getting better over time.

    The engine does not really matter from a graphical point of view.

    What matters is the ecosystem behind it. The CO artists and developers are trained for the Unity Engine. A lot of reusable code was written, like the mod support. Switching the engine would mean abandoning all that.

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    13 minutes ago, boformer said:

    The engine does not really matter from a graphical point of view.

    What matters is the ecosystem behind it. The CO artists and developers are trained for the Unity Engine. A lot of reusable code was written, like the mod support. Switching the engine would mean abandoning all that.

    Yeah that's a great point, something similar came to mind and sort of an empty feeling came over me lol ...all this energy would do best to evolve and grow, im quite happy for that to be the case instead of trading out the guts.  But hey, I will go wherever the greatest city builder decides to go, im hooked!

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    I watched a bit of that Titanic video yesterday (it was mentioned here). I thought it was amazing! And the game sounds really cool, too.

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    6 hours ago, Prosper Merime said:

    Something wrong with this set or mod. I one have a similar problem?

    2016-05-14_04-37-32.png.ae0299ebabcba845

    2016-05-14_04-37-32.png

    I've been out of the loop on this game for a bit now. And since I've had to divert to working on the Titanic project more, it seems CO have released about 250 updates that break everyone's mods a little more each time. I can't even begin to guess what's going on here. Can anybody please check this out for me and let me know what needs to be fixed? I'm to preoccupied and ignorant of the technical matters to look into it myself. It it turns out to be a fairly quick fix, I'll try to fix it.

    Until it can be fixed, which could be sooner or very much later, you should just use the non-sub building set. You have to sub to and build the 11 parts individually, but it's the same building/set of buildings, with the added bonus that people will populate all parts instead of one:

    http://steamcommunity.com/sharedfiles/filedetails/?id=519426572

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    Hmm, I wonder if thats actually any issue with your asset or something else?  Ive not tested that asset yet though I was hoping too.  Doesn't it just use all those same separate buildings you mentioned and stitches them together?  Or is this an older sub-building setup?  Im going to use sub-buildings and sub-meshes on the Biltmore.

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    Your Titanic video is impressive. The omission of animated passengers and crew helps create a chilling  ghostly atmosphere as we watch the ship die its slow death. Like many including yourself I have been obsessed with the Titanic from a young age after seeing the movie "A Night to Remember" aged 8. I also received a book as a gift that included the Titanic story around the same time. It continues to fascinate. Congrats on the video and the well deserved media attention. Also keep up the great work modding for Cities Skylines- your work is greatly appreciated and adds so much to the game.

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    On 14.5.2016 at 3:49 AM, Prosper Merime said:

    Something wrong with this set or mod. I one have a similar problem?

    Make sure that all building parts are enabled in Content Manager.

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    On 03/04/2016 at 10:15 AM, boldlybuilding said:

    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

    Lemme know first if you can manage replicating vines at a vinyard. Keen!

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    Hey all!

    It's been a little while, but I wanted to post a couple updates...

    Things are still going with the Titanic game, so I still won't be doing much for C:S for a while, but I wouldn't mind being able to do a small thing here and there.

    One thing I have finally managed to do is complete the American Eclectic collection, at least to the minimum of the idea I had for it. There are now two sets of L1 and L2 construction lots, which will ensure people can grow the final L3 and higher houses without any modding aside from using themes. There's also a small set of construction props, which anybody is welcome to use in their own works, and which I hope I can add to later. I also made a theme for the collection. All of that new stuff can be found at the top of the collection page here:

    http://steamcommunity.com/sharedfiles/filedetails/?id=646175418

    L2_01.jpg

    L2_05.jpg

    As for Willis Tower, that one's still on hold, but I'd like to finish it kind of a little bit soon-ish. I noticed that Drosovila released their own new Sears Tower, so perhaps it's good I wait a tiny bit before finishing and releasing mine. I don't want to sound like I'm putting down anybody's work, but I suppose mine will be the ultra super detailed and absurdly accurate and resource-hogging version for those who like gigantic 1:1 buildings that make their PCs melt :P

    Speaking of melting PCs, I just had a big upgrade for mine. Doubled the RAM to 32GB and got a new 6 core CPU. Don't know if C:S does well with 6 cores, but got it anyway. Though it's not for C:S, haha, it's for making light builds in UE4, which is a task that, for the Titanic project, can take quite a long time and a lot of resources. In any case, hopefully it helps C:S run a little better, too, and further give me a false sense of "maybe this resource-hogging asset will work for others, too" ;)

    In the meantime, though, I wouldn't mind trying to do some other occasional small thing for the game. Like a generic office building here and there, something simple, no big projects or super-detailed landmarks.

    One final bit of news is something I didn't want to mention, but frankly given the time I've put into these things and the fact that up to now I've made like no money, I probably should. After going ages without having one, I finally am set up with bank and PayPal accounts, which means not only better and easier things for me, but I now have a way for people to contribute to me should they like my work. I didn't want to set up a PayPal donate button, though, because as far as I know, they don't like it when non-non-profits use it. So, I've set up a Patreon account instead. I went with per-asset, because I just won't be able to do enough stuff monthly to justify people giving me the same amount of money every month. So if anybody has ever wanted to chip in for the ridiculous things I do, or want to in the future, please do check my Patreon, which is a bit rough right now as I just started it. You don't have to chip in anything of course, it would just help and motivate me a bit, and naturally anything at all will come with an amount of appreciation exponentially greater than all the tris on all the things I've released so far combined :P :

    https://www.patreon.com/user?alert=1&ty=h&u=3530917

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    Love your stuff and great to see an update from you! Love the construction props and lots under construction - I'd love them as parks or something so I could keep them around for "under development" areas. :D Good to hear your Titanic project is still going strong - that's a good reason for having less time for CS. ;)  Great idea with a Patreon account - I hope you get some appreciation there for your hard work. I'd love to support you, but I'm kinda in the same position - I'd say your stuff is a level of quality where it totally makes sense to have the ability for donations! :yes:

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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    When ignoring that half a dozen park assets, I think these are the first proper under construction houses I've seen for C:SL, and they look fantastic! I've eyedropped a few on random locations in my town (so not only in my neo-eclectic suburbs), and it's amazing how much of a visual difference it makes when you can have a little construction going on every now and then. Many, many thanks for this great set of assets, BB!
    If you're looking for suggestions for some small-time 'in-between' assets, how about a few more construction yards for commercial or office buildings in various stages of completion (clearing/piling, concrete foundation slab, first few upright walls/form work, etc.)

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  • Original Poster
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    One more quick update:

    PLOPPABLE RICO!!!!!

    Yes, I decided to make a bunch of my buildings Ploppable RICO compatible. All non-city-service buildings, including the American Eclectic houses and Sim City 3000 Unlimited lots and others can now be plopped as RICO buildings. I haven't done the World Trade Center yet, though. I'll eventually do it for the individually-ploppable set, but probably not the sub-building version.

    If you want to know which buildings are ploppable RICO, just look for the tiny RICO icons on the preview images:

    7697867678.jpg

    Lots originally made as growables do not have icons in the RICO menu. I don't know how to fix that, but I haven't dug too deep into Ploppable RICO documentation.

    Any future buildings I make will be Ploppable RICO compatible.

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    I would avoid making any growables come with standard RICO setting, as far as I know, once you make them RICO enabled they will still grow, but they won't advance beyond that stage. If people want RICO for your growables they can always enable it themselves in the settings menu.

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