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Showing most liked content on 01/10/2015 in Posts
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6 points@tonyr - Thank you @ToothlessStitch - Sorry about that, I forgot to say it was not done yet. @Bastet69008 - Thank you, and fixed @Seraf - Thank you. Yeah, the only way I found was to not do the sidewalk there, was made in Lot Editor in the final version. SPECIAL NOTE: Well, folks, exactly 1 year ago on the same day and almost at this same moment, I started this thread still learning to do BATs. Since there I could improve on BATing thanks to the help from all of you who are here, so I'm very grateful. Thank you very much! Coincidentally on the thread birthday I released a BAT! Here we go: Habib's is on STEx! I also had some progress in One Financial Square (32 Old Slip), from New York, sent some images to Borg some days ago and now decided to post here. More angles on the spoiler. I'm working in a project out of Simtropolis as well, and soon I'll probably release some things from there on STEx, they're John Wesley United Church and St. John's Memorial Hall. John Wesley United Church St. John's Memorial Hall Sorry about the long post, I thought would be good to talk about how everything is going here
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4 points
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4 pointsI haven't made much progress lately. This update is more to give an overview of what's finished, which really isn't a whole lot. School got back in recently so that's been consuming a great deal of my time, as well as an ongoing SC4 project (CJ coming soon), and I'm also watching a number of anime shows... so I haven't really found the time for BATing. Despite these other things, I'm hoping to possibly get some more liveries done this weekend, or instead I might work on the another delivery truck model similar to the one depicted above (albeit slightly newer). That news aside, I present an overview of the work so far, with every angle of every model represented (hey, they're small models so I can do that )... Blank SA Blank DA UPS SA UPS DA USPS SA USPS DA I'm thinking that after I do the two rental company liveries of choice (Penske and U-Haul), as well as the used variants with the logos removed, I'll release the stuff as a set. When I'm talking about used, I mean with the paintjob still on the truck but the logo painted over or blasted off. I couldn't find a Penske image on the internet (but I see them around here so I'll still have references for textures), but I did find a U-Haul one. Obviously the truck shown is smaller than the ones I'm BATing but it'll work as a reference. I'm still sort of getting used to BATing so sorry if I'm over-excited with the tiny progress I've made so far. ~Mush
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4 pointsSimCoug- Thank you!!! tonyr- Thank you!!! Barton Paul I hope you like this update, I have made some changes to the building and I have added the variation roof to the other two buildings.
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3 pointsHere's a big milestone for me. Playing since the day SC4 came out and for once I have a completely developed region!!! 7x7 large city map and currently over 1.6 million acres of farmland! In the middle and in the NW corner you see undeveloped land that will become two of the main population centers. I've been working on this map for about 3 months now and I'm now only getting to the city building part of it all!
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3 pointsSorry to hear you're having trouble, as I said its not that easy at first.. let's see if I can figure out a walkthrough. Should not be too hard... Lets see.. First you draw a 4 x 3 street. Then you do it again crossing the first one as shown in the screenshot from previous comment, at this point you have a quarter circle, now, instead of pulling out 4 more for your next quarter circle, extend the street just 2 tiles this time before turning, and repeat for the last one.. Meh I am not good at explaining, here's a picture tutorial... hope it helps.
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3 pointsThanks Mymyjp for your reply! This CJ ain't ending, not yet anyway. There are at least thirty more entries left and perhaps more if there are interesting monthly challenges. /// Update 70: A Preview of Broadsville (WIP) When I said I would be taking a one month break from posting entries- I lied. The reason why is because of the January challenge and I'm working on the town of Broadsville which will be the town I shall submit for the challenge. Next week I reckon Broadsville will be complete so there will be a couple more entries this month. /// To the South-east is where the town will go, the industrial area will be East of that and the farms will laid down up North. East of the town there will be some houses. I do love the sight of industry. The centre of Broadsville. I decided to splash out on W2W and diagonal W2W buildings. Everyone was using Heblem's Mall del Sur so I decided to stick it into this town- boy is it big! Of course I added some fillers around the edges to make it just right. Here is one of these fillers- nearly seamless I tell ya. Diagonals oh lovely diagonals. One thing about Broadsville is that I want this town to have space, so there will be minimal MMP work. But it will be the full works for the agriculture area of course. I have been on a downloading spree finding as many diagonal, and their W2W brethren, buildings as I could find. I used American, British, Polish, French and Spanish diagonal BATs with a few more modern buildings sprinkled in. In general I reckon the area is Eurocentric but it shows the modern times with office blocks rising up from the cobbled streets. I highly recommend the 6th SAM street as it always comes with pavement.
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2 pointsImage created and contributed by Anonymous. The Member of the Month is.....................................................Huston As a member who helps manage the Simtropolis Challenge as well as offering assistance in the forums, he has shown a willingness to provide support to the community and a dedication to making the site more successful. And thanks to all who helped in the nomination. The Employee of the Month is................................................Terring Since recently coming on board, this staff member has been Terring through a wide variety of forums; answering questions, maintaining order, and providing an all-around positive contribution as a Simropolis Moderator! Congratulations to this month's winners! Don't forget to offer your nominations for the January The awards depend on your participation. Thanks! To nominate a Member of the Month, send a message here. And remember to show-off your artistic talents by submitting your entry for the Member of the Month banners. Yours could be the next one used! Submissions can be posted .
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2 pointsSome awesome work in here. I wonder if you would be interested in a Rio 2016 Olympics project? With your BATing and my CJing we could create something special. I am in need of a CJ project at the moment.
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2 pointsI think everybody can recognize what is going to be...very slow progress but I think I am getting a very accurate recreation, especially with the terrain and shores...
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2 pointsThis is one of the oldest Journals still running and it never had one bad update! This is awesome, you are awesome!
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2 points132 NORTH HARBELL STREET: POLL WHICH BASE CONFIGURATION DO YOU LIKE BEST? AND WHY? Happy belated new year everyone, I hope all is well. It seems I've been away for too long but I was hoping I can pick up where I left off and begin with some improvements to the structure's design before I BAT this structure again. Here's a poll to kickstart the new year. Please, click on the image below for a full-resolution view. Thanks.
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2 pointsfavorite comedy of all time!!!! I love Big Bang Theory.. And major LOL on the Fun with Flags! And the Bavarian segment....need I say more! When I first saw that episode, I died... Awesome entry
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2 pointsMymyjp You are indeed a rising star in the constellation Schulmanopeia! Hester There's a looooong way to #3 for you! jmsepe Due to the war we have not had a census in several years. I am sure the numbers would be higher now. Also, only felines in towns are counted. Non-domiciled felines are only counted if they have been encountered by census takers. NMUSpidey That is indeed the model I used! Mymyjp Thanks! Glad you liked it! takemethere Thanks! Glad you liked it. And, welcome to Schulmania! Hester I done schooled you! Benedict Woo hoo! and thanks! Mymyjp Taking a virtual bow on iBow, available for download now in the App Store and Google Play... Hester Youtube is here to help! Hester It's only a 17 hour plane ride away! jmsepe Thanks! Tonraq Rock on, Kiwis! airman15 Yep! Looks like it will be a while before another country hits 1000... Mymyjp Done And I will have a Aussie style latte... thanks for picking up the tab! jmsepe Thanks. I was feeling more northern this time around... Mikeaut1 Thanks! Long time, no see! Glad to have you back. Hester You bet! Mymyjp Ewwww! airman15 The capital itself did not move to the new location. This is a newly developed area. The national capital is staying put. Tonraq It's pretty remote up here at the moment... NMUSpidey I feel your pain! Winters are not Minnesota harsh but less temperate than most of Schulmania... Hester Down with BUGGS! And now, it's time for FUN WITH FLAGS! Some fun facts from Schulmania's flags... surrender to fun today! Germany has now eclipsed the UK to become the #2 country to visit Schulmania! Also note that Japan has overtaken Russia and South Korea has risen 3 places. Brazil and France are getting very close as well. Oooh, the excitement! Here's some other Schulmania visitors of note:
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2 pointsWell, you can always do what you like! First, some notes: - Don't you plant trees before starting your cities? The mountains are bare, and so look the plains. (Sorry if trees have been planted but they are not visible at this zoom level). - Why all those deep cuttings? They look ugly and unrealistic. You could have used tunnels instead. As for the mountain, my suggestion is to develop it, it IS inhabitable. The most suitable form of development is residential, esp R$$ and R$$$ (elevation adds to desirability). Commercial loves busy networks (esp avenues) but you can't have any major arteries on such slopped terrain (well, you actually can, only it looks unrealistic). Residential on the other hand wants a quiet place and easy/fast access to workplaces. So you can build residential, on almost all, except for the steepest areas, and some roads/avenues leading to the downtown area. As for mass-transit, consider some trams/GLR, where slopes would not make tracks looking totally unrealistic. Elsewhere, some buses (incl the RTMT ones ) would be a good choice, esp if you have combined GLR/bus/parking stations somewhere on the way to their workplaces (they would take the bus or drive and park their cars to the station and ride the train or tram) Developing hirises at the lowest elevations, midrises up on the hillsides and villas yet higher. This also gives a more realistic look. To make lots developing easier and looking better you need flat terrain. But there's no flat space up there, so the solution is some terraforming (use street tiles to make perfectly-flat terraces). You will also need some "walls" to keep zones/lots from deforming your terrain (I use a modified version of the old jeronij's "Muros Piedra" - less strong effect and maintenance, 2 trees along instead of 3, added corner lots, easier buttons), and a "Slope Mod" to make nice-looking networks. You need to install a slope mod, but this won't be enough, I'm afraid, as you will always want different slopes in certain areas, so a "general-purpose" slope mod won't be able to cover all cases. Maybe multiple slope-mods (install/uninstall them on a per case basis), but this is so inconvenient. Better make a very simple mod, modifying only the ANT networks, and instead change this mod (eg make grades of 10%, 15%, 20% etc), use it to make the properly-sloped roadbed and then bulldoze it and lay the normal roads or streets; There's another tutorial about building on slopes here. However I don't like it very much, because the lots are still sloped, and the development you can get is somehow unpredictable, esp as you zone or as lots are developed, redeveloped, joined or separated - grades can indeed be changing all the time! Take a look to see how bad lots can become. My preferred method is, as explained above, terraced development. The few tiles (basically one-tile-wide stripes) occupied by the walls (between the zone blocks, or the zones and the slopped road), in most cases would have been needed to be reserved anyway (even on perfectly flat terrain) - as "small parks" or "tree areas" or something - for desirability, so not much of a "loss" here. See examples of terraced zoning on slopped terrain and esp Hope this helps
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2 pointsCan't wait to se'em released and also to see what the next project is
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2 pointsJust to echo rsc204's post. A really "big" mod, as far as the amount of work needed is concerned. Not only you would have to mod all Maxis stuff, but adjust (and in many case debug) all your custom content, so that everyhting is consistent. Special attention should also be given to other stats, like taxes paid and power/water consumption. Aaah, and the mod should only be installed to play with new/blank regions, not developed ones, or it will cause huge imbalances in almost every aspect of your gameplay, mainly RCI demand and budget
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2 pointsRenedius Happy 2015 to you to _____________________________________________________________________ Note: It's the first official updated of the year! Unless you count #67. I mean it's an update, just not an episode as such Fun Fact: None of the episode I've posted have gone beyond the year 2186 - 2187. I'll probably do one a while later, but for now, it's all within or before the Reaper War. _____________________________________________________________________ <New Planetary Info-display interface [gives planet's more distinct apperances]> Rashina Putra (ANN Citadel Broadcasting): "With increasingly large numbers of batarian war refugees crossing into human territories, many colonial authorities are worried about the possible developments of tension and stretched rationing of food and resources across affected Alliance colonies. To discuss this impending issue, up next is Battlespace with war reporter and analyst Diana Allers. I'm Rashina Putra and from across the Milky Way, this has been the Alliance News Network. Diana Allers (SSV Normandy Broadcasting): "Hello and welcome to the Battlespace. I'm Diana Allers and here are tonight's top stories. Turian navies continue to make a stand on their homeworld of Palaven, but are struggling as reapers continue to breathe on their necks. The Quarian fleet quiet and almost of out-of-sight. Where is the galaxy's largest starship fleet? And just where are they now? Tasale under fire as reapers encroach on asari space. Alliance marines assist the human colony of Benning in evacuations, as its cities are allegedly attacked by the 'pro-human' dubbed terrorist organization, Cerberus. The fall of Earth and war analyst speculations of how the reapers took hold. More news from Earth as the cities of St. Louis, Macau, Geneva and Nagpur are destroyed. But up first, Batarian refugees" "Many of the galaxy's renowned war analysts and even galactic politicians have thrown their opinion out into the open. The so-called "Paper-Tiger" Batarian empire has been the focus of recent talks among interests. The Alliance's awareness that incoming reapers would originate from batarian space has caused a rise in opinions that the batarian hegemony has likely been decimated. With communications transmissions escaping batarian clusters, namely in the Kite's Nest, containing the batarian homeworld of Khar'shan, many assumed that batarian authorities have liked faltered to the strength of the reaper armada. Thousands of batarian colonists fleeing occupied systems have begun landing across Alliance space, from the Exodus Cluster to the Skyllian Verge. This has been of much concern to the Alliance as the initial first wave of landings in Eden Prime has sparked the assumption that batarians were intended on invading. But as no naval forces were detected and most ships landing were of unarmored transports, some Alliance colonies have, with open arms, granted batarian war refugees amnesty on their worlds." "In the Skyllian Verge's Maroon Sea, the Alliance colony of Varuna in the Balkhash system has recently reported the illegal landing of batarian identified transports outside the capital, First Landing's Colony. This has been the twelfth recorded landing in the Verge colony, greatly concerning Varuna’s colonial administration. Already the colony is experiencing shortages of food, fuel, arms and basic commodities that are mostly imported from beyond Balkhash. Moreover, colonists in many affected systems taking in war refugees, mostly of batarian descent, have begun expressing their dismay over the decisions to grant amnesty to the illegal batarian refugees. Colonists of Varuna have begun their own protests against these political measures, but Varuna’s colonial government has condemned their response and continues to allow the flow of batarian refugees.” "A military response, directed by local authorities, was dispatched to secure the refugee transports and insure that there was no malicious intent as they landed outside of First Landing’s Colony. Colonial authorities also issued out a city-wide lock down and quarantine to prevent the outbreak of violence and clashes between human colonists and batarian refugees as heated racial tensions ensue. Also present at the site, many of Varuna’s colonial politicians and immigration processing officials looking to appropriately process the new war refugees. There has been a count of up to 820 new refugees that were aboard the ships.” “War analysts, politicians and experts have warned of the potential for more war refugees across the galaxy. The displacement of millions due to reaper occupation has called for the granting of amnesty across all system’s as no single system can maintain the tantamount, shiploads of evacuating colonists. Human colonists have even begun fleeing systems under occupation, flying inward to core cluster systems that are momentarily safe.” "This is becoming increasingly common place as more systems are affected by reapers. Asari, elcor, turian and volus systems are currently under heavy shelling, and many refugees have escape to settle at the Citadel, and colonies that have yet to be reached by the war. Fortunately, for Salarians, there have been no reports of breach by reaper forces. This is prompted masses of war refugees looking to salarian colonies for shelter from the war, and scenes like the footage featured from Varuna are going to likely overwhelm the governments of the galaxy." While some colonies such as Horizon's Sanctuary are advertising their safe havens, a lot of colonial adminstrations are still reserved and reluctant, due to the shear numbers of fleeing persons that have tasked to capacity and tested many colonies". "Up next, our reports cover the efforts of the turian navies, as they continue their struggle to hold on to their homeworld. How are they approaching the invasion on Palaven? Stay tuned for our report on the Battlespace, right after these messages. ________________________________________________________
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2 pointsWhile the 707's are undergoing conversion into proper SCAG lots (with the help of Mike_Oxlong, whom I owe another huge thanks), the last updates will be posted in a little while. In the meantime however, I have some custom icons created for each lot, which will be standard jetways. Lufthansa- Pan American- Qantas- Saha Airlines- And Singapore- In a little bit of good news, the Sonic Cruiser is getting closer to becoming a completed model (apart from the grueling effort of texturing airline colors onto the jet). The wings have been fully textured, making them the 5th component finished. Now all that's left is making the textures for the engines and fuselage. But in the mean time, here's how both the wings look.
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2 pointsWhilst there is nothing to stop someone creating such a mod, I would caution you that changing these settings will have a dramatic effect on the RCI demand in your game. If you have a third of the sims in the same space, you will need three times as much residential to cover the same number of jobs as you previously would have needed. This will totally disrupt the balance of the game unless you also change all the Commercial and Industrial jobs to match. I don't know of such a mod, the problem with making one would be that whilst it's easy to change the Maxis buildings, everyone has different buildings and collecting them all together for such a mod is really difficult and time consuming and even after all that it would likely only cover a small percentage of the available buildings. On the other hand, if it's just the Maxis ones you want changed, there are not so many and it wouldn't be too difficult.
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1 pointHere is my New Bats & Models Thread Here on Simtropolis. This Thread will have pictures of all my projects i am working on in 3dsmax & Gmax for Sc4 & Other Games. Other Games: Half-life 2 includes ep1 & 2 +Other Source based games Microsoft train sim Crysis 2 GTA San Andreas GTA 4 007 NightFire PC Possible Games: Doom 3 Microsoft flight sim x Sim City 2013 GTA 5 Cities: Skylines ETS2 Now to the Models: Here is a bus i am working on, Enjoy (Pictures are on Postimage.org) Short Version: Long version: More pictures will be uploaded soon.
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1 pointHello everyone, and welcome to London! As I mentioned in another thread, I would like to take the challenge and give you the chance to see something fresh.. Now, London is a very complicated city, and of course, no grid at all.. or at least in 90% of the city =0 Believe me when I say, this is very time consuming, specially to get the streets right.. so dont expect development for the moment.. everything will be about placing streets and landmarks, and of course with time, development will come.. If you've seen my CJs before, I like showing the step by step.. and show people that everyone can accomplish the same just by watching the pictures... So first things first, I would like to show you my Canary Wharf practice.. I did this in order to get familiar with the area, and to make sure Im gonna get it right when it comes to the real thing.. BTW some of you have seen a picture of my London, but that was a previous version, this one will be way better since I used that one as a practice ground!! Canary Wharf practice #1 I then finished it up by adding a little streets and buildings.. Im pretty confident about this area, not very hard, of course Im talking about that particular area and not the whole isle of dogs.. And to show you that I did start some of the actual City of London.. Hopefully this picture will make sense in a couple of updates =) Anyways.. Hope you enjoy this, not a great start, but I wanted to share my humble start at this.. didnt wanna miss the chance!! Criss.
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1 pointAnd to learn something, if only to learn how other people think and why. I know that I haven't learned all that there is to learn. I don't understand why some people shut themselves off and decide that they already know everything they need to know. There is always something new out there and things are always changing.
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1 pointFirst of:Thanks for uploading Habib`s Supermarket.The Wikipedia Entry says tht they want to expand on foreign markets,so how about opening a store in my New York City Region As for the 32 Old Slip,it`s always good to see new buildings for NYC.Even if this might not be a real beaut<queen it still belongs to the Cityscape now. I found out that the ground floor of this building also houses the NY Fire Department,so this might be someinteresting knowledge for later usage....and i can`t wait to see how you will do the ewflwctive glass... The two church buildings are super cute and i love both the scorching red and the noisy stone/brick wall from the Memorial Hall. I wonder if they are based on real life versions. So long and keep on being creative
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1 pointIt looks amazing.. I love the variations too. Always picking the right textures and everything... Now, for the real deal here.. when are you going to finish the rowhouses??? Please? for me?
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1 pointAlright, so we started in the center of the city in Fuji-cho and wound around down the east side. We've come back to the center to look at Defenders' HQ and The Cliffs, and we will now head to the cultural center of the island, the Blue Village. But first... REPLIES! Kisa Atsuko: Thank you! Schulmanator: They do indeed have VIP suites, but you have to sign a waiver first. It IS the headquarters of The Best Defense and thus a military target, after all. takemethere: Thank you! Tonraq: I agree! And now, the Blue Village! The Blue Village is, as I said, the cultural center of the island. Artists and performers of all kinds hone their crafts and hawk their wares in this district, with all the styles and genres seemingly present and accounted for. And now, a little background on the name. In the very first incarnation of Port Matthew, this building grew and grew and grew in this area of the city (the basic layout has not changed much), and since the building is blue, it gave the neighborhood its name. The art museums grew up around Port Matthew University nearby but the buildings never grew back, leaving only the name behind. I love this building, it is one of my very favorites. So as I said, there are a plethora of artists in the community. With so many artists, they need places to show of their works, like these. The Sheffield Museum, named after a prominent artist born and raised on the island, is mainly for modern art. Traveling exhibits stop here on their way across the Pacific between the US/Canada and Japan/Korea/China. The PMU Art Museum is mainly for students of the university, offering a free space to show off their skills to the public. Special studios are set up on the third floor for those who wish to work while visitors watch them. The Port Matthew Opera Hall hosts, as you may have guessed, opera performances. Other stage performances pass through here, seeing works as varied as those of Shakespeare to Beijing Opera. And here they are at night. And up the street, we have the Aomura Kabuki-za. Spearheaded by Nakamura Shido (II) on his first trip to Port Matthew many years ago, they follow a schedule similar to the Kabuki-za in Ginza, with a schedule of plays and performances that changes with each new month. One of my greatest regrets is not bulldozing that ugly gray/maroon (whatever) building right there in the middle that blocks the view of the Kabuki-za. I should have bulldozed it and put a park or something there. Then maybe I'd have gotten lucky and one of those cool blue apartment towers would grow... Aomura Kabuki-za at night. The evening performances generally finish by 9:30 or 10, giving theatergoers plenty of time to ride the trains home (unless they drove or walked, I suppose). We'll stop there for now. There's still plenty left to show of the Blue Village (including my favorite two BATs) and the centerpiece of the neighborhood. Then we'll visit PMU and Southport, the next two neighborhoods in the coming weeks. Thank you for stopping by! I hope you enjoyed this, and I'm looking forward to hearing from you again soon!
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1 pointThank you guys on the encouragment! Much appreciated. Quick update on balcony. Of couse the colors will come in later and texture, when I learn to do that better than I did on tutorials Taking this step by step. I will not be into detail much, but I will try to do some details which are not that hard.
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1 pointWow. That's a 'ton' of trucks You seem to have quite the knack for BATing And no need to worry about being over-excited. Everyone's like that at first. Besides, this is great progress, not small in the least
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1 pointThe thing is, there is no one definitive skill you need to have and there are very few modders around who can do everything. After 2 years I'm starting the scratch the surface of all the possibilities, it takes a lot of time and commitment to learn all the different facets of modding. To give you an example, this all started for me because I liked the BSC Hedges mod so much, I felt it could do with a few extra pieces. So I learnt how to use the Lot Editor and made some new lots for the set. Then I decided I was fed up with all the NAM pieces that didn't show my sidewalk, which led me to texturing, along the way learning photoshop along with SC4 Tools, iLives Reader, PIM-X and about 15-20 other utilities that I now switch between depending on what is best for a certain job. There is simply no way to jump in, you just start and see where this sort of thing goes. If there is one tip I can give, learn what Exemplars are and learn as much as you can about iLives reader, it looks like it's all in an alien language at first, but it's the single most efficient tool for getting real work done, the more you understand the reader and the elements within it, the better you will be as a modder. Of course this is based on my experience, but many people choose just to make lots or bats instead. The point being play and learn the game, as you go along make a list of anything that annoys you or that you don't like, then you can look deeper into how to change it and go from there. My list is ever-expanding, but sometimes things have to wait as I simply haven't been able to work them out yet, but this does improve with perseverance. Feel free to ask questions, SC4 has a fine community and without the help of others I would not be able to do a 10th of the things I can now.
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1 pointYes indeed! That's what I've learned from this experience. Will be developing things differently from now on. The streets are made with the NAM installed of course, you can find instruction on how to do it in the Nam Manual. It's fairly easy once you get the hand of it. Basically you cross two 4x3 L shaped streets at the short end. Here's a screenshot for you. It took me a while of practice to be able to make the circles perfectly first try.
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1 pointSo, you think that Islam is not collectively responsible for the current trend of Islamic terrorism? Well, let's look at that: Nothing is different among them much since the Hegira. Several sects exist, the principle ones being the Shi'a and the Sunni. Most sects are rather passive and peaceful, but the two aforementioned have been waging a civil war between them for centuries. All that has changed is that modern technologies have armed them well enough so that they are now a bloody nuisance. From the outside, the Sunni appear to be the original group. The rest are schisms over one insult or another among a people who are quick to take offense. Our real interaction with all this ended with the Crusades in the 13th and 14th century, which were expressions of Christian greed. Yet this pot continues to boil. Rather a long time to hold grudges. Now, as for the current actions in France, the French seem to have solved the problem by sending the current trouble makers to Iblis. Let us not kid ourselves about martyrdom. These criminals are not martyrs, just everyday murderers who have had the wrong ideas inculcated into them. Yelling 'God is great' does not grant martyrdom. They did not die for Islam, they died for their sins and will be justly rewarded if all of this exists. The thing about Islam, is that it cannot stand one of the usual human things: Iconoclasm. There was a time in the Christian era when desecrations of the various sacramentals were fatal. We've gotten over that. What is so sacramental about the face of the Prophet? With the kind of reaction that occurs in Islam, mostly among the ignorant and illiterate hoi polloi stirred up by calculating imams, it is far to easy an excuse for a riot. This appears to be a strong expression of fear rather than indignation. Both the Taliban in Pakistan and Boko Haram have publicly expressed anti-literacy sentiments to justify themselves. What rot. It is fear. Fear of exposure of the weakness of their secular position, most likely.
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1 pointThere doesn't seem to be too many to choose from, but maybe these can get you started.
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1 pointI've been working on this region for a while now. Concept is a small/medium-sized port city, with inspiration from North Eastern Canada/USA & the ports along the Great Lakes... Lots of gaps still to fill out, but it's slowly starting to look like something!
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1 point2 shots that haven't been released yet from a while back... Random interchange A tram route running down the freeway median strip
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1 pointOne more pic of my project symphony experiment that I managed to save before the CTD. Got a lot of work to do to just to get back to where I was and they never end up the same. Anyhow, thought this shot looked kinda cool for a simple scene - elevated section.
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1 pointThank you, Konstantinll. The model is 99% ready, I'll just dark those glasses behind the house and improve the texture of the bricks to look more like this, and, of course, improve the lights). With this model I'll do a version in the Lot Editor (for lotters not kill me) and another version, original, of the full Dursley house (house, gardens and yard, all molded). In the end two versions will be available. Click in the image to see it in the original size.
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1 pointThis lovely interchange is where the newly constructed IH-288 North Loop terminates at IH-75 in Illium City. Unfortunately, it cut out a large swath of the St. Augustine neighborhood. Also seen here is the remains of Forester Ave. The Forester Ave/IH-75 Interchange was demolished to make room for the IH-288 Loop interchange, so the forgotten avenue led to nowhere, leading to pretty extensive overgrowth. The land is up for bid and is zoned residential, but so far no contractors have picked it up. Please excuse the zoning areas. I'm rebuilding Illium City from the ground up.
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1 pointIt started out as defining the pentagon shape in the form of a spline--basically, two-dimensional for simplicity. Now, the exact dimensions come from where the two pentagons meet together with one upside down at the 5m mark, taking 1m for the thickness of the floor below and 3m for clearance and another 1m for the upper floor. There are cases where interlocking two pentagons at certain patterns create a void where another pentagon cannot take place. That's where the hexagon comes in by intersecting two pentagons (one upside down) and taking out unnecessary segments to form the six-sided shape with variance. After tweaking and filling out certain spaces you end up with a grid of hexagons/pentagons in a particular, overall form such as this condominium. Nonetheless, I'll post an in-depth tutorial to clarify more details when I find the time because I've left out some crucial details that is better illustrated visually. This is something that I could definitely look forward to in the near future while I garner more 3d modeling experience here and there--still got lots to learn, though. A trio or more for custom content would be really interesting as well--something simple and elegant yet with some distortion thrown in for a bittersweet, visual experience. Glad I tickled your fancy a little, if not some. But... more on the way. :kitty: You're certainly on the ball with this one Reddonquixote! I think the future of BATing the, well... future, would really benefit from defining a set of guidelines for texture, style and overall form. I consulted with a few other members interested in this. The result was the creation of a "viney" texture to meet the needs of organic buildings, which is further exemplified by the organic, natural forms of said structures: Thus, with a texture like this, you'd express that organic ideal from both surface texture and overall shape contexts. Just as you have planned, the texture has some weathering and vegetation amongst the metal cladding. If you'd be interesting in using this texture as a starting point to modify for your own needs, let me know. I think with a few changes, it could work very well for your building. If we do end up with a collaborative project some time in the future, standardizing the textures between the two of us at this stage would be a great step forward! Oh, yes, I'll let you know once I'm ready to experiment with textures and as far as standardizing them, it is a step in the right direction, absolutely. I'm glad you brought that out here. Just need a couple more bare-bones render and should be good to go. 581 COLLENSWOOD AVENUE PRELIMINARY Z5 RENDER - DAY, POV4 Good evening, everyone. Hopefully, I wasn't away for too long. The 132 NHS condominium still needs some work so I'll post an update after this. Nonetheless, for the second official project, I drew in a lot of inspiration from differing aspects that define organic architecture in some way--glacial ice patterns/streaks, aquatic, skeletal remains, and the clover leaf that can be extrapolated from many Gothic structures already. Now, albeit strange but just to give it a bit of a twist, the concept of magnetic repulsion subtly influences the columns and the floors that spiral into chaos as it grows in height. It is still in the beginning stages of its life but enjoy and let me know if you guys need any clarification on certain things. Click on the image for a full-resolution view. Green figure (approximate to human proportions) included for a sense of scale.
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1 point132 NORTH HARBELL STREET Z5 RENDER UPDATE (R. 34) - DAY, NORTH It's been awhile since I posted an update. Apologies, for being away for so long. As for the model itself, going a dozen revisions up had to be one of the longest development cycle I've ever endured and half of those revisions a potential design change. It did put me back quite a bit in my BATing schedule; however, the heart of the design philosophy is still there but now with some interesting distortions caused by slicing up layers into differing angles of 15 degrees each and spreading phases in an array across horizontally and mirroring the other side at 45 degrees and back to 0 degrees to add some deconstructivist characteristics while retaining the organic-postmodern look for a bit of a twist. Although it is fairly disjointed at the moment, it will be my last major design change before I get into exterior/interior detailing, add/join more floors, and remove some intersecting splines/polygons for a more coherent whole. Image is zoomable below. Now, as for the base, I added some initial detailing for a potential neoclassical style but wasn't entirely sure. What about a neogothic base? If you guys can chime in on the style for the base that would be great. I'm planning on adding some automatic garage for the ground level to give it some high-tech vibe and some vegetation and trees later. But, I'll post a more proper render in a couple of weeks or so. Have a good one as always.
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1 point132 NORTH HARBELL STREET PRELIMINARY Z5 RENDER - DAY, SOUTH This is an original high-rise condominium that I've been working on a little over two weeks. It's going slow, but, to keep things simple, I started out with alternating pentagons and hexagons and worked my way up. And, to add some depth and augment the organic feel of the structure, the shapes differ in thickness and layers. What started out as an idea from looking at snowflake patterns and oak tree branches, here is something that you guys can finally comment/critique. It is still in the beginning stages of modeling so be gentle. For the next update, I plan to add a lot of compartments on the sides (it's looking really flat and linear at the moment). Moreover, once that is done, I'll have a go on adding glass to the structure so that you guys can review that as well. Hmm... I'm going to have to think about the base part of the structure soon. Perhaps, a right triangle with tapered corners, since it is wider on one side than the other? Anyways, enjoy guys and have a good one.
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1 pointYou are funny! Hee hee hee! Hee hee hee! We love humor! and we love you!! Thanks. I AM funny. And everybody loves me...
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