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2 hours ago, Mr_Maison said:

Screenshot-1246.jpg.69ff18a460e4f07b793f

That picture is .. the texture... I mean.. man.. :O I want this ! 

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I agree, it looks pretty incredible. The original texture is nice and shiny, but this one looks more realistic, weathered and dirtied by years of contact with the water, like the quay has been there for more than a week.

It would be awesome if CO would implement it or something similar.

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3 hours ago, agunter999 said:

There is something that I just don't like with these, I can't put my figure on it but there is a certain something

Although I like the addition, I agree. I think for me it's the fact that the height isn't constant, which looks a bit unrealistic, and the fact that the top part of just a single texture without details, no props, etc. A walk way with lights would already make a big difference, methinks.
However, the fact that I could finally ditch the dozens of assets required to create such quays and walls makes up for that, as does the fact that future Workshop quays should also be just a single item of limited size.

I suspect that, based on how new features were introduced before, CO basically just releases the bits and pieces the community needs for modding the new feature as well as a single example, and that modders can take it from there (like Mr_Maison illustrated within 24 hours ;) ) Whether to agree with that approach is a different discussion, though.

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    3 hours ago, agunter999 said:

    There is something that I just don't like with these, I can't put my figure on it but there is a certain something

    I think they're too clean. We will dirty them up real good :kitty:  give them character.

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    I'd agree, it's too clean.  I plan to only use them on the land where the default texture more suited for a land wall rather than a seawall.  

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    For those of you who know me from the SC4 community, you know I like grunge (which means I don't like these quays... yet)! I think with a bit of work, they can be turned into something beautiful, as @Bolduck91 has demonstrated.

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    1 hour ago, Bipin said:

    For those of you who know me from the SC4 community, you know I like grunge (which means I don't like these quays... yet)! I think with a bit of work, they can be turned into something beautiful, as @Bolduck91 has demonstrated.

    Yes I didn't forget about you. I was actually wondering what you're working on these days. That wall is actually a simple rectangle shape imported as a rock. But I do plan on using that texture on quay walls. The rock template have some interesting possibilities too (great for making filler objects on land and water).

    As soon as we get a method, I will share the info. I'm sure Boformer will share also.

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    Now we're getting somewhere! :D Also, thanks for the kind words @Mr_Maison. Perhaps try working with the attached retaining wall texture?

    concreteretainer2_bump.jpg

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    Finally curvy retaining walls/quays! The two modded versions look great, but the first one... That mossy, worn-out look is fan-fricking-tastic!

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    Dear sir/madam/whoever will read this!

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    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

    Apologies for the inconvenience and for the lost pictures.

    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

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    Nice modded walls. Just something I found out is that you can build ped paths over the top of the walls and create a lit sea wall without any use of mods. It also gives them a bit of life with people walking on the paths.

    Cheers

    James

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    16 hours ago, 89James89 said:

    Nice modded walls. Just something I found out is that you can build ped paths over the top of the walls and create a lit sea wall without any use of mods. It also gives them a bit of life with people walking on the paths.

    Cheers

    James

    really? i'm pretty sure my ped paths and roads always snap 1u away from the walls, making this impossible (I assumed) without the no pillars mod. have to check this out next time!

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    5 hours ago, Chesh said:

    really? i'm pretty sure my ped paths and roads always snap 1u away from the walls, making this impossible (I assumed) without the no pillars mod. have to check this out next time!

    Don't forget to disable snapping for roads/paths: this is key to being able to start a pedestrian pathway anywhere.

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    On 3/24/2016 at 1:09 PM, Judazzz said:

    Although I like the addition, I agree. I think for me it's the fact that the height isn't constant, which looks a bit unrealistic, and the fact that the top part of just a single texture without details, no props, etc. A walk way with lights would already make a big difference, methinks.
    However, the fact that I could finally ditch the dozens of assets required to create such quays and walls makes up for that, as does the fact that future Workshop quays should also be just a single item of limited size.

    I suspect that, based on how new features were introduced before, CO basically just releases the bits and pieces the community needs for modding the new feature as well as a single example, and that modders can take it from there (like Mr_Maison illustrated within 24 hours ;) ) Whether to agree with that approach is a different discussion, though.

    Same, pretty much :> I never could be bothered with quays because they were so finnicky to install and use, even if they're not entirely realistic ( but that's where enabling props in game helps)

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    @MrMaison - are you using boformers script trick for these re-textures on quays?

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    On 3/22/2016 at 5:22 PM, Mr_Maison said:

    I'm also experimenting with new textures. This one is a test using the rock template

    Screenshot-1246.jpg.69ff18a460e4f07b793f

    This looks awesome with this texture. I guess, for an actual release, you need a texture that looks less like a pattern from further away, as I expect this one to look striped on longer stretches.

    The quays are usable, while some of those new walls need a bit of TLC to be more useful I think. It's a pity that you cannot connect them to anything. I tried them as levee, but that just looks silly. You either have to move the end up to higher ground...

    krMVOYv.jpg

    ... or rely on the point that CS water isn't wet:

    SA8uyBg.jpg

    Which is not exactly satisfying.

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    On 3/30/2016 at 2:45 PM, merc187 said:

    @MrMaison - are you using boformers script trick for these re-textures on quays?

    Sorry for late reply, I missed this....

    No we do not have a script yet that will save permanent custom textures yet. It will be a matter of time. That last pick is actually a rock template. Ans as Turjan said, I have to tweak the texture so you don't see an obvious pattern on big walls.

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    is there any plan from modders to release new quays texture ? I've seen very nice one above :) also would you consider having industrial quay with new quay asset; a bit like the seawall made by Mas71. thanks


    Happy Days

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    Supposedly, there's still work to be done with making the texture changes permanent. I was talking with boformer the other day, and that's what he said.


    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    It's nice that they've included quays in game as draggables but they look a bit... plain... and I'd like the ability to have some drawn at 90 degree angles rather than it curving them all. Makes piers difficult to do that way. Be nice if it could also snap a road next to it rather than looking a detached block of concrete.

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    Too much awesomeness!


    Dear sir/madam/whoever will read this!

    This profile is now defunct.

    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

    Apologies for the inconvenience and for the lost pictures.

    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

    The URS is a spiritual successor to the SC4 CJ Scrapbook.

    With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

     

    With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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