Jump to content

13 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Thank you everybody for the likes! *:)


    Today, just a small update, with some modifications made to the transitions (mainly OWR-2 on OWR-1), the addition of the end of networks (cul-de-sac), and a slightly bigger modification for The network of roundabouts.


    You may have noticed the presence of new networks, there is the OWR-2 / code M03 (one-way road of Maxis, two lines) with the markings M03a and without the markings M03b. It is now on this new network that I work.

    There is also the new OWS-2 network (with and without marking, code P23a / b), this is the continuation of the OWS-1. This network is still at a hypothetical stage, I do not know if I will, but I think it may be as useful to have one-way roads two lines as one-way streets two lines.  I will think about it. *:???:

    That's all for now, if you have any criticism or suggestions do not hesitate! *:thumb:

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • Tonight just an image that presents all the networks created so far. I finished the network M03, and the network P23 arrives at the end, soon I propose the images. :)
    The pedestrian crossings have changed color, in order to make them less fluorescent yellow. Now they have a tint rather close to yellow-orange, inspired directly by the color of the Swiss pedestrian crossings.


    Share this post

    Link to post
    Share on other sites

    That is one cracking set of textures! All the little details are great - I especially like the island zebra-crossing on the left.

    Share this post

    Link to post
    Share on other sites

    Lovely work *:) Like _Michael mentioned - all the little details you've incorporated into this set are fantastic.

    I also really like the new color on the zebra crossings too. The old one was too saturated IMO - I think you've found the right balance now.

    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • Thank you both for your comments, tonight the sequel! *:thumb:

    I finished the networks M03 (OWR-2) and P23 (OWS-2). Before tackling a new network, I am going to make changes to all networks to make them more realistic about certain details such as the way cars (the tire marks on the tar). Here are the images of the two networks:




    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • Hello everybody!

    Today, just a small presentation of the network N13 (OWR-1) that is completed. I redid the textures more accurately, the marks of passage of vehicles are cleaner and right, and I redid road marking.

    I have to make the same changes for the network N07 (AVE-2) and then I will create a new texture set (Avenue Maxis).

    See you soon! *:)



    Share this post

    Link to post
    Share on other sites
  • Original Poster
  • Hello everybody!

    First of all, I wish you all happy holidays! *:thumb:
    I'm doing a little update to show you some textures parts of the network I'm currently working on (M04 - Avenue Maxis / AVE-4). It takes a little longer to do than the other networks I've created so far, because it's two tiles wide. I will finish this network soon, then I will do the NAM TLA-3 network.

    Good evening to all and see you soon! *:)


    These are examples, this does not represent all the possibilities that there are with respect to markings

    T - Type 1



    T - Type 2







    Share this post

    Link to post
    Share on other sites

    Did you use your textures on custom lots or you replaced the ones on the networks?

    Anyway, this is simply beautiful, even if just shows a little bit of the modularity and flexibility of your huge project

    Share this post

    Link to post
    Share on other sites

    That is looking very cool - I assume they are all lots with MMPS etc? The corner buildings with the bunting between them (upper left), where can I find them? I have the Bern W2W set, but I don't think these are in it - thanks!

    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 Simmer2
        SM2 Steampunk Bus Stops.
        Just a few bus stops...steampunk style
        4 in total. Great for industrial areas!
        Lots = 1x1
        Plop cost = 150
        Capacity = 7500
        SM2 Prop Pack Vol11 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3605
        VIP Delecto Ploppable people - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448

        Have fun!
      • By chfzdn
        Yes, I can make the game loading faster by datpacking the NAM (one of largest mods) and using SSDs. But, datpacking isn't modular (or uneditable) and SSDs, while currently cheap, I don't want it now. How do I making the game loading faster without datpacking and using SSDs.
        For proofs, vanilla SC4 Deluxe loads about 5 seconds while NAM + some light plugins SC4 loads about 30 seconds in my laptop.
      • By Bad Peanut
        Hey guys! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add!
        I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions! 
        Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix
        a 16m Wide Basic Road:

        And a 32m Wide Medium Road

        You can click on the above links to be taken to a template in streetmix.
        Give me inspiration!
      • By sacredcookie
        yeah so I got the CAM mod with deluxe edition, and I can get all the buildings and the dependencies, but when I start up the game, a warning just says "these plugins arent available on your machine." all camlots have brown boxes, and i dont know how to fix it. what should I do? is this a bug? i have a steam retail version so please explain in simplified format on what to do to fix these missing textures.
    • Recently Browsing   0 members

      No registered users viewing this page.


    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!


    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