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Popular Content
Showing most liked content since 07/25/2015 in Posts
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10 points
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10 pointsGot some flag poles, light fixtures, and some other minor things. But I also successfully got it exported after having some trouble. I've updated the BAT Mega FAQ with what I learned. Which is that when your BAT appears to be rendering offset even though your LODs are centered, what I discovered was happening was that in gmax for some reason my imported LODs were named things like LOD4.LOD5 instead of just LOD4. This tripped things up and caused an automatic box LOD to be generated, and the renderings from max don't line up properly with the box, so it appears offset. The way to solve the problem is to correct the LOD names in gmax. I've plopped the building around in the game and found that it actually works really well with other wall to wall buildings. I have a lot in my cities that are about the height of the lowrise section which makes the tower stand out in a desirable way. And then for the taller wall to wall buildings the tower does a good job of transitioning.
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9 pointsWeeeeeeeeeeeeee Also: check out the shadows! Hardware rendering, yaaaas. Windows 10 <3
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8 pointsReplies: SUPERMESSI: I saw your industrial pictures and they were really good; the MMPs really added to the organic, grimy feel. MushyMushy: Thank you. T Wrecks: Thanks for providing the link. LiamNL: For Annuq I use the Sudden Valley terrain mod, I also use the Lowkee Appalachian and the Berner Oberland terrain mods in other regions, with Berner Oberland being my favourite terrain mod. As for questions 2 and 3 I cannot provide anything concrete. For Q2 I suggest you go to the BSC LEX and on their google search type in "hospital", you should find many of the hospitals I use in the game. jacob814: I know how to cut corners too... takemethere: If it was as easy to create varied W2W building areas in SC4 as it is in CS, then SC4 would win out big time. But creating varied quality W2W in SC4 is a real bloodsucker. feyss: I have pushed the industrial envelope even further in Annuq: canals, port areas, wasteland... tariely: It just takes too much time, for instance watching RCI sprout up only to demolish it because it is not providing a certain selection of buildings makes me want to tear my hair out. Belfastsocrates: Don't worry, I'll be going out with a bang for SC4. I have upped my game even further with Annuq. [-----------------------------------------------] Update 90: More Progress in Annuq I have made plenty of progress in Annuq after making a huge push forwards, I give it no more than ten days and then Annuq will be completed. Here are some pictures highlighting the finished areas so far. /// As you can see I have doubled in size the city of Annuq. I also decided to let my industrial areas breathe more, in that regard I have left more green space between industrial complexes- something partly inspired by viewing Teesside from Google Earth. A lake by the east side of the oil refinery. I also used a lot of ploppable buildings which had Simgoober canals as part of their LOTs. I squeezed in this campsite between the railway tracks and the avenue. W2W NYBT nirvana. I love filling up space with 5x5 residential blocks. Well I have been exploring the R$$ options and I was very impressed by what sprouted upwards. More 5x5 residential blocks, but these are more European themed. A larger overview of the canal area and part of the oil refinery. My favourite intersection in Annuq is right next to that petrol station. /// I hope you enjoyed these pictures, in just over a week I will have finished Annuq and then I will go into great detail presenting the numerous, and very varied, areas of this city.
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8 points32 Old Slip has been released! Here you go to download it: https://community.simtropolis.com/files/file/30704-32-old-slip-one-financial-square/ Maracanã, Porthos Building and Parc Avignon (yea, Parc is back!) are at an advanced stage as well
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7 points
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7 pointsGetting somewhere with refreshing old Mass Effect updates. This was before if you were curious
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7 pointswell here it is. This is about 95% done. I still need to make the LOD, import into the game and mess around with the texture saturation levels. but the large part of the work is done. this should be on the workshop some time this weekend.
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7 points
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7 pointsNow I'm honored to present you the final version of downtown Coos Bay! And you may be interested in the skyline view from far away. And here's function distribution map for this CBD And here's a commercial plan about one building under construction And this height map clearly indicates the height control effort adopted to this moderate height CBD. I'd give special thanks to the great BATters in SC4 community, to name a few, Reddonquixote, scotty222, PBGV103, jasoncw, Darknono35, kellydale2003, DmScopio, darn42, girafe, on001222... So far I'm quite satisfied with the result but I'll still hang around and make possible improvement for this CBD, so any suggestion is appreciated in whatever means.
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6 pointsWe are gearing up for Simtropolis Challenges "Season Two" And we are here to let you know our new additions and to also ask for your help, thoughts and feedback! Season two brings about some rule changes, new challenges, and a whole new way to play! Hall Of Fame - We've moved the Hall Of Fame into a gallery. This is a new feature of Simtropolis which we are excited to start using, and it showcases the work that has made it into the HOF excellently. Please feel free to go through, rate and comment on these images. As for the authors of these images, feel free to go through and edit details and tags etc. Feel free to add your images if they have been missed, some of the old images had hosting issues, I had saved most of them locally, but might have missed a couple. Also, in the future feel free to add your images in once they reach the HOF. Best Picture Competition - We have some rule changes coming up, which will help liven this competition. Currently it's a bit slow, so we are thinking of reducing the number of votes required to 7. At the moment, 5 would be acceptable, but we are hoping that with an increase in interest in this forum that we hope to see 7 might be a fair. So we are aiming for 7 votes for each winning image but this might change in the future once things either pick up, or do not. Also, the 24 hour period will now start from the first vote. It seems unfair to both participants if the voting period starts when no one is viewing the forum, this way an external party can initiate the voting and this should hopefully mean more people will have the chance to vote on an image. Weekly Challenges - These will be coming back in a big way. Firstly, these will be advertised site wide. Hopefully we will have this ready by next week, but this will mean that there is more exposure to these challenges, which will make for some great images. Secondly, the theme for each week will be released a week in advance. Submitting images to the challenge is the most important part of the challenge, so we are giving those who pay the most attention to the challenges the ability to collect their things before the next week. Thirdly, challenges will also take use of the gallery. This will be for voting and commenting on images. We will be taking the highest rated image in the weekly album as the winner. This means you can vote for as many images as you want, and also weight your votes depending on what images you like the most. We think this will be great, as the albums really help you look over each image as they should be displayed, and it will also mean that most images would then recieve votes, which boosts the confidence of those first time challengers, you can also apgive rep and comment on individual images. Fourthly, we've got some really great ideas for tepees challenges, and Cities: Skylines will feature as a big part of these challenges going forward. Obviously, there will be SC4 challenges, but we are excited for how the modding aspect of C:S will allow us to do fun things. But we need your help to get C:S players into these forums, so spread the word when we have a C:S week! We are really excited for these Weekly Challenges, and we hope these additions and changes will create an exciting place to show off your content! Other Challenges - From time to time we will have other, special challenges. These might include monthly challenges, other special challenges, guest hosted rounds, custom content challenges, gallery album challenges, city showcases etc. We want to keep these special, random and different, but we'd also like to hear what kind of challenges you'd like to see that deviate from the 'traditional' challenges. Rewards - Now, you may have noticed that the awards haven't travelled over form ST7 to 8. That's a big problem, and we are working on getting an alternative worked out, one of the reasons why the trixies are taking their time. However, we are also going to jump on the chance to make reputation more relevant. This will be part of a bigger change, but what's relevant here is that we are going to start handing out reputation for each challenge and Best Picture Competition win. We are yet to make up our mind on how much we will be giving out, but it will be significant. We will also be handing out a smaller amount for runners up. So, in light of a lack of an awards system, we are hoping that handing out a good chunk of reputation will be worth the effort. This will be alongside featuring the image in the HOF and on the front page as usual. Forum Changes - There will also be a clean up of this forum, with all completed challenges moving into a sub forum, and only current challenges and voting threads appearing in this. This should make it easier to get to the challenges, while also maintaining the viewability of old challenges We can't wait to start Season Two, but would also like to hear what changes you think we should be making, or if you don't think we are making the right changes, or even enough changes. Feel free to speak your mind, let's make this the best competition forum on the Internet! Rule changes will take effect next week, alongside the first challenge, which will be: City life - show us how your city expresses what makes it unique (a very open and easy challenge for you to get back into the swing of things, open to any city building game)
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5 points
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5 pointsT-interchange craze, whoooo! I think this is probably close to the tightest you can go. The tile stability is pretty awesome! I'm also enjoying the smoother curves on the single tile networks. I can finally use the L1 and L2 diagonals now without going crazy. Also please ignore the "I have no idea what I'm doing" railroad.
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5 pointsGuys, New York Life Insurance Company Annex is on STEX! Enjoy! Thanks for all your feedback
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5 points
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5 pointsOh lord! Those egg plane kits make the meanest and sleekest fighters look like cartoons! It's a little hard to tell, but those are spotlights on the tail!
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5 pointsI have three different kinds of workstations but that's all. I don't see the point in sweating over interior that is barely visible when I could spend that time working on next BAT. For now I only plan to completely model interior of Penn Station glass concourse, I doubt I will model a glass-facade building anytime soon after this one. This is the finished night view; I know it's not perfect but it's good, theoretically I could add some lights on roof but at this point work with this model became so tedious and rather unpleasant due to lags in max that I just want to export it and be done with this building. And on top of that the month is coming to an end and it would be nice to release something for International Month. I might have to turn off the lights on the top floor (or delete the furniture on it), for some reason after adding furniture there some light glitches started to appear on renders :/
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4 pointsI am 50 years old and also playing in Cities Sylines I would like to share with you what is happening in my city. The origins of the city so the emphasis on agriculture I hope you will enjoy my city
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4 pointsI created this in thirty minutes with the new NAM, I must say I'm really liking this! This a test region however I'm going to build this in my actual region now I know it's possible to build this.
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4 points
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4 points
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4 pointsI'm pleased to report that SimCity 4 works fine on Windows 10 Pro with the following specs: Lenovo y410pIntel i7-4700MQGeForce GT 750m5Gb RAM (long story)with the following software settings: nVidia 353.62 driverSimCity 4 Deluxe edition (from the old CD), patched to 1.1.640.0 with ~1GB of modsSimCiy 4 launcher with -CustomResolution:enabled -r1366x768x32 -f -d:DirectX -CustomCursors:enabled -Cursors:fullcolor -Intro:off -gp -CPUPriority:high -CPUCount:1 -ExceptionHandling:offno compatibility modemost of the tags might not be required, but your mileage may vary. I've tested the following and they work fine: region view, opening existing city, data views, playing the city. PS: it's so smooth running on hardware!
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4 pointsSo I've exported about 2/3s of the trucks so far - only have the 53ft combos left, which there are a lot of (like a hundred due to angles). Shouldn't be too much longer. It's worth noting that due to the relatively high number of props in this set and the fact that they are exported in HD, it'll probably be about a 12-15 MB download (similar in size to neko's prop packs, which are also in HD). I suppose that's fine since my goal with my BATing is generally to cater towards realism and variety, not necessarily small files. --- I've worked a little bit on the warehouse. I've done some preliminary texture work to the front area. Due to the relatively small footprint of the building itself (fits in a 1x4 space if I'm not mistaken), I'm probably going model a decent interior... at least around the windows so the night scene is at least slightly interesting. Keep in mind that I m not very far at all with this building and that everything shown is quite subject to change. The renders show a bush in the bed out front which I was not happy with at all. It has already been split up into several smaller bushes with a better texture and better noise effects. I'm just lazy and didn't feel like exporting it again. These test exports are in HD. How do you guys feel about this building being HD? In theory I could always make a SD and HD version and put both up for separate download if that's better. I just liked the idea since it would make for some nice closeups. Remember that the bush looks different now. I know it's ugly in this picture - I FIXED IT I PROMISE. I played around with some nightlighting for the front windows to see how it would look in HD. I'm probably going to hold off on doing more with the night stuff until I'm done with the model... I just wanted to play with it. Currently the only interior stuff is a dirty floormat, a table, and those cheap vertical commercial/industrial office shades. Roof junk will be added at the end as well. Also, a question for those who actually know stuff about BATing (read: I have no idea what I'm doing the whole time I'm modeling ), does gmax support underground stuff? I know 3DS does, and I know I need to switch to that soon, but is it possible to do that in gmax? While this is by no means a replica, I kind of liked how the back of the building had a slightly sunken loading bay door, but I wasn't sure if that was supported. If it is I could always go back and change the back panel of the building. I guess if it's possible, a short explanation or a link as to how to do it would be great. The buildings will get more interesting than this one, I promise. I just need some simple, ugly, boxy building to sort of train myself in the way of making BAT buildings. --- Since I'll usually be tackling requests in order, the first one I'll do is one from Belfastsocrates: a Mercedes Vito and Sprinter van. Which variation of them is TBD, but I'll likely make a small set out of them with maybe 5 or 6 liveries for each. After that I'll probably look into the EU trucks. That set will probably be a hair smaller than the set I'm working on now to save my sanity, but it will still have some decent variety in trailers/trucks. I'll probably look into double trailers for both the US and EU sets later on as a sort of addon. /end wall of text
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4 pointsNo one was willing to continue it for me so I took it into my own matters I don't know how nightlighting in BAT4MAX works though, although there is a tutorial. I haven't downloaded any night textures yet, but I may finish this up if there's enough demand for this type of house.
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4 pointsHi Plastic Manc, I totally love to build on slopes, so I had to post here. First of all, we should know which version of Sim City 4 you are playing. Do you play on a vanilla version or did you download mods, buildings etc. ? Because it changes everything for this issue. Personnaly, I build on 7,5m terraces flattened with the road or train tool. It's way better to build on plane areas because the plopable or growable buildings you will use will change the slope beside them. Also, to avoid this even with a plane area, zone with the Ctrl key. I will recommand too to not build on too steep hills. It will look great in the beginning but you will maybe have problems to finish at the end. For the roads, you need a slope mod to make them more "realistic". I also advice you to not build a road grid (like american cities) on your hill. As Joe 90 and GMT said, follow the hill, it will look really better. Also, don't use too much connections between each levels. Just build a few in the middle or at the extremities and don't hesitate to use stairs (that you can download on simtropolis) to join each terraces. They are pedestrian traffic enabled and they will avoid you to ruin the hill with a road. To fill the gaps between buildins, you can use parks, threes, retaining walls, etc. I personnaly like to build 1x1 buildings on the slope to fill them. For doing this, it is better to start at the bottom, because somme buildings will take down the slope with them. And if it take down the buildings above, you will have to work again on this terrace. You can see an example here with 4 different 7,5m terraces: I also wanted to post a picture from art128's CJ because you said you wanted to make a Japan recreation, but the pictures seems to be missing. It's just to let you know that it also exists 1x1 japanese buildgings that can be built on slopes. I hope it helps you. Feel free to ask questions
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4 pointsHi everyone, I really enjoy CS Skyline for its game mechanics. People, cars, trees, seaguls : great atmosphere ! ... Great potential ! But SC4 is still my favorite. Why ? Because of the BUILDINGS. I 'm crazy about american cities and buildings, and particularly old-style midrise american buildings. The actual game is quite poor... so we have to do the job ! If any of you are interested, please, anounce it. SC4 had the NYBT, and others... Will CS have the AMBT ? I did for buildings but there are not available on Steam, need to make the LODs before. All of these are brick buildings, small buildings (I'm a beginner) constructed beetween 1880 and 1940. I enjoy Chicago-style buildings like the Reliance Building, Rookery Building, Guaranty Building, Auditorium... so, more or less all the buildings which are today historial heritage. One of my buildings. Yes I need better quality textures The objective ! Just have to keep it in mind Thank you. And sorry for my english
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4 pointsLast weeks I worked on an city I imported into a bigger map. Adjusted the Highway and made all highways to RHW. Also added trams. Still so much space left. This city is mainly for Residents for the bordering Industry and Banking cities. Sadly I made the big mistake last weekend to put a beach on the shore and destroying it. Now the PP is real. I might rebuild it later again, but for now I'll do the save/load to have all the Props.
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4 pointsJust a small neighbourhood park in a 'posh' part of Passau's Illford district.
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4 pointsI've just installed SC4 (GOG Digital Version) on my friends Win10 Laptop, it's the current Release to OEM version which should closely resemble the final release version for next week. Test hardware was a Lenovo Thinkpad T520. Spec Intel i5-2450M, 8GB, NVidia NVS 4200M GPU. Using the following command line shortcut: -intro:off -CPUCount:1 -f -r1920x1080x32 -CPUPriority:high The game not only run sucessfully, but also happily works with DirectX Hardware Rendering (in this case, no extra config required). Tested with both NAM 32 and Sudden Valley terrain mod installed, I did not run into any problems. Therefore I'd say with some confidence that at least for now, Windows 10 does not seem to be a problem for running SC4. Note: I did not have a chance to check stability since this is not my machine, I don't expect to either.
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3 points!! Update 05 Aug !! - READ HERE FIRST It seems that CD versions of SC4 will not run under Windows 10 - The necessary OS support files for validating SafeDisc2 copy protection simply isn't part of Windows 10. This issue is not unique to SC4 either, SafeDisc and associated technologies were widely used by game discs for such validation. For now, unless MS decide to retroactively support it, your only option appears to be a digital version of the game which will not have such copy protection. If you put your CD-Key into Origin they will provide you with a free digital copy of the game, so it needn’t cost you any money to resolve. This thread is aimed at users who cannot run SC4 using Windows 10, if your games starts but has other issues, this is not the place to go into that. The only way to try and understand why certain users can not get the game to work, and hopefully, find a solution, is to start gathering some data. -Note- I've removed the superfluous information from this thread, to avoid confusion. But in-short the summary above explains the issue here.
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3 points
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3 pointsFirst off, I'd like to apologize for not really keeping this thread current. That kinda is the point - to show off my progress on lots and I haven't really been doing that too well. Anyways... I've made progress on the Sears Grand Mega-Lot. I feel like the majority of the props are in place. I need to (obviously) finish the retaining pond pieces, finish up some custom SHK textures to place in some unique corners, and make some more improvements over by the Shell Station. Also, I need to finish with the parking lot lights and light cones. That may sound like a lot (and it kinda is), but it shouldn't take that long. The textures are done and only need to be put through SC4 Tool, and I know what I want to do for the final props, so everything should go smoothly. Sears will be in two segments: The Top: And the Bottom:
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3 points@9gruntsand1hammer: you welcome and thank you @Toothless Stitch: nice to know you like it, Toothless. I started to do your suggestion and soon I'll show something here @Hellken: hahaha don't know if it's good or bad, it should be looking like the real one In the beggining of this year I started to do this building but just now I decided to start a project inside my thread. I think I'm going to name it The Don't Hate Maxis Buildings Anymore Project. Basically I'll try to do Maxis Building again, but with better quality, since a lot of people hate them D: Can someone guess which one is this? Suggestions to other Maxis Buildings are welcome.
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3 pointsWell map size is a quandary to me, I've no idea how accurate this information is, but I think scale also comes into the equation here. Here's an example of one of my more urbanised fully-developed regions using the Maxis original San Francisco Map: Now I know for sure I can't replicate anything approaching this scale in CS, the mod for 25 tiles is a nice start, but the further so called 81-tile mod doesn't actually extend the boundaries that much further, not to mention that it takes down a high-end i7 system in the process. I can't even really show you how my fully-rendered Cardwell region map looks in one screenshot, it's so big compared to this that I'd have to scale it out of proportions just to show it. In fact even the Maxis maps for London and Berlin are huge compared to the puny San Francisco one shown here. As for why some users have problems with SC4, I've love to delve deeper into solving that one personally, for the sake of the wider community it would be of benefit to all to try and get to the bottom of it. I find as one of the few willing to offer my time/assistance that the forums are a really bad environment for providing such support, too many cooks and all that. I do think some relevance must be made of your statement; What I don't like to hear is when people generalise their experience and condense it into something along the lines of; This suggests there is an inherent compatibility problem somewhere, but the mere fact that Windows does run SC4 means any individual problems must rest somewhere with the specific users system configuration. As a long-time PC gamer and enthusiast including much direct support of such systems I'd be confident such issues could be resolved with the will/knowledge to do so. However, I find many users simply give up if it's not a simple quick-fix to resolve the problems. When I worked for AOL technical support I found many people felt the same way, if the program wasn't running in 10m then AOL was faulty. I recall one specific call where after an hour of being verbally abused for trying to help someone the problem became apparent, another application was conflicting with AOL on this PC. Upon explaining what this meant I got the response "Thanks, you've been about as much help as an ashtray on a motorcycle... <click>". Yes, I suspect Skylines is easier to run on a modern PC, that's just the nature of the beast, not least because if it wasn't, who would you sell the game to? Many of us in the SC4 community would love (and pay for) an update to resolve some of the headaches of running a 13 year old game on today's hardware, but I don't think EA care or see it as commercially viable. It's sad to think such an organisation wouldn't do the best thing possible and release the source code to the community in the future, it's just not their way. By comparison, look at how stable Open Transport Tycoon Deluxe is today, it's still got a vibrant community working upon it all these years later in ways the SC4 community can only dream of. Ultimately though, I'm biased a little, I love and want to champion SC4 because I believe right now it's the best we have, others will rightly come to a different conclusion on which game is best. Whilst everyone is entitled to put their gaming time/money into whatever they want, I still believe SC4 has a future, being a part of the NAM team and seeing what's coming I'm excited about this future too. Such a future doesn't have to exclude any of the other city builders, I just dislike the feeling that you get here sometimes that we all need to segregate into groups based on just one title and champion it to the detriment of all others. It's fine to prefer Skylines, but that doesn't mean there is anything wrong with SC4, it's really this kind of argument I find difficult to swallow.
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3 pointsI have combined the posts the best I could. In the future, please do not repeatedly post one after the other and use the Edit Post feature instead. Also, please use Spoilers (the eyeball button) to reduce the amount of visible clutter. Also remember there is a Report Post button - I can't always catch everything, so the best way to get my or another moderator's attention is to report the post.
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3 points
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3 points
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3 pointsHas it ever been mentioned that Photoshop and SC4 work very well together? I'm working on a PS overhaul of part of the beachfront in one of my cities. This image is cropped from a larger project that I'm working on for a super-secret thing. Shadows were turned off in the screenshots used for the mosaic due to the fact that was going to add several things that weren't there (I'll add shadows in manually). The front road that runs along the beach was originally a NRD-4 (1 tile 4 lane road), and there was not actually a slope next to it. I dragged copied the background and dragged the beach down to make it look like the city was higher than the beach. I still need to add the beach parking lot, some more retainer wall pieces, cars, street life, billboards, custom traffic lights, palm trees, etc... There are several other interesting things to be altered in the original picture that aren't shown here since I cropped it. I mostly just posted this because I was having fun with the roads and thought it was worth showing. Betcha can't Photoshop stuff like that in C:S since it's not isometric . I jest, I don't have anything against C:S, I think it's pretty cool. SC4 is just easier to heavily modify with photoediting software. Here's the same general area of the original mosaic: It was designed to be edited in PS from the start. That's why the original looks hideous.
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3 pointsThe local church and water tower, some of the first structures to be built in town
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3 pointsYeah, but who doesn't love random rail stubs as a feature of their commercial sectors? All jokes aside 2 EG is most definitely a ploppable railway station. Here's some of those growable parking lots I've been talking about. So far I've completed a few CS$$$ ones. All of them are stage 1 and give 3 jobs. A 3x4 and a 5x3 one. I really like the SG parking lights on the 3x4 but sadly they don't have any light cones by default. A larger 6x6 one. I'm really loving these palms lately. Also a test lot suprise to the right...
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3 pointsReplies: schmidtbochum: You may we ll be right with the sewage issue but I have a plan which will hopefully solve it. Thanks for the link to help out Linoa as well. NielsC007: Thanks glad you like how its developing! Carnivorous: Thanks and the service centres seem ok for the most part. Fire is a bit of a issue though as the fire trucks tend to get stuck behind industrial traffic but hey, that's the problem with living in the middle of a farming complex, Linoa06: Thanks and to be entirely honest, I just eye ball it for the most part. I do have a bit of experience though due to making my maps but it does take a bit of patience.Try schimidtbochums link though that looks like a pretty good method (if a little long winded) but its easier once you get the hang of it! mutton noir: Thanks glad it has a island feel. Lol lets hope we don't get hit by a Tsunami! Entry 4: More Growth Today were back in Sinato to take a look at more growth that has been happening in the area. Based initially around the growth of the industry in the area namely in the form of increased farming, we see a large influx of new citizens and in turn commercial enterprises coming to the island. This can be seen in the following images of the growing area showing it in various areas of the island. Campton Jinatara Sinato Along with this several beautification projects have been carried out in the main town in the form of this park and greenhoused gardens, behind which you can just about see the seat of the islands government. Several of the other beautification projects were more a necessity rather than for any greenspace reason due to the fact that the town was built on a hill and is therefore terraced to an extent. This can be seen better in the following photo's. However its not been all smooth sailing. With the large growth of the island to over 10 thousand we have had to increase the power production. This came in the form of these incinerators supplied by the locals dumps. Not exactly as clean as the wind farms that are also expanding around the island , but more efficient and gets rid of a large amount of the rubbish were producing. Another issue that necessitated some change was how busy the interchange for the bottom villages have got with the industrial traffic heading to the farms and such. However the biggest issue is the one you can see in the next image. Unfortunately the sewage outflow pipes have filled the bay that they were originally pumping into and are now getting dangerously close to the water intake pipes and were not sure if the filtration system in the inflow pipes will cope at all with the sewage water. However we do have a plan to combat this which we hope to reveal soon. For now though we'll have to just hope it doesn't get to bad before we can sort it out.
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3 pointsOne of only a few buildings where I like the DarkNite version particularly better. So, you're Brazilian, a building I once saw and never forgot, Centro Administrativo Do Estado, here you go:
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3 pointsOh, really? I'll bring them out so we can vote on them before next week, maybe these will be in albums so we can test that. Which ones were they? I'm sure I'll find them when I clean the forum out, but just in case I miss them while cleaning The ones that look like they haven't finished are these ones: -Weekly Challenges #16 (Best Military/Naval Base) -Weekly Challenges #17 (Best Interchange) -Monthly Challenge March 2015 (Choose Your Own Hamptonshire) These seem to be the only ones that weren't decided upon. Everything else looks solid. And I look forward to seeing the new albums! The Gallery is a fantastic addition to the new ST!
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3 pointsThe city of Boswell (125,067), right between Rourke and Alicante in western Maricopa, saw a booming growth in the late fifties through seventies, resulting in some significant buildings and the rise of a skyline. In recent years though, said growth has dwindled and idle lots sit next to the glorious high rises. However, with the construction of a supermall near the downtown area, Boswell has received another economic push, which has lead to many an idle lot being transformed into a landmark. http://puu.sh/jgMl9/22c89804ec.jpg http://puu.sh/jgN09/7e67c2aa5f.jpg edit: hmmm. Seems like just posting the links no longer automatically show the pictures. Anyone know of any other way to do that, now that the image button is gone?
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3 pointsAlrighty, while ST has been down for maintenance, I've been busy. I've done an HD version of the equivalent R$. I'll probably make several different variations of this design. You can also see with the day shot that I've pretty much toned the sky all the way down and made it much sharper. Without the diffusion of light in the atmosphere (since there is no atmosphere to speak of lol), shadows tend to be much darker, relying on reflection from the moon's surface. I also have an invisible ground plane material that (nearly) matches the moon's surface reflection values. I did quite a bit of research to get this to work properly, and so far it seems to work quite nicely. I don't have that "pitch black" shadow but rather a good reflection amount at ground level. I also changed the daytime "sky" background to a starfield since even in the sunlight, the stars are still visible I also have two concept for cargo trains. One is a simple maglev type and the other is a suspended maglev. The latter looks nice but will be incredibly difficult to implement. The standard maglev will be easier to implement but not quite as interesting (see last picture) R$ Daytime, Nighttime and detail shots: And of course the train concepts. Maglev on top, Suspended on bottom. Shows engine, open cargo and closed cargo types. I don't feel like spending the time to texture them and cut their poly counts until I know which one I'm going to move forward with. I need a little help learning how to even start with making the train models lol. This is also HD zoom.
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3 pointsEast Point Offices is now up and running on the STEX! I've been dilligently working on a few more. You may have spotted this earlier... here it is from another angle. I'm loving Tonk's parking garage and may have it as a dependency in the future, but I'm not sure I want to pile on too many . I've been taking a liking to the California-esque fan plam look towards the lots recently. Must be that hot Socal weather in action. Here's a simple re-lot of the Camden Heights Tower, with a parking garage. And here's my shot at another ancient BAT, 2 Eastland Grand Station. I think it turned out OK but the age is definitely showing in this one, even moreso that it doesn't contain nightlights sadly . Hopefully I can link up every building in the complex and it'll turn out a bit better. All of a sudden I want to make growable CS$ - CS$$ parking lots.
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3 pointsShoving building props into each other for a "new" building. What is this, pre-BAT SC4?
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3 pointsReplies: SUPERMESSI: Thanks for your comment. I usually work street by street, block by block. That's why it takes me longer and longer to finish these cities as they get more complicated and finicky. gviper: I always like to design a great industrial layout. jacob814: Right now I have a period of unlimited free time- for about six weeks. That will end this September when I start teacher training. city89: Which picture are you referring to? Sexysark:P: Thanks a lot! wallacet: That is a wheat processing plant. Those great yellow piles are piles of wheat or grain. TekindusT: My next city Annuq will have a proper industrial wasteland. MushyMushy: Again which picture are you referring to? philforhockey51: Thank you. takemethere: Thanks. I have one last city left in me for SC4 and that city is called Annuq, after that I'm going to focus on CS simply because it is vastly quicker to build cities and build British cities with ease. Also I am becoming more interested in writing thus my interest in city builders is dipping in general. [-----------------------------------------------] Update 89: An Update on Annuq (WIP) I have been spending more time writing and so I have spent less time on SC4. In this entry I will show the progress I have made in Annuq. I believe Annuq will be the last city I create in SC4, the reason for this is that it is taking longer and longer to complete these cities. Detail and layout is a real time-killer. I prefer CS because with the new mods it is so easy to create British towns and cities. Anyway, I think Annuq should be ready on the 1st of August or two weeks from now, one of those two. /// I have finally cordoned off nearly every area and I now know what is going to be built in the empty areas. A row of apartments next to the hospital. NY-styled industrial units next to a new industrial complex that I am close to completing. This track is specifically an access route for the electricity pylons. Maintenance workers conduct a check upon this electricity pylon. A small-town suburban scene. And if you wonder why one small, little suburb like this takes so long here is why. First I wanted a good layout, second I made historical a certain residential style and thirdly I added in the pond complete with MMP detailing. I think it took me about twenty minutes just to complete what you see here in this picture. I'm exploring the integration of Simgoober's canals with modded seaports/waterfronts of various styles. One part of the latest industrial complex I am working on. The inner city part of Annuq will look a lot like this. Plenty of midrise buildings dotted with office blocks and skyscrapers.
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3 pointsTough act to follow weixc but here's some pictures of downtown Cambrian. 60% growable to 40% ploppable.
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3 pointsSmall update here... I've been quite busy so I haven't had a chance to boot up gmax in a day or two. I decided to go ahead and post the work I did with USPS trucks since they are bit different from the other trucks in that they have black rims and because I figured it might be nice to give some examples of what combinations involving the MR688 look like. As a little sidenote, since the USPS is a federal government agency/service, none of their vehicles or trailers have license plates. While I never put plates on the tractor units in the first place, I actually did put them on the trailer models (hanging under the left taillight cluster, which is where they're frequently mounted it would seem). I removed the plates from the USPS trailers for some realism --- Also, by my calculations... since I'm making the Diagonal and FAR variants for every model and will likely have some decent variety among the tractors I choose when I get to the 53 foot combinations, this pack is likely going to add over 250 individual props to the LE. I guess my first release will be a prop pack
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