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Tyberius (Heretic Projects) Lotting and Modding Experiments

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    So I planned a post and it was half ready, but then I realized that if the SC4 Devotion forums and my original Development thread will be gone, some of those posts would be lost, and I don't want that, so I bring some of the posts here, which has relevance ongoing or future projects. I place the date of the original postings at the begining, so everybody can handle them at their place...

    August 13, 2016, 04:39:57 PM

    *******************
    EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project and its Expansion related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.
     
    SaEl3Oq.jpg

    Also the Heretic SeaPort Project v1.5 and the Expansion will get some technical update, which came to my attention in the past couple of years while I got involved more and more modding and LOT making. The earlier proposed second expansion with the modified (less light cones) base lots and new items however got cancelled (mostly the new items part). The reason behind this is, that I found a new approach and I'm gonna repurpose the new items into a brand new Heretic Seaport Set. It's like an evolution. However with the update the previously shared "beta" items (less light cones, or NO light cones) will be merged into the base sets with some additional filler pieces which came up as a request during the past couple of years. With this the previously called Heretic SeaPort Project will be re-branded to Heretic PEG-CDK3 Costal Remake Project (or something like this). The planned new set (let's call it for now Heretic SeaPort Project II.) and the updated set will be fully compatible, but the new set will be able to stand alone without the need of the old set - of course mix and match options will work perfectly.
    *******************


    Well I just realized the last couple of days that I have a lot of things to learn about playing with PIM-X. Thanks to Nick (Simmer2) who explained the mirroring trick for the base and overlays, which led me to mining out the PIM-X user guide and realized the possibilites of the multiple overlays on each tile and other useful things. Well after this I have to remake some of the original Lots, where I deleted every other overlays which were on the way of the new train tracks (because the PEG CDK3 SP lots use everywhere base textures for the rail track configurations).
    Anyway I made some progress with my PEG Seaport Retexturing Project. 
    I gave names of the lots, but most of them just conception/working title. The original lots (which were chosen to remake) apart from minor overlay fixing (as I mentioned above) are ready (the pictures above show the current status).
    I started to make some 6 tile deep "filler" pieces, some of them have a DTR and an STR line too, and these got ENDING Lots both the DTR and STR on both side. There will be more filler, I make some only STR version. 


    Well let see the picture catalogue of the current and probably in the future re-branded Heretic PEG-CDK3 Costal Remake Project:
    1. PEG-CDK3-SP Docks and Heretic Additions/Fillers 
    a; bulk-cargo and container docks
    VQoUywl.jpg
    b; warehouse docks
    dqB8l5m.jpg
    c; RCI Fillers 
    meOVDQQ.jpg
    d; various corner pieces
    k9lgB88.jpg
    OFGAxh6.jpg
    e; END sections
    2vzRLfk.jpg
    07Zxo6V.jpg
    f; Heretic DTR-STR and STR ONLY filler sets
    acwf0YV.jpg
    cU31E0B.jpg
    g; Transportation Docks (parking and Bus)
    ePMjy90.jpg

    2. PEG-CDK3-SP SeaPort overrides (these three only the functional seaports)
    a-b; Pier One Seaport and Break-Bulk Seaport
    mScDGYN.jpg
    c; Container Seaport
    gwKFkwi.jpg

    3. PEG-CDK3-SP Larger cargo and processing ports
    a; Break-bulk Port and Container Processing Dock
    L2tSdfF.jpg
    b; Pier One Freight Port
    Yg9qfTA.jpg
    c; Vandy Shipping by PEG and Bob's CSK Transfer Dock by Tamorr
    Yro5LWB.jpg
    d; PEG-CDK3-SP NBVC Outer Corner
    HKbBTdr.jpg

    4. NBVC Container Port sets and Heretic Additions
    a; NBVC Container Port set
    r5XWVzL.jpg
    QQTZ6oi.jpg
    b; NBVC Container Port Transition 01 10x20 Lot. It can be connected to some of my new 6 tile deep "filler" or the RRW STR line, because that will be TE.
    Pu2ceGQ.jpg
    c; NBVC Container Port Transition 02 16x8 Lot. This is the other half, or other ending. It's a different sized and shaped lot, I deliberately made like this and not a mirror version (for me that would be so boring). I made this these two lots to supplement each other, but the user also can put any of the NBVC Modular Container Port pieces. It would be some kind of transition between the CDK3 seaport and NBVC's Container Port. At this moment I'm not sure how to make some parts of these two lots, because NBVC used the same base textures as Pegasus, but I made to myself a new version about a years ago. Probably the best will be if I make contact with NBVC and ask his/her opinion about this.
    w2rSNax.jpg

    5. Heretic CDK3-SP DTR-STR Transitions and Large Yards
    a; CDK3-SP Transitions
    ZdCoXCP.jpg
    b; DTR-STR - STR ONLY Transition Industrial Yard 01
    9qFWvvh.jpg
    c; STR ONLY - DTR-STR Transition Industrial Yard 02
    ZhdYlnB.jpg
    d; STR Only Freight Yard 03
    RJMboqc.jpg
    e; Industrial Rail Yard 04 – DTR-STR Warehouses 01
    yY1So1s.jpg
    f; Industrial Rail Yard 04 – DTR-STR Warehouses 02
    SsfyIcX.jpg
    g; Industrial Rail Yard 06 – Container Rail Port
    u8CvI6w.jpg

    6. Tamorr Freight and Warehouse Rail Port additions
    a; Tamorr Freight Rail Port
    bYyC6V1.jpg
    b;
    sTlTKOF.jpg
    GV9pnlQ.jpg

    7. CDK3-SP and various canal transition pieces:
    a; SG-CAL Canal Lock
    w7pkruY.jpg
    b; SG-CAL Canal Wharf and Lock
    9jIIF8B.jpg
    c; PPond Canal Lock Transition
    138P7zB.jpg

    8. Heretic Land Fillers
    V5o7hf7.jpg

    The catalogue of the Expansion will be available in the first post where I introduced the Expansion at the first time.

    - Tyberius

    • Like 3

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: September 24, 2016, 12:04:13 PM

    Well, I made a cleanitol file, which contains all the elements what is supposed to be replaced by the new set.

    Also I do appologies because I had to make some minor changes on some of the lots, (that means I have to reupload the whole pack and the players who wish to use my set need to redownload and replace the old version with the new verion), and during that I attached the PEG-CDK3 (without SP) Docks set to my set, with some also CDK3 bigger lot (Acme Algie, Captain Jack, Vandy's Shipping - not the SP version -, Blackie's Boat Yard, Fred Ginger Fishery and the two Garbage Disposal Shipping Yards) and with two transition pieces between the CDK3 Docks and the CDK3-SP Docks.

    Before I upload the new version I would like to ask those who already tried the uploaded set, that has anybody found minor or major issues on my lots, what I sould fix before the new upload? 
    Please tell me, and I try to fix. :)

    Pictures:
    1. The CDK3 Docks with the two transition (left hand side the two 5x5 lots)
    HJBhslj.jpg
    2.
    hBFxAf5.jpg
    3.
    lnpNzNr.jpg

    *****************************************************************************************************************************

    Original Post: November 07, 2016, 07:34:45 AM

    Sadly I was little bit busy with RL and I started playing with the game again (and also testing the modifications on my lots). I was working on the Seaport Project update and Expansion set (which will contain now the PEG CDK3 lots aswell with a few new pieces, and some more connector piece via canal locks between SimGoober and/or SG-CAL canals and game water), and I ran into a little problem. I have some props which are conflicting with SG_CAL_Canal_Straight_PropFamily (first picture). I don't know what are those house props and where did I get them from, but every time when I'm plopping the SG-CAL canal straight 1+ lots (which uses the above mentioned prop family and/or prop ID's) I have a more then 50% chance to get those houses instead of the canal pieces. The problem is that I used these 1+ props some of my lots (and sometimes I used the propfamily itself) and as the pictures showes these houses are appearing instead of the canal pieces. Does anyone recognize them?

    1. House Props instead of canal props. 

    GMDb1f1.jpg

    Disclamer: 

    The original idea came from the existing prop family conflict between the CAL_SG_Canal_Extra_1x1_Straight+1.sc4lot (and its belonging prop family in the SG_CAL_Canal_Straight_PropFamily.dat) and Glenni's Norwegian House Set vol. 2 and since the props and prop families has been merged into Glenni's Mega Prop Pack the conflict applies with this too. Accidently back in 2006/2007 both set got the same prop family ID, so depending on the load order either nice norvegian houses popped up or the canal pieces, when you plopped the Straigh +1 canal piece. I made a new family (which is identical CAL's one) for the canal pieces, since easier to fix on this side the problem then messing with the Mega Props or the original house set. You will still need the SG_CAL_Canal_Straight_PropFamily.dat since this contains the original models, but I made a new lot which uses the newly made prop family and it won't be conflicting with anything any more.
    The mentioned file/prop family fix can be downloaded with the 
    Heretic SG-CAL Canal Expansions vol. 1.

    2. New Lots with using SimGoober canals and new SG-CAL canal-seaport lots and some of the update-ed old lots. I made some modification with props/prop families on several lots, therefore I guess you have to replop them to avoiding conflicts if you update the set. 

    6SCAY22.jpg
    nnCBypH.jpg

    B9tg0yO.jpg
    FGqqyF1.jpg

    laq0j2k.jpg
    HR4VxsI.jpg

    3. A new project what I'm working on. It's nearly ready. I made some slope walls to enchance my rail lines on slopes. They can be used on flat sourface as well as some kind of park walks.

    i2mgOZ5.jpg

    About changes on the SeaPort lots, the most noticable is the big high light cones. Well I like them, I just forgot to use them when I started to make the whole project. But I'm not sure about how many should I use on each lots, or how far should I place them. 

    *******************************************************************************************************

    Original Post: November 11, 2016, 03:02:54 PM

    Well,
    I updated my SeaPort Project. Now it's v1.5. I had to change 39 lots, there were minor and major changes aswell, so you need to demolish and replop those lots (I put a list into the readme about the affected lots).
    With the update (just a separate upload) I released the expansion set aswell, you can download both of them.
    Heretic SeaPort Project v1.5
    Heretic SeaPort Project Expansion

    Bonus (developing industrial harbour area with lots of canals and rail lines)
    cV6FGIS.jpg

    Have fun!

    - Tyberius

    • Like 4

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: November 22, 2016, 08:43:46 PM

    Well, I just released my next project the so called Heretic Slope Side Walls:
    gqhdUIb.jpg
    Extra images from my Noir City - North Harbour with the walls.
    h2BNx3u.jpg

    9dyc0Cz.jpg

    0O7yhSP.jpg

    Well, about the future. I'm about to rework some of my early lotting things, which includes ped bridges for Paeng Urban Canals, and some SG-CAL canal additions. And probably I will give an other addition for the SeaPort Project which contains some of the already released lots just without those high light cones, as a few people asked that over there on Simtropolis. And with that release, I might put some new stuff aswell, but for the moment no WIP previews.
    In the meantime I'm playing with the game and making for example these interchanges...

    MfiiB3c.jpg

    zIdnHdF.jpg

    *************************************************************************************

    Original Post: February 28, 2017, 12:59:28 PM

    Well finally I got the time and put together this little set of diagonal IRM walls expansion.
    Altogether this pack contains 15 new lots based on T-Wreck's IRM Fillers, each set gets 5 new pieces (2 full concrate - one with grass props, one without them -, 2 sidewalk-concrete - same variation like concrete version - and a dirt-concrete). 

    Heretic IRM Fillers Diagonal Walls Expansion

    otIWZLH.jpg
    CihcjkU.jpg
    hlDql3Z.jpg

    Special thanks to @Simmer2 for making the requestied overlays! :) And of course for T Wrecks, who made the original IRM set! 

    - Tyberius

    • Like 5

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: May 09, 2017, 05:56:26 PM

    Hi Everyone!


    I've been working recently on the SeaPort expansion again. So far 16 new lot, more is on the way but I've seen some very promising WIP projects ( @Simmer2, who is always busy with something nice and fresh, and @Krasner, who is working on a very nice modular factory, and I intend to use those buildings/props), and I'm waiting for these releases, not to mention Angry Mozart WIP railcar props... Therefore as an attachment/link (google drive link) I'm gonna share half of my upcoming SeaPort Exp. vol. 2 as a BETA release, because after the Exp vol. 1 was released, I read some requests, if I could remove the tall light cones from the lots. Well, I finished those lots a couple of months ago, but I was waiting for my mood/energy/time to finish the rest of the expansion, which as I mentioned still in progress. After a little more looking on those lots, I found, that I used way to much from that light cone prop, so made two version, one without cones, one with a reduced measure of cones.

     The Heretic SeaPort Project Expnsion Vol. 2.0 BETA folder contains two other subfolders: 

    1. Heretic Projects: If you want to use the lots WITHOUT light cones (NLC - No Light Cones), copy this folder into your plugin folder. These files will NOT override the existing ones, so in the seaport menu you will have two copies from some lots, one with cones, one without. They have the same stats as the original ones.

    2. Heretic SP-Dock - Yards, Transitions and Ports (Reduce Light Cones - Override): If you want to use the lots a reduced amount of light cones, this is your version. I don't want to update, the original uploads (again), so I made these files as an override. Into the main folder you will find the Heretic Projects folder, copy this folder into your pluging folder, and let your program to overwrite the existing ones. 

    You can use together these two versions (NLC and the Reduce Light Cones - Override), but they have the same stats.

    The previously showed Roundhouse and Railyard lot has been put away a little bit, because I have to learn first how to use the PhotoShop, and how to make custom textures involved with rail textures and lots of other funny things. It's really not my cup of tea, so it will take a little while... But you have Simmer2 very nice Roundhouse Lots anyway... :)

    And now a little picture show about the still in progress expansion part...

    1. VolksWagen Factory Complex - SeaPort Version

    XXr2bSV.jpg

    Tp1GHgS.jpg

    MEyZHGl.jpg

    cyesY1q.jpg

    XgUAZqR.jpg

    2. Warehouse Docks Row - There are transitions between this set and the PEG-CDK3 set.

    7iw6FBj.jpg

    IF0u0kW.jpg

    3. Warehouse Docks Rail - well as the pictures shows it contains rail line, there are transitions between this set and the PEG-CDK3-SP set (I mean the Heretic Version, not the original set)

    PMNTcGG.jpg

    mz4r05w.jpg

    Hq3edaQ.jpg

    rONX0ab.jpg

    z6ztTxM.jpg

    DZIHvwZ.jpg

    HDLKk7v.jpg

    ZaP6bn9.jpg

    KObxXSt.jpg

    4. Warehouse Dock Rail - DTR-STR version, it fits with my other lots from the DTR-STR set

    JeNbA9G.jpg

    QjJzh5G.jpg

    5. Warehouse Dock Rail - STR Only. It fits with my other lots from the STR only set.

    Y9kHkgU.jpg

    I will make some other transition pieces, there will be some more industrial railyard and factory facilities, the DTR-STR and STR ONLY set will get 1-2 more pieces.

    And now, the link: Heretic SeaPort Project Expnsion Vol. 2.0 BETA, 7-8 monts way to long, sorry for the waiting, as I mentioned I wanted to release together these stuffs, but since this part is ready, and it was a request anyway, so I share them now, because I don't know when will the full release be ready... Details about how to install it can be found the top of the post.

    Dependencies are the same as the original uploads here and here.

    6.  Heretic Railyard and Roundhouse (right handside is mine, left handside is a modified version - for this setting - of Simmer2's SM2 Train Repair Yard, and above that mgb204's MGB RDP Starter Lots.

    dCH4yOd.jpg

    *************************************************************************************************

    Original Post: May 13, 2017, 09:26:18 AM

    Just a quick update, I started this monster just today after Mattb325 was so nice and shared his beautiful Industrial Hight Tech buildings over at STEX (http://community.simtropolis.com/tags/i-ht/). It's a very raw scetch in this moment, I've just placed the buildings and tried to draw rail lines... 

    Let me introduce the Industrial Harbour Rail - MattB325's High Tech Industry Complex.

    4ILWHW4.jpg
    83nlRC9.jpg
    z03BVc4.jpg

    **********************************************************************************

    Original Post: August 19, 2017, 08:15:27 PM

    Hi everyone!

    Well, it's been a while, since I made an status update. The Heretic SeaPort Expansion is not dead, it's just sleeping a little bit... :) However I have a new WIP LOT which actually fits to the SeaPort project. I've never found any ferry terminal among the PEG-CDK3-SP set, and I need one now in my new city. Thanks to MattB325 who made a very nice new modernlooking fery terminal I made a lot where the new terminal building stands on a Industrial Harbour style-ish enviroment. The idea was a lot, where the rail tracks go across on the lot and the access road to the terminal without any break.

    R4OkNvY.png
    XNIQ96F.png
    re2HimO.png
    Y3ZzoUP.png

    p.s.: Since I lost most part of my back up files (which wouldn't be such a problem, bacause most of those files are in my several active plugin folders, but without readmes I can't just copy them again and again from each folder to an other to building new city folders) due to a memory card failiure, I spend a huge amount of my free time with recollecting and redownloading those thousands of files, what I had. Therefore I don't have much time to playing or LOTting (apart from smaller projects). And I'm the middle of seeking a new job, so my SC4 business is getting a bit slower in the future for a while...

    Enjoy! :)

    - Tyberius

    • Like 3

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: August 26, 2017, 06:26:17 PM

    Hi everyone!

    As some of you may know I've recently been working on bringing some "lost" contents to the STEX as legacy uploads. In this process I've already uploaded two very nice files, they are running under the name of the original creators. They've got new readmes and also I kept the original ones as well, but I updated the dependency links.

    So you may want to try Don Miguel's CSX Piere Mall
    and Jason5871's Cruise Ship Port set (which were released originally onto the PLEX several years ago).

    Well, I was able to playing a little bit and for this I've updated and finalized some of my upcoming lots for a new Heretic SeaPort set. I call them Industrial Harbour Docks (IHD) and Industrial Harbour Docks Rail (IHDR). where the rail tracks (Simmer2's NSB Overlay Set) are runing directly by the edge of the waterfront.

    The first two pictures are about the IHD DTR-STR Gratiot Motors
    jIDDzbG.jpg
    kbMOnZm.jpg

    The rest is about the IHDR-PEG-CDK3-SP Transitions with E-N Warehouses (from BriPizza) and SimGoober Long Textill Factory. The lotting on these is mostly ready, I may change some stat or so...

    nc3am7Y.jpg
    EiToKbV.jpg
    YBkA6IV.jpg

    - Tyberius
     

    • Like 2

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post:  October 13, 2017, 05:37:19 PM

    Hi everyone!

    Not much happenning recently with the seaports, I'm lack of motivation, but more likely lack of time, and at this point rather playing with the game, than playing with PIM-X. Since that one is more time consuming project, and recently not developing anything near to the harbours, rather urban development is going on with plazas and etc... I made and revisited a few plazas of mine, because I needed them.

    Since tariely recently spoil us some pretty nice park stuff, I decided to revisit a few of my oldest relots (some early experiments, from the time, when a relotting meant to me to "save as..." an existing lot with a few changes in Lot Editor, and everyting will be just fine - of course    ), I was about to make plazas anyway to enchance my cities.
    On of my favourite plaza pack is io_bg's EBLT Plaza pack, but what I missed from that pack was to put the pieces together simultaniously, so I made a few "ReDirected" plaza (mirrored the routes on the plazas so they can fit next to each other now). You can see those 2x2 plazas, the 2x4 plazas were made just for fun. I showed the new 3x4 plaza previously and the 2 other pavement plaza with and without bushes were part of my original relots. Since they got totally new building examplar, I need to replace the old ones in all of my cities. That will be fun, I can tell! :D :D 

    fQ3bsra.jpg

    I'm not sure if I ever will release these plazas, they are not that good, I guess. :) edit: It will have been released a few months later :D :D :
    Heretic-Tariel Various Plaza Lots
    Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces)


    ********************************************************************************

    Original Post: December 06, 2017, 03:56:20 PM

    Hi everyone!
    The preveiously showed Heretic-Tariel Various Plaza set now is available only on STEX (at this moment):
    SrBU90B.jpg

    Huge thanks to tariely who put a lot of work into this project and made the nightlights on these lots and also made a lot of new plaza variations to our joy. The pack contains altogether 21 lots, 18 medium plazas 2x3/3x2/2x4/3x4/4x3, and 3 large plazas 6x5. 

    ***************************************************************************

    Original Post: December 07, 2017, 05:04:51 PM

    Hi everyone!

    New day and I'm bothering you with a new release again. Still stick with the plazas and an other team-up with Tariely brought the Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces) set up to the surface. It's available on the STEX.

    Huge thanks to Tariely who put a lot of work into this project and made the nightlights on these lots and also made a few new plaza variations to our joy. The pack contains altogether 17 lots made a nice addition to io_bg's original EBLT Plaza Set. Special thanks to rivit for the extra overlay texture.

    tkrJYlO.jpg
    Enjoy!

    - Tyberius

    P.S.: In the following days I will release two of Paeng's stuff, which have never been released on the STEX. One of them is the Urban Recreational Canal set, originally was released on SimPeg... Other is a used to be possible forum attachment the Paeng's PEG-PPOND Tahoe Pontoon Boats (on picture).
    hMxbLJr.jpg

    ***********************************************************

    Original Post: December 20, 2017, 07:34:22 PM

    Hi everyone!
    I still need to make a readme and put together a list of dependencies, but with a little luck I'will be able to release this set (26 pieces, as you can see the attached first picture) right before Christmas. 
    GsTJXFQ.jpg

    JbRB16x.jpg

    gP0AFsm.jpg

    eV1ZZ4Q.jpg

    kdx9ZX3.jpg

    XOcRfBs.jpg

    ZxBumfo.jpg

    ******************************************************************************************************

    Original Post: December 23, 2017, 07:11:35 PM

    For now only on STEX, but The Heretic Paeng's Urban Recreational Canal Expansion set vol. 1 (HPURC) is now released. 
    sfsp7pl.jpg

    Enjoy and have fun!

    Have a wonderful Christmas!

    - Tyberius

    • Like 5

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: January 21, 2018, 05:20:46 PM

    Hi everyone!

    First post here from me in this year!

    Well, lot's of fun going on latelly, which brought me a dilemma. I thought I lost one of my most developed cities due to an unfortunate Prop Pox issue, but thanks to @simmaster07 it's not issue anymore, so will start experimenting combining the almost finished tiles with the recentry restarted ones. In the meantime I decided to open up a new development thread over at the freshly established Invasion Community (SC4Defined), and keep posting there as well and will upload some files too. - edit: not active anymore 25.08.2018

    But in the last two days brought some files over at STEX and Here as well. As continueing my Preservation Project on behalf longtime-non-active-developpers and bringing back their lost contents (Don Miguel's CSX Pier Mall, Jason5871 Cruise Ship Port Set, and Paeng's recent uploads), I uploaded 

    Paeng's Sandstone Parks (Beta)
    and
    NDEX ITS NAM Terminus.

    And I finally uploaded the long promised fix for the CAL Canal straight +1-Glenni Mega Props vol1 prop family conflict. Accidently back in 2006/2007 both set got the same prop family ID, so depending on the load order either nice norvegian houses popped up or the canal pieces, when you plopped the Straigh +1 canal piece. I made a new family (which is identical CAL's one) for the canal pieces, since easier to fix on this side the problem then messing with the Mega Props or the original house set. You will still need the SG_CAL_Canal_Straight_PropFamily.dat since this contains the original models, but I made a new lot which uses the newly made prop family and it won't be conflicting with anything any more.

    Heretic SG-CAL Canal Expansions vol. 1

    And for the end I show some older pictures from the two ressurecting cities of mine:

    1. NoirCity - North Harbour  - the original one, with the last developments before it got poxed, or something, because I could keep developing if I wouldn't bulldoze certain damaged lots.
    HhgmTHg.jpg

    2. NoirCity - ConterPoint - the original... Well I might keep this as a fully functional city tile, since I wanted to abandon this city due to some disabled props which used to can cause Prop Pox, but I guess now it's stays in the past, so... I'll figure it out how I can put together with the new version of North Harbour...
    0NGYIEP.jpg

    SSg0z3Y.jpg

    Io3WGQO.jpg

    bVlPdgj.jpg

    RKEbJlM.jpg

    rc9cZ6V.jpg

    wJWyePO.jpg

    Next time I will update the first Post of this topic, sadly my previous image host provider went down and all those early development images are gone now.

    - Tyberius

    • Like 3
    • Yes 1

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: July 20, 2018, 08:39:18 PM

    Hi everyone!

    It's been a long time that I came up with something new. It's time to bump this thread up a bit. Well later I need to clean the mess up. Sadly my previous image host sites were gone, so I have a lot of "empty" space...
    Anyway, during the last couple of months I built up my dependency essential package which contains almost 900 timed props altogether in 96 "new" timed props families from creators like Girafe (cars), AndisArt(also cars), motokloss (buses), Namspopof and Delecto (people), Blanco_05 (HD buses and railcars, rail engines), Orange_o and R6 (vehicles), Simmer2 (in this release only a few of his hard working people props), SimCityFreak666 (railcar props) and there are additional single timed props too. Also I merged into this package some of my previous already released prop famillies, so clreanitol file will be included too. Since it's quite a huge package it has quite a few dependencies (yepp this is a dependency pack with additional dependencies just for you... ;) :) ), but these are quite common dependencies these days so shouldn't be a problem. Lotters can have fun building up new lots with awesome timed props...

    Thanks everybody for the help (Nick - timing lessons, Erik - Model Tweaker, Brian - constant support!!!! :) )

    Well I revisited one of my lots from last year (it never got to be released), I needed a gas, service station, so made it one. The lot is using the new essential's timed props and timed prop families.

    a0Yk797.jpg
    HGdkrHc.jpg

    I need some further tests both on the lot and with the timed props, but probably during the weekend I'll release both of them. (Taxi on the disabled place is intentional, I'm thinking of puting a sim there to shout a bit with that taxi rude driver... ;) )

    ***********************************************************************

    Original Post: July 23, 2018, 05:19:20 AM

    Hi everybody!

    Thanks for the likes and support!

    I managed to reboot my thread opening post, where now you can find collected all my uploaded projects.

    I uploaded the Heretic Essentials and Heretic Shell Service Station just now. 

    JJMSQro.jpg

    FZO7K2d.jpg

    j9AT192.jpg

    Also I updated the Heretic SG CAL Canal Expansions vol. 1 and several other uploads of mine over at STEX.
    Have fun and enjoy!

    - Tyberius

    • Like 3

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post:  August 06, 2018, 08:48:34 PM »

    Hi!

    Now after releasing the Essential Pack with the timed props, I started to make some new LOTs. I already showed the concept, using Mattb325's recently released rail and other network stations and mixing them with other buildings. Well the project is moving forward so I show some more pictures. Only 4+1+1 stations at this moment, but more is on the way. Probably I will release them in two parts eventually.

    1. The main project with these 4 stations. (probably there will be more)
    vjr8fBF.jpg
    EVFzNc8.jpg

    2. I call it Neo Noir Station after my SC4 Region. It will be ideal in w2w enviroment. There will be more version of this concept like L1 ERRW among others...
    GtEI74r.jpg
    iVxe11n.jpg

    3.Shinjuku Station Relot, it just happened. 
    aGdnwED.jpg
    5JFl3Sc.jpg
    IyweGWT.jpg

    4. This will be rather a totally different project. I will turn some small rail terminuses to GLR terminuses. This one is the first. 
    UFlikAO.jpg
    K6t3Pi9.jpg

    To be continued...
    Original Post:  August 16, 2018, 06:22:43 PM »
    Hi everyone!

    First I want to thank for everyone the likes, the nice words and the support.

    Well if I start a project usually I coundn't stop myself and doing bigger sets with more variety (Ok, there are exceptions, like the shell service station, but that was a little come back work).
    So recently I got involved in multiple projects, as you may know, besides my general LOTting stuffs. You can read about these other SC4 related projects in THIS LINKED thread. It could be interesting past, current and future Custom Content developers too, because I'm hoping in a little discussion about some kind of unified/universal approach in that matter. But details on the link above.

    Than I jumped over a bit the Railway Terminus Project, and started to make GLR Stations and Terminuses. They are coming along really nicely, so I show them on pictures. They still need some love, but soon...

    1. 2 larger pass through stations, I call them Brian Station 2x and 3x (because they were made for helping out b22rian who is building a nice little GLR network currently). There are 4 terminuses (3 of them are using art128's wonderfull station models - let's hope he come back to make more BATs one day!) and the fourth one is Nilo7's Greenbelt station relot-ish. Also the set will contain 2 filler pieces, one with a cross-over-switch, and one with zebra crossings. Zebra crossing textues on the GLR tracks are custom made but they were based on kingofsimcity's SuperSHK Megatexture pack, I used the overlays as samples from that set. Apart from the static building props (and catenaries, bollards), the other props are "moving", I mean timed props (and the next update of the Heretic Essentials will contain some of them expanding the set, also the cobblestone base texture will be there). Please note, that the brownish GLR textures are made by MGB204 and came from his Sandstone Euro NAM or Sidewalk NAM Mod (SWN) (the later one is unreleased atm, as I know). The tram and catenary props were made by Simmer2 and can be found in  his first prop pack (until he would release his MegaProp pack soon), some of the fences came from also on of his Prop Packs, and the transparent roofed bus shelter and the fence on the second terminus from the top can be found in his Rutger Hauer station upload, but those probably will end up in the upcoming MegaProp Pack too. Some of the street art props and other bus shelter props were by Reddonquixote and can be found in his HD Prop Pack. Also the original split tracks came from Ebina who made the override textures for cogeo 's suburban tram stations.

    7Llir6i.jpg

    2. L1 ERRW terminus and GLR Terminus Transfer Hub. 
    zYInCTV.jpg

    Soon more stations are coming...
    Original Post:  August 28, 2018, 09:16:31 PM »
    Hi everyone!

    In two volume there will be altogether 11 new GLR terminus stations, 2 pass through stations, and 2 ontop fillers. The first volume mostly ready, however I have to make some tweaks here and there.
    1. I already showed the Heretic GLR Station and Terminus Pack v.1, but I put here just for a reminder.
    3Dycpxj.jpg
    ***********************************************************************************************
    Original Post:  September 14, 2018, 09:19:32 AM »
     
    Hi everybody!

    Thanks for the support everybody!
    I uploaded the first set of my GLR station and terminus pack. 9 Lots with variable dimensions and capacities. Please read the attached readme and excel spreadsheet for more details.
    Heretic GLR Station and Terminus Pack v.1

    Also I updated the my essentials to v1.1. To avoid conflicts and problems, it is really important, that you have to re-download the Heretic Essentials (if you have v1.0). Also it is important, that you have to remove/delete the Heretic Essential v1.0 folders (which are taking place in you Plugins\Heretic Projects\Dependency Essential) completely before you install the v1.1.
    Heretic Essentials (v1.1)

    p8Ah3Mq.jpg

    Have fun and enjoy!
    Original Post:  September 22, 2018, 04:27:51 PM »
    Hi everybody!

    Thanks for the support and likes!

    Well the first station set is out now, and here comes the Volume 2, which is a smaller and less shiny pack. 6 stations which were made for requests from B22rian and Kitsune/Redfox84. Also the meantime I finished the rest of the stations. Volume 3 and 4 will be coming in the next weeks. The four volume altogether contain 28 stations and 2 eyecandy LOTs and also a plus one bonus LOT which is kind of an introduction or transfer to my next project - Urban Multi Rail-type Network Terminuses.

    You can down frome here the Heretic GLR Station and Terminus Pack volume 2 - Custome Made

    qbI117W.jpg

    And here are the finished versions of upcoming statsions. Volume 3 first.

    Greenbelt Downtown
    neI8TH8.jpg

    Mitaki Downtown
    aZ5zVlB.jpg

    Mid-City Downtown
    A8M2wN5.jpg

    WestEnd Cross
    ncmyeTx.jpg

    Tonkso Europa Cross
    mtuYkIL.jpg

    WestEnd City Center
    NytGvGO.jpg

    Glendale-on-Valleymede GLR Interchange
    eUTJEdV.jpg

    And here are the station from the 4th volume. 

    These are four small medium wealth stations, similiar the ones from the second volume.
    30kLWSs.jpg

    Piazza Fontana Sukamoto
    bzTmBiO.jpg
    (this one is a special station. It provides direct connection between GLR and Subway, also one of GLR ramp is actually acting as a FLUP portal, so you can connect that end to your FLUP network or Underground TRAM network.)

    Kitsune Arts Place
    lPDkyHm.jpg

    South Mitaki
    da4EPHm.jpg

    Great Sicily
    8VX5mAZ.jpg
    (this one is still wip, there is one missing thing from it, which is under construction)

    The bonus station Strictland L1 ERRW Terminal HUB
    g3AjUMe.jpg

    Stay tunned!
    Original Post:  September 27, 2018, 08:53:49 AM »
     
    Hi everyone!

    Thanks every one for the comments and likes.
    In the last couple of days I kept a little break from LOTting, but before that I was experimenting a little bit, and made on of Simmer2's STR sidings FLUP compatible. It means some advanced TE modding, where  I needed to use a changed therefore new custom path to allow the different vehicle types to go underneath the lot. As you may know by default only with tunnels or subway can be possible to go underneath LOTs. Well this method what I used, but it requires further testings with other set-ups, it would possible to TE modding LOTs and by  giving them specific paths which allow the vehicles to use underground FLUP paths.
    The below example shows that it's working with certain set-ups, but probably need to find out what are the limitations. What I achived there is that I made a custom path (copied belonging sc4 path file from the FLUP routes underneath straight DTR puzzle piece into a new DAT then, I swapt the related DTR paths to the default straight STR paths and gave it a new instance ID) which I used on one of Simmer2's STR sidings. He already TE'd (Transit Enabled) the lot to work with STR lines, therefore the trains can pass through on the lot, but I changed this path ID on two of the locations (from right on the 4th and on 15th tile) with the new path. Which still allows the trains to use the STR track, but also let the other type of vehichles to pass through underneath the lot. Also I needed to allow these vehichles to use the lot, so I needed to set new transit switches up for cars, buses, freight trucks, and also for GLR. So it's not a new FLUP piece, rather an advanced Transit Enable modding-type.

    Also I made two new custom GLR LOTs for Kitsune by request, it has flows and even if I change some thing on that lot, none of my upcoming GLR sets will contain this lot, but I might be make it available via my Google Drive folder.

    1. Special FLUP compatible STR Siding lot. It's passed the UDI and the game automata test as well.
    77goX3m.jpg

    jhKsqIM.jpg

    2. Special GLR Station set-up in two version.
    oKNAS3l.jpg

    YlaNDsD.jpg

    Stay tunned
    Original Post:  October 11, 2018, 07:23:16 PM »
     
    Hi everyone!

    As I see my image host has given up the fight, so I have a bunch of broken image links again. Well, I'm gonna fix that when I'll have time. 
    Until than:
    I finished the relot of the Caribou Long Slope ramps, from the 3 version I made two of them: L2-L0 - El-rail to GLR and L2-Underground - El-Rail to Subway and/or FLUP/Underground TRAM. These lots have 400k capacity to provide pass through traffic, but they don't have station function, so people won't switch networks. The original Caribou lots don't have custom paths which would allow the tram/el-rail cars to follow the tracks of the ramp, they are working as transit stations. One side the the El-Rail network drop the passangers and the other side the GLR network pick them up, but those lots are NOT UDI enabled.
    My new lots HAVE custom transit paths, so the automata can pass through the lots without switching between networks and the UDI is working with seemlessly with these new lots. Also the L2 to Underground versions have direct El-Rail/GLR to SUBway connection via restricted direct transit switches. The following pictures shows what should you expect.

    1. The upper Ramp is connecting to the SUBway system, the lower is connecting to the FLUP network. These are the same lots, but with two different option to use it. Of course only the lower set-up supports the UDI, since there is no direct transition between GLR and subway.

    WDP4GPL.jpg

    2. UDI test

    9bmyKnQ.jpg

    3. UDI test - FLUP compatibility

    1NvLCH9.jpg

    4. El-Rail to GLR Ramp

    pRVgJBH.jpg

    5. Piazza Fontana station test (it will be part of the Heretic GLR Station Pack volume 4). It's a hybrid station and works similiary like these ramps, it provides FLUP/U-TRAM and subway support in the same time, also direct connection between GLR and Subway.

    iZZ0gc9.jpg

    Stay tunned...
    Original Post:  October 20, 2018, 04:15:11 PM »
    Hi everybody!

    Recently I got myself involve multiple experimental projects again. After finishing the Heretic GLR set volumes I got some ideas about advenced TE pathing, so I started to experiment with complex custom paths and advanced LOT TE (transit enable) modding. The goal is to create paths which can be used with LOTs. These paths are "FLUP"/under surface compatible, so one could connect the LOT to the FLUP network.  I used the path creator to draw the paths. The whole thing is "FLUP" compatible, so everything is happening at least -10m below surface. The "crossings" are not at the same level, it's like "tunnels" above and under each other. The test example is a 6x4 plane park LOT, but can be a landmark, with a little trick can be commercial ploppable etc... You have a park but you have a main arterial avenue, well with custom paths you could lead the AVE underneath the lot. At least in theory, so now I'm experimenting these special setups.

    1. The path layout for the overall lot.
    bxXpka7.jpg
    2. It's the surface version which was made during the testing, because for first trial it was the whole thing messed up. But the final version now below surface... 
    S7U0eRo.jpg
    3. Couple of picture about the UDI, I checked with the game automata and it passed that one too... CAR-BUS-Freight Trucks can use the lot... The UDI was the bonus...
    vBE9JWE.jpg
    rPz7sqp.jpg
    mrqjgx5.jpg

    Well, I managed to upload the 3rd volume of my Heretic GLR Terminus and Station set. You can download it from here:
    Heretic GLR Station and Terminus Pack volume 3 - The Big Fellas

    Yepp, the Dependency Monster is attacking. 34 links plus some additional for the Heretic Essential if you still don't have, but if you have the previous GLR set from me, than you only need to download a few more additional dependencies.

    xWSQqnf.jpg

    EDIT: Oh and I almost forgot to mention that as a legacy I uploaded three DMScopio's files (which were more or less unavailable) to the STEX under his account.

    NHP DMScopio Shenzhen Library and Music Hall

    NHP DMScopio - Simlympic Set vol 1

    NHP DMScopio - University Sport Pack Vol1

    Also I plan to release today or tomorrow (depends on when I finish the readme) my relots of Caribou's Slope Transiton for GLR set. Here is a couple more teasure pictures.

    yIOAqIq.jpg

    zwwTLDq.jpg

    Well, what's next?
    I started to work on a couple of APTX El-Rail station relots aslo on a bunch of Parisian growable relots and the Urban rail terminuses are still waiting for me to finish them. So...

    Stay tunned!
    Original Post: October 27, 2018, 05:10:37 PM »
    Hi everybody!

    First of all thanks for the support and likes. This time I show some further projects and some custom side projects.
    Also I uploaded my Caribou's Long Slope Transitions for GLRs ReLots. <--------LINK First POST has been updated too.

    1. After the 4th and probably the last volume of the Heretic Urban GLR Set (NOT YET Released), I'll give you a set of relots of APTX beautiful japanese El-Rail Stations and Terminuses. Here are some pictures about the project. The lots are mostly done, only need to test them. Some of the relots originally were made 2-3 years ago, when I started to be got involved with LOT Editor (nope, NOT PIM-X at that time), well I assume it was time to revisit those lots, and give them some love.

    jdU2uTO.jpg
    AuYzBel.jpg
    evcwDlX.jpg
    nGcA24L.jpg
    K3Eevrh.jpg
    ls9zvUm.jpg
    sFsY63u.jpg

    2. Well there is a 3rd current project. It's taken a while, since I started it during the last spring (2018), and a part of the station what I show you now, was made 2 years ago, than it got some revisit, but only now with the current Heretic Urban Rail and HSR Terminuses and Stations Project (URHTS) got the necessary love for a possible release. After listening some suggestions I made two versions of the East Wing. One is the original concept with a mixture of buildings, because I like to mix different style buildings, the other is a more conventional one.  Shinjuku East and West Wings. Acutally I'm thinking about making a third version with GHSR access, but I'm not sure just yet.

    a) Original concept
    cuNURQe.jpg
    DqiFppt.jpg

    b) More conventional concept
    CJSxwUO.jpg

    c) Originally there was a plan to recreate a similliar setup like the RL Shinjuku East Wing with the w2w buildings, but the original model has a really bad clipping attack on the surrounding taller models, so I made a separate ploppable LOT. This is not planned to be released, but if anybody is interested in this lot, let me know and I can share a copy with the dependency list. 
    SvxKRBJ.jpg

    3. I made a few GLR stations for requests, now I revisited two of them and made a bit customized version for myself. These are not planned to be released, but if anybody is interested in these stations, let me know and I can share a copy with the dependency list. If you have the latest RTMT (v3.60) and the dependencies for my previous GLR sets, those are cover thsi two stations.

    vfmClvG.jpg
    JsuKRYa.jpg

    Well, that's it for now.
    Stay Tunned...
    Original Post:  November 13, 2018, 06:41:04 PM »
     
    Hi everyone!

    First of all thanks for the likes!
    Another 2 weeks and new update about what's going on with my projects. Well I joined the the NAM and the RTMT Team, and also started to revisit some of my older custom lots, to bring them to a sort of shape which can be useful for other too. They won't get official release on exchanges, but will share them via my Google Drive and they will be listed in the First POST.

    Also the Heretic-Caribou's Long Slope Transitions ReLots got an UPDATE with the third ramp. So now you can have the L0 to Underground ramp too with proper paths.  :satisfied:

    82yvV61.jpg

    FT5gPfq.jpg

    Also I updated the LHD paths to the lots, because the previous version was faulty.  :'( :angrymore:

    Next thing...

    Some of you might remember that I made a bunch of fillers for my own use. (since than I lost my pictures multiple times, and I didn't find the motivation to restore those pictures in this thread or in the Show Us thread over at Simtropolis). These were those fillers:

    vfjU6CJ.jpg

    Well some of them will get a new treatment, regarding the used textures. I have a new standard for them, I made a couple of overlays thanks to KOSC, and I'm about to update my IRM wall set too and expand the set with a bunch of variations for KOSC Lots. This will be the Heretic Various Walls and Fillers Set (the IRM part will get an official release probably, but I'm not sure about the rest. We are talking about 100+ new filler lots which would invade one's menus, and I won't make MMLs for them.) and I just finished the Phase 1 with Jeronij Modern Concrete walls and Mas71 Walls Set 2.

    gn5n7Eg.jpg

    O1pgDIU.jpg

    4SscLw0.jpg

    3ovfmhf.jpg

    Also I decided that apart from the last volume of the GLR set (which is still waiting for some props to be sent to me or to be released, right @Simmer2? ;) ), the other stations will get separate releases from now, but will be entitled and organized to share on the same subfolders once one installed them.

    So I still have a bunch of small projects which I have to clean up, also the french building relots are on hold... that's a way too massive and repetitive lotting stuff for my current mood, and there's a bunch of paths to take care of...

    Anyhow stay tunned until the next update...

    - Tyberius
    • Like 3

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: November 29, 2018, 08:03:00 PM »

    Hi everyone!

    In the past couple of weeks I've been busy with RL: new job, 6 days a week, 40-50 hours, mostly evenings, so after 5 months of unemployment which was occured during the summer, this little change hit my free time a bit. So some of my projects has been put onto shelves. But as I showed in my last post I started to clean up 2-3 years old personal custom projects and try to bring them into a shape where they can be released for public. These walls and fillers were necessary for my playing style, the only way when I like uniformity is in SimCity and in my cities. Also I had to make some custom lots in special set-ups and thanks to MGB204, who provided a special repository in this thread for Rivit's TSR streets, I was able to make a full NO Grass (NGN) version of the TSR streets on all wealth levels, and I have a few pictures about my latest city. So let's see them

    1. The NAM has the Madison Wells station which is (by default) an El-Rail over Road El-rail station with a roadxroad intersection beneath the station. I made two custom versions, the first was simple El-rail over road station without the roadxroad intersection, on the second version I changed the roadxroad intersection to a roadxOWR3 intersection, gave the that piece modified paths to ensure full function. So here are some pictures about the second version. The first and third images shows a special 1x1 piece a single El-Rail over roadxOWR3 intersection filler piece. It has a nominated capacity to let traffic pass through but it doesn't have station function otherwise.

    6Oy9Jx9.jpg

    Ix1xVwp.jpg

    IQG2VOY.jpg

    2. Rivit's TSR streets. I used Rivit's original repositories and MGB's modifications to make GoFSH work and manage to make a full sidewalk version of the TSR streets on all wealth level. Huge thank for both of them to make those stuffs available.

    dtSUNEg.jpg

    3. Simmer2 in the last couple of years has put his mark onto everykind of industrial stuffs (Titan of Industry) and since then he has been expanding his portfolio with various BAT projects from spaceships to ancient castles. Well his industrial props always inspired me, so I decided to take T Wrecks IRM fillers ideas and upgrade them with SM2 props. Well this project has been shelved until I start working on the Heretic Seaport Projects again, but I started to work on a new industrial wall set, and Simmer2 gave me a prototype of his new 4m long slope tolerant soundwalls. These are just test lots, not the final versions.

    gBUeuol.jpg

    jm2yLnU.jpg

    4. And for the end of this post, I share a couple of pictures about one of my cities. i started to replace some of the GLR stations with my GLR stations from the Heretic GLR Station Sets (vol.1, vol. 2, vol. 3).

    uHUMyHE.jpg

    AFQjW2X.jpg

    UEqGAmd.jpg

    1rJZGCL.jpg

    X2B0gQ1.jpg

    Stay tuned...

    - Tyberius
    • Like 4
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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: December 23, 2018, 03:16:57 PM »

     
    Hi everyone!

    Thanks everybody the support and likes. 
    Also I would like to thank to Tarkus and Fantozzi the K points for my restoration work and also to Eggman for encourage me working on the MRC NAM paths. Thank all of you! I really appreciate it!  :)
    I left out an update, since it was related to an other topic, but now I'll put the relevant informations here as well. So because it's Christmas time and I have a couple of LOTs ready to upload which don't require the update of the Heretic Essentials too, I release the first two of a new series from me. The series is called Urban Rail and HSR Station and Terminus Project (in short: URHST). I don't know how many uploads are going to follow this, but every set-up will contain one or more lots to cover different rail-type networks. I already showed some of these upcoming stations in pervious pages or in the Show us what you are working on... thread over at Simtropolis (but atm most of those pictures are gone due to my previous image host, so until I replace them be patient). So until I'm waiting for the last set of props, which are planned for the last volume of the GLR station sets, here is my next project (which is actually technically predates the GLR sets, but who cares about details ;) :) ).

    There is a little background. One year ago, when Mattb325 started to show his new elevated multi-station concepts, I got the inspiration to turn them eventually something else, what was missing for me from the game. Elevated rail terminuses. The only one what we used to have was made by Ill Tonkso, and was unavailable for a long time. Even that was a great concept, it has its flaws (well that model now more than 10 years old).
    This Strickland Terminal station originally wasn't the first in this series, it was planned as a mediator between my GLR terminus set and the planned Urban Station Set, and I planned to release it as a bonus material with the 4th volume of the GLR stations. Since that set is on hold and I didn't want to keep this on the shelf, I thought it would worth a release to launch this new project.
    The credit goes to @mattb325for making these unique station concepts, and in this first release I'm expanding his vision about L1 (7.5m) E-RRW stations and bring this new terminal station combining the available buildings. Also huge applaud to Brian ( @b22rian and Nick (@Simmer2) for the constant support and for @rsc204/MGB204.

    Heretic URHTS Project 01 - Strickland Terminal

    lUeQ4fd.jpg
    5bpgC44.jpg

    Also it may worth to mention here, that I was able to recollect and upload to the STEX some of DMScopio's lost uploads (originally they were released on his personal website about 8-10 years ago) with the help of the community. The original post about this can be found in his bat thread.

    These are the files which were recently brought back to live:
    NHP DMScopio - New Anfield Stadium V3
    NHP DMScopio - Anfield (LFC) Stadium
    NHP DMScopio - Boleyn Ground aka the Upton Park Stadium
    NHP DMScopio - Simlympic Set vol 1
    NHP DMScopio - Shenzhen Library and Music Hall 
    NHP DMScopio - University Campus Pack Vol1
    NHP DMScopio - University Sport Pack Vol1

    Marry Christmas!
    See you soon with a new release in this series!
    Original Post:  December 25, 2018, 02:09:16 PM »
     
    Hi everyone!

    AXh54Na.jpg

    The second urban station lot is out now (first post has been updated with it), but before the link let me tell a little background story.
    I've met with the Shinjuku Complex lot at the very fist time in Samgoogolplexian/Moonraker0 SimCity 4: Let's Play Pinecastle youtube videos and I started using it in my first city attempts from the late 2014. Than later in 2015 when I frist started to use the Lot Editor (with a huge lack of knowladge about anything), this complex was one of the first relots what I've ever made to change the rail textures (East Wing) and some additional parts (the West Wing).
    This is one of my favourite station complex in the game and in the past couple of years it got many alterations. Now I feel it's time to give one of them to you. Some of you may know that CounterPoint is a bit of special part of my capitol city in SC4 (Noir City), partially standard European, partially very parisian and there are parts of it which recall more Far-Eastern architectures. The last (now released) version of the Shinjuku Station Complex is the main central station of CounterPoint. For myself, I like to mix the different styles, that's why the Japanese station complex got very western additional buildings on the East Wing (this is v1) and since it was made mostly for my CounterPoint City part I call it CounterPoint Shinjuku. Although some of you might not like this mixture, therefore I made a more japanese looking version (v2), and I call it just simple Shinjuku East Wing. The dimensions for both wings were changed compared to the original LOTs made by tepodon. 

    jRP4s5a.jpg

    ILAkwYH.jpg

    Heretic URHTS Project 02 - CounterPoint Shinjuku Station Complex

    Also I had a little time toying with this (Suburbania) city tile. I haven't played on this tile for ages, but regarding recent releases here and there I made a little progress on the industrial part of the city. Thanks to @Simmer2 for these awesome stuffs! :)

    1. Trash handling facilities with rail connections...

    FvtBfWk.jpg

    2. A possible location for the subway depo in this city tile.

    xsrpgJa.jpg

    3. Central Station area. It may get a deeper revisit.

    vSFpzaV.jpg

    Have fun!

    - Tyberius
    • Like 4

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Original Post: May 24, 2019, 05:17:21 AM »

    Hi everyone!

    So it's been a while I update this thread. I was busy with NAM paths and RL and vacations, but now I'm back with my lotting and other SimCity related stuffs. So the so called "legacy project" is coming back as well to STEX. I/we will make a new account where I/we collect the lost items whos creators don't have account on STEX or unclear which account belongs to the creator. Where the creator is clear the lost contents goes under his/her name.
    In the last couple of months I revisited a couple of my older lots and projects to establish a workaround, and I went through on my posts here in this thread and updated the broken image links. 
    I made a couple of changes how I want to release my stuffs in the future. Maybe the most important thing that the long time on the shelves Heretic Seaport Project will get a revisit.
    The Heretic SeaPort Project v1.5 and the Expansion will get some technical update, which came to my attention in the past couple of years while I got involved more and more modding and LOT making. The earlier proposed second expansion with the modified (less light cones) base lots and new items however got cancelled (mostly the new items part). The reason behind this is, that I found a new approach and I'm gonna repurpose the new items into a brand new Heretic Seaport Set. It's like an evolution. However with the update the previously shared "beta" items (less light cones, or NO light cones) will be merged into the base sets with some additional filler pieces which came up as a request during the past couple of years. With this the previously called Heretic SeaPort Project will be re-branded to Heretic PEG-CDK3 Costal Remake Project (or something like this). The planned new set (let's call it for now Heretic SeaPort Project II.) and the updated set will be fully compatible, but the new set will be able to stand alone without the need of the old set - of course mix and match options will work perfectly.
    But these stuffs only will happen later of this year and next year(s) probably.

    Relotting time: ON!

    First: Thanks to @Girafe (who made a parking cars model which fits onto my set-up based on @kingofsimcity's blended car park overlays), the "last" (???), I mean 4th GLR station set is in the finish line. I still have a little work, but ONE prop closer to the release. However more station may be coming in the future, I don't know. 

    Nw2FmOo.jpg

    And since I have this nice new model/prop with the cars, I started an other project which is actually a revisit a few of my oldest relots (from 2015-2016). The first big fella is this huge civic Complex. Still in a very early stage. Bunch of hijacked and remade/modified textures and @rsc204's several texture overrides are got involved here. I don't want to know how many dependencies will be on this lot...   

    ZMifGvq.jpg

    And then a few months ago  (more then half a year) I showed a bunch of embankment walls based on Jeronij New Concrete sets and Mas71's walls. All those Jeronij textures got hijacked and turned them to overlays to be able to work with general base textures (therefore the override mods - sidewalk, Gobias terrain - can nicely affect on them). Here is a quick reminder of them:

    gn5n7Eg.jpg

    Well, these days I've been working on other Jeronij sets to give them the same treatment, but to fill up gaps, I need to bring into the topic @buddybud's concrate walls (based on Jeronij's originals) too. The pavement textures (here on the picture it shows the Paeng Sandstone) by default maxis white, the grass is based on maxis grass as well, but it will work better with Gobias terrain mods.

    s2eiRZT.jpg

    ST5btNN.jpg

    Also I'm experimenting with new fences from @Simmer2's prop sets...

    FW1fAeP.jpg

    IUN6G0k.jpg

    Well, I guess it's a nice pile of lots, still need to work on the lotting and mostly the modding side. The first set is actually almost ready, just need a quick change on some of the lots. Originally I planed the grass based lots as overrides of the original JRJ walls, but I changed the props as well, so the actuall override function is not working anymore, which means they will get new IIDs and be functioning as alternatives (part of the expansion) and the new override lots will be made...

    Well we will see how it goes...

    - Tyberius
    • Like 6

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    So here we go! (after I brought most part of my SC4D development thread here...)

    Originally I had different plans, but life is always surprising me. First this showed up, while I was playing a bit with the game, and my other development thread over at SC4Devotion is unavailable at this moment..

    5WjuiGW.jpg
    mtmlMsJ.jpg

    In 2015 I started discoverying the joys of LOTting. I found a couple of nice lots which I wanted to customize according to my taste and style. Back in the days we didn't have RRW Reskin or multiple texture override and lot support texture override options, so sometimes you ended up with miss-matching rail textures, since the old lots which were using custom rail textures wouldn't work nicely with the new RRW textures. But that time @Simmer2 showed up with his RRW lotting textures sets and I thought I give them a try. Back in the day I didn't consider making my lots publicly available, and at the beginning I only knew the Lot Editor "save as..." option to get new lots or a copy of a lot, what I can modify then. And that was the time when I discovered DocRorlach's awesome creations on the WorkingMan siteI just started my new city after figured it out some huge mess what I caused in the latest one, while I was experimenting on lots which were actually in the city, so I ended up with texture conflicts, lot corruptions, prop pox and other save-file corruptions in the same time.
    So with the new region (Neo Noir) and with the new city tile (Noir City - North Harbour) I found my new central station, which was the WMP Art Deco Station. However it had a little issue. Back in 2015/2016 we didn't have RRW Reskin, and since I started using NAM, I've been playing with RRW, I don't really like the general maxis rail texture. But the WMP stuffs were using Maxis Rail or RAM based rail textures. The other issue with the lot (for me) was the STR switch and the STR wing on the station.

    RDg21Jx.jpg

    At that time I didn't know about custom network paths on lots, so when I made the relot, I copied everything from the original lot (the custom paths as well), although I modified the function of the STR wing and with SC4 Tool gave it new rail paths. This was the first and second edition. The difference between them, that the first edition was a "save as..." lot from LOT Editor, while the 2nd edtion in 2016 (after I made and released the Heretic Seaport Project, discovered the PIM-X, and learned a lot about lotting and modding) was made on a blank lot with PIM-X and with reader I copied all the necessary data from the LOT examplar and from the building examplar. But I still didn't know anything about network paths, however around that time (or a bit sooner), Caribou's Slope Transitions came into my way. I had a short discussion back in the days with @rsc204, how it would be possible to implement the Caribou Transitions without station function and with proper UDI compatibility, because I didn't like either the short NAM, NDEX, SFBT versions and I didn't like that the Caribo original version is working as a transit station actually. He mentioned something about custom network paths on lots at that time, but to be honest I had no clue what he was talking about. Well... 2,5 years later lots of things have been changed: Heretic-Caribou GLR Ramp Transitions Relot.
    But back to the WMP station. Until recently I haven't fixed the issue what you can see on the next image. By now the paths are fixed. 

    Y3639UW.jpg

    So the 2nd edition worked quite well and North Harbour has been developed nicely until the Prop Pox hit the city tile.


    OaLAVMK.jpg
    UJKTkum.jpg

    With the rebuilding of North harbour I replanned the whole transportation network in the city tile and it required a new version of the central station. 
    UJKTkum.jpg

    The old version has an inbuilt passing through road on it which was usefull in that set-up, but in the re-started city there is a different road layout, so the inbuilt road textures go cut off. After the passing year I decided that I make a general version which can be released, and I update the lot with my general dependencies. Since we have now the RRW Lot support textures and the RRW Reskin which can handle the most common rail related custom textures, my original texture related modifications were no longer necessary. 
    iiaJ0Oo.jpg

    That's why I decided to make a 2019 (final) version from both lots - changing some props on them, updating the used base textures to match with my current standards. On the new lot I repurposed the inbuilt road, and made a little BUS-TAXI-PARKING "siding", also I used some of the Heretic Essentials tedious amount of timed props (for this lot the essential got expanded with new timed prop families and new textures - current unreleased beta version is v1.3f). The LOT's layout mostly hasn't been changed on the main relot, also I kept the main buildings, but I replaced and/or covered some of the platforms with my favourite SM2 transportation shelters. Also partially hijacked SM2's brand new GLR textures. To be able to make smooth transitions between his GLR textures and the used sandstone GLR textures, I PS edited his base texture and turned to overlay. Also with GoFSH I @kingofsimcity's SuperSHK  parking texture raws and SM2's Seemless HD asphalt texture to make a generaly sidewalk adaptive parking bay set-up. So let see the new lot:

    1. Heretic Central Art Deco Station (original design as I mentioned was made by DocRorlach.

    EVl16nY.jpg
    lZ2QW6b.jpg
    I1XWR6B.jpg
    vVcQ1Eh.jpg

    2. Heretic New North Harbour Central

    DOzHDsm.jpg
    rUCYTbI.jpg
    JwPqFoZ.jpg

    After these relots I would like to show a rather original concept. Well, partially original, as far as I know (so I could be wrong, I do apologize in this case in advance) in this way of complexity so far nobody made/released a station. As you may know, I was working on some network paths for the NAM Team during the winter for the next NAM edition. But before that I made a some experiments with a special FLUP compatible LOT, which uses custom advanced TE paths. (I think you can see the concept in this post above.)

    Spoiler

     

    Original Post:  October 20, 2018, 04:15:11 PM »

    Hi everybody!

    Recently I got myself involve multiple experimental projects again. After finishing the Heretic GLR set volumes I got some ideas about advenced TE pathing, so I started to experiment with complex custom paths and advanced LOT TE (transit enable) modding. The goal is to create paths which can be used with LOTs. These paths are "FLUP"/under surface compatible, so one could connect the LOT to the FLUP network.  I used the path creator to draw the paths. The whole thing is "FLUP" compatible, so everything is happening at least -10m below surface. The "crossings" are not at the same level, it's like "tunnels" above and under each other. The test example is a 6x4 plane park LOT, but can be a landmark, with a little trick can be commercial ploppable etc... You have a park but you have a main arterial avenue, well with custom paths you could lead the AVE underneath the lot. At least in theory, so now I'm experimenting these special setups.

    1. The path layout for the overall lot.
    bxXpka7.jpg
    2. It's the surface version which was made during the testing, because for first trial it was the whole thing messed up. But the final version now below surface... 
    S7U0eRo.jpg
    3. Couple of picture about the UDI, I checked with the game automata and it passed that one too... CAR-BUS-Freight Trucks can use the lot... The UDI was the bonus...
    vBE9JWE.jpg
    rPz7sqp.jpg
    mrqjgx5.jpg

     

    Anyway. the new station concept so far doesn't contain any FLUP stuffs, but it places one of @mattb325's L2 ERRW Station above a sunken (!!!!!) station platform (which I found on a korean SC4 exchange a while back: https://cafe.naver.com/sc4labs/1048). Now the fun and confusing part came after this. The first idea was to lift up with the PIM-X or LE the building props by 15m, since the actual LOT has to sit in a 15m deep trench. Recently I discovered @Jasoncw's Trier Station among my back-up plugins, and it gave me some ideas to use it above the sunken platform. In theory it was supposed to be working... In theory. Since a the platform model has a maxis white/grey-ish colour I thought it would be a good idea to camoflage it with @rsc204's recently released sidewalk texture adaptive s3d plane filler props. In theory by rasing the trier station and these filler props by 15-15,5 meters, they would be above the platform surface. Also since the lot is wider than Matt's station building and anyway such elevated rail stations uses NAM particles, so I lifted up the L2 Rail viaduct pieces by 15 meters - remember this is still a sunken rail station, which has ground level elements 15 meters above the actual LOT base. In theory everythign should be working just fine...  So let see the images and I explain what is my problem.
     
    1. We have the desired trench for the station
    uuL7r0Y.jpg
     
    2. Wow, the Trier station prop is on the correct height (the picture shows a later stage when I started experimenting with different heights with the MGB filler props), but the sidewalk adaptive filler props not really. The main problem here, that they seem to follow the shape and angle of the slope. Other thing that the viaduct rail pieces are above +15 meters from the ground.
    19TkGJQ.jpg
     
    3. Here comes the fun part. I fugured it out, that placing a road tile against the slope will drop down the viaduct pieces their correct place, BUT...
    wDgJ7Fa.jpg
     
    4. ...BUT with this all the 1x1 filler props and the trier station prop had been dropped down the the sunken base level of the LOT. (at that time it was raised by PIM-X ONLY, but when this picture was captured I already hijacked the model with model tweaker - I mean I made a copy of the model's s3d files, re-IID'd them to avoid conflicts with the original model, then using the model tweaker I reaised these copied s3d files by 15 meters on the z-axis and somehow this fixed the drop-down issue of the Trier Station prop.) (If anybody has concerns, when/IF I release this station, I has already spoken with Jason and asked his permission to allow me to release the modified s3d files based on his original model with this upload, and I have it.)
    FtJeFCz.jpg
     
    5. So as you see the MGB fillers have been dropped down the the base of the lot even if they were raised by the PIM-X. I guess I have to tweak them the same way as I did with the Trier Station, but it looks a bit more complex at first so I probably ask RSC204's help in this matter. Although the main functions of the LOT are working fine, it got some custom paths, so the UDI can pass through the station on every directions.
    B4Kxdta.jpg
    FPlrLfV.jpg
     
    And for closing this post here is one of my favourite new GLR stations. As I mentioned before @Girafe was so kind to make a parking cars model to cover the KOSC's blended car park set-up. IF I got more of those models eventually, that blended set-up would be/will be timed as the most of the props (cars, buses, people props) on this lot. However I'm pretty satisfied with the results. Also it uses custom overlay textures (parkings, bus and taxi bays the vehicle route on the lot) as  I described above. 
     
    Great Sicily
    H3UchVp.jpg
    XT3Eugu.jpg
    PLT00xJ.jpg
    NvqFyFF.jpg
     
    Well, that's it for now, but stay tuned until next time....
     
    - Tyberius
    • Like 6
    • Yes 1

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Hi everyone!

    Two small news for now:
    While I was organizing @Bipin's contents on my HDD I discovered that his Gas Stations set has a missing model/prop pair, so I reached out to him and asked if he had the missing stuffs. Couple of months later I got the missing files and now I managed to update his upload with the missing files. If you already have the gas station set, you may only need just the missing files. You can download it from here:

    Also I have quite a few unreleased stuffs from Bipin, but I need to check them what I can do. I have permission to release them, but these are mostly beta contents, so I'm not sure at this moment.

    After a short holiday I came back with a new and ready to be released side project. As @pgxpgx requested this in this Can't find... post, I made a little expansion for the Neko Parks/Pound Park set. This project contains 5 extender pieces which can be used under bridges and or other transparent based lots. Although luckily Neko made most of the models off-set, but to give more freedom to the players, I chose to modify a re-IID'd copy of the straight pound wall pieces and moved them by 16 meters to the other direction using the Model Tweaker. These modified components can be found in the Included Dependencies subfolder. In all cases, I modified the INSTANCE IDs of the new s3d files of increasing the fifth digit by 6 - so f.e. a 0x00030100 instance value was changed to 0x00036100. The original model files stayed intact, in fact they are used on the very same lot alongside with the modified ones. I tend to release these (and only) modified components, and linking the originals as dependencies (they are part of the Neko Prop Set 02), but since I don't have any contact with Neko, and honestly I don't even know how to reach him, I don't have his explicit permission. Since it's a semi-active topic, I let a few of you know about it (@mattb325, @CorinaMarie, @Cyclone Boom, @rsc204, @Jasoncw, @JP Schriefer, @Simmer2), so if anybody has any concerns, can let me know about it. Otherwise in a few days I'm gonna upload the pack as is. However pgxpgx, will get the set as is anyway with the modified contents, because he uses MAC and with that he is unable to use most of the SC4 tools which would be required to recreate these modified s3d files.

    OH7U54U.jpg
    jhHxNHt.jpg
    xxoiSMh.jpg

    - Tyberius

    • Like 4

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    On 19/06/2019 at 10:36 AM, Tyberius06 said:

    Io3WGQO.jpg

    Wow!  I've downloaded this pic for future reference, so cool!   Love the residential areas sheltering behind walls, and the tunnels, and the maze of highway ramps that are just simple enough to be realistic, and complicated enough to be impressive.  *:ohyes:

    Have you considered popping this up onto Show Us Your Interchanges!?

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    I've been longing for EXACTLY THIS for the last couple months!  Both the El-rail over road station without the roadxroad intersection and the roadxOWR3 intersection.   Especially keen on the roadxOWR3 intersection, which I think would deliver two key benefits:

    1. El-rail over RoadxOWR-3 intersection, which doesn't seem to exist in NAM 36.
    2. Solve the issue of OWR-3 intersections not handling the same traffic volume that OWR-3 straight pieces do.  My recent road capacity testing comparing OWR-3 x MIS versus OWR-2 x MIS seems to indicate that the traffic capacity on OWR-3 intersections drops down to a similar level as OWR-2 intersections.  Mind you, I haven't done similar tests with OWR-3 x RD-2 yet.

    Are you considering public release, or having these included in NAM 37?

    On 19/06/2019 at 11:52 AM, Tyberius06 said:

    1. The NAM has the Madison Wells station which is (by default) an El-Rail over Road El-rail station with a roadxroad intersection beneath the station. I made two custom versions, the first was simple El-rail over road station without the roadxroad intersection, on the second version I changed the roadxroad intersection to a roadxOWR3 intersection, gave the that piece modified paths to ensure full function. So here are some pictures about the second version. The first and third images shows a special 1x1 piece a single El-Rail over roadxOWR3 intersection filler piece. It has a nominated capacity to let traffic pass through but it doesn't have station function otherwise.

    6Oy9Jx9.jpg

    ────────────────────────────────────────

    This is madly impressive ... keen to see what other FLUPs possibilities there are.

    On 19/06/2019 at 11:51 AM, Tyberius06 said:

    But the final version now below surface... 
    S7U0eRo.jpg
    3. Couple of picture about the UDI, I checked with the game automata and it passed that one too... CAR-BUS-Freight Trucks can use the lot... The UDI was the bonus

    I wonder if this technique might provide useful highway interchange pieces?  Just a thought.

    This reminds me of a RHW-6S x RHW-4 T-Interchange I made recently.  I don't have a decent amount of traffic running through this interchange yet, so I'm keen to see how the 4-way and 3-way FLUPs pieces stand up under heavy highway traffic.

    5eb76b80a054e_RHW-6SxRHW-4FLUPsT-Interchange(66pct).jpg.c15dcb0c048243a4611ec264aec49ce0.jpg

    I have found that the FLUPs under highway pieces cause traffic congestion on the surface highway (weirdly), so I'm super careful in planning the surface highway traffic capacity at the point the FLUPs route crosses under the highway.

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    Hi Naomi!

    Thank you for your kind words. 

    6 hours ago, Naomi57 said:

    Are you considering public release, or having these included in NAM 37?

    The OWR3xEl-Rail over Road intersection piece is a LOT and not real network piece. I don't know if I'll release it publicly, because it was made for covering one of my trickier set-ups and since there is not such thing in NAM, I created this lot. Currently, as far as I know, the El-Rail dual networks NAM projects (El-Rail over Avenue and RD4 and El-rail over Road and Street) are abandoned. For my city I needed a piece like this and since I made a few network mimicing lots for my GLR station sets I decided to create this piece. Technically it is a transit eneabled lot with custom paths. It doesn't have real station function, but UDI and automata can pass through, although automata will stop as if it was a station, but there isn't any change between networks. So people won't jump from the El-rail to a bus or into a car or get off a vehicle and walk to the nearest jobs. The same paths and texture was used to change that Madison Wells station. I can share/send the lot if you want, although I need to double-check the lots. It was long time ago, I haven't really played the game since I made those lots 1,5 years ago. 

    6 hours ago, Naomi57 said:

    This is madly impressive ... keen to see what other FLUPs possibilities there are.

    So that LOT was an experiment with custom paths. The lot is working the same way as I explained above with the OWR3 intersection lot piece. Once I had plans to create some general w2w blocks with custom FLUP-compatible underground paths, but then I got busy with other projects. 

    7 hours ago, Naomi57 said:

    I wonder if this technique might provide useful highway interchange pieces?  Just a thought.

    The thing is that is still a transit enabled LOT. When I did run some test with it, it was functional, but also the ingame transit routes were not so nice. So I don't know in the case of highways how it would mess things up. There would be a speed drop for sure. To get the paths, It was transit enabled by the road tool and from game point of view it is still acting like a station as all the transit enabled lots.

    5eb7e4e6188f5_TheoreticalLotwiththeoreticalunderground-FLUPorientation.jpg.dc45f67db219c08a7d00be58304f0c1a.jpg

    About real FLUPs. There were some discussions about a new implementation in the NAM, but it is too soon tell more about that. 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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