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Popular Content
Showing most liked content on 09/26/2016 in Posts
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5 points@Acc3ssViolation tried that today, seems to corrupt the .crp instead of fix anything though. Will do some more testing... in the mean time, !!!MORE TRAINS!!! Budd Silverliner II, in six-car and four-car consists.
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4 pointsKoch C is still not there, terrible busy month. I did release one building a few days ago though: Besides that, I stumbled on this poor thing (a watertower): It used to look much better: So I started some renovation Its about 56 meters tall Its actually pretty lowres, at least in terms of texturesize, as its done on a 512² texture, but its fine I guess, only really noticeable when you zoom in. I can´t wait to make the LOD.... not
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3 pointsIn the process of moving at the moment but I found time to start a new project. I'm batting and lotting a series of abandoned trains stops. Trying to convey a sense of decay and abandonment. Trains will still cross the lots, some are still barely functional and some are just completely left to the inclement of time. Here is a DTR one, placed in the sleazy part of the map....still functional. 1 2 3 4
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3 points
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3 pointsA road works it's way up a Mountain/Hillside Closer look
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3 points
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2 pointsCould you expand on what exactly you mean? As in are you looking for a similar style, or were you looking for a smaller ramp? Or so you mean the lots which show a rail cutting rather than a ramp? I did have some ideas for re-use though, such as a diagonal version and variants for GLR / HSR networks. I've also been looking (drooling) over McDyre's old London Underground project and thinking about making something similar.
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2 pointsOnly disaster that happens randomly is fire, with the exception of a failed launch from the missile silo business deal, which will blow up some buildings at a random location in your city and start a fire. You can watch this happen if you are savvy enough to pay attention to the launches; the missile does trace an arc IIRC, so the landing location can be tracked. Those are the only ones that trigger at random that I'm aware of inside the vanilla game. Everything else has to be triggered manually.
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2 pointsUpdate Added additional Pennsylvania Railroad variation Added detail to the Dutch A & B props Also fixed the alignment of the Single Track props of the Dutch and German styles.
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2 pointsA Natural Gas Power Plant in north central Hixon County.
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2 pointsDidn't expect the texture to basically become pixelart. Figured it would make more sense to use 2048x512 because of the length of the train, vanilla train is 1024x1024 which is the same amount of pixels. Will need to do some creative slicing and add other-side parts for the numbers and such so they don't look flipped on the other side. The shape and placement of things is pretty random, there are 2 different versions of the main train car, and then more subvariations between those, and I don't have blueprints or anything so it's kinda estimated.
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2 pointsAnother update!! yes, when I get into a project I really get into it, I mean REALLY. So I started texturing the tower and it starting to look amayzeeeng. I almost finished texturing the roof and I still trying out some different styles If you have like a nice picture of a copper roof please leave it here I need more reference material to choose from, I really only know the old Gothic and art deco skyscrapers in NY have those. I also still have to make a lod, SO HAPPY TO DO THAT.... NOT Well I guess thats it for today ill update this again if I do something interesting
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2 points
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2 pointsThis is made fundamentally plopping parks and trees. This one is a great and very complete park pack, which is also compatible with most texture changing mods: That is made by simply zoning low densities, so they only upgrade into that category. Growth stages are mainly determined by the population size of your region, and the wealth preference of the ground you are zoning. If you want them to keep on low growth stages (mainly to make low wealth suburbs), you'll need to deprive the area of certain public services. Try experimenting with some disprovision and industrial pollution to archieve the desired mix. The population age is also strongly linked to wealth: richer sims live longer and stay for longer on the same place, while poorer sims have shorter lifes, more children that low the median age of their homes and are changing houses fastly. So for more wealthy neighbourhoods you'll need to replace some school related educational services with museums, art galleries, universities and libraries, that avoid sims to forget what they have learnt in school.
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2 pointsGRAPHITE VALLEY RESOURCES This originally started off as an attempt to build something similar to this This is Flint Hills Reasources plant in I think Seward, NE. As I went to build it in LE, I realized there weren't any good props to represent those large cylindrical tanks on the left, so instead I went for a refinery look using citynuts props. This is the result.
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2 pointsthe overview of New Springfield. I ve been focusing on the bigger picture, but after finishing the suburbs. Im going back and trying to get the detailing right.
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2 pointsThe trick, I think, is to never scrap a city unless you really, really don't like it, not because you think you can do a different change. If that's really the case, make a new city, and try it out in that. Then, if it works, open up your old city and try to modify it. The game tutorials are not terrible, as they at least give you a handle on the game. But they don't really go too far into it. Remember that you always need at least an Elementary, High School, and a Library to raise and maintain your EQ to 120+. A community college is a really cheap way to give a boost, and museums/university are nice, but TBH you only need the primary school bits (+library for adult Sims) to give yourself a head start on Education. Not scrapping cities forces you to be able to troubleshoot and fix your city's problems. Starting over unfortunately doesn't replicate these problems, and unfortunately because the simulation is surprisingly complex (even if its roots are simple), and not every city is the same, you will undoubtedly run into at least trouble in one of your cities in the future where scrapping will be a very painful option; it is easier to solve these problems if you learn the technique (whatever works for you) now, while you have baby cities and [relatively] small amounts of time invested. Scrapping a city will be less of an option once you have 30+ hours into one city, which believe me happens way more often than I'd like to think, given the number of cities that I have and how undeveloped a lot of them are. I'm sure I have a few cities with well over 150 hours into them.
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2 pointsThese are neat! I especially like how the stone texture fits the art museum in both color and the way the staircases "fan outwards". Subtle but a really nice touch. Keep it up!
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2 pointsIt's possible, but I want to understand the Wire Shader first before I begin with that. I also have finish some older projects first
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2 pointsWORK IN PROGRESS -- THE JADE BIGHT -- WILHELMSHAVEN: (Click to make bigger.) Here we have the last of the Imperial Dockyards. (Until I build bases for the other ships in the fleet. lol-lol) This is the Repair and Refit Basin -- (minus the lock gates since I couldn't figure out how to make them). This basin can modernize, repair, or even build a battleship from the keel up. You have all the machine shops, foundries, and rolling mills necessary for furnishing the armor plate and fabricating the parts -- even an engine shop. There is a dedicated rail line along the quay with another one that services the ammunition bunkers and other quays along the harbor. At the foot of the basin area you have a recently constructed fitting-out pier for the new super-dreadnoughts -- since they are too large to use the other facilities. I provided one overview and several detail shots.
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2 pointsSome progress on detailing the container terminals, Burchardkai terminal is almost finished.
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2 pointsStarting to get the hang of this river making stuff *Finished results here*
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2 pointsRadio Hill in Bison. There is an SFBT tram-in-road stop at the top of the hill, and SFBT slope reinforcement downhill from the radio tower. The tram uses an on-slope piece to transition to elevated train at center top. The tram stops are not slope friendly, this 2-tile stop required some terraforming with road squares to flatten its footprint and neighboring road tiles. The site has proved somewhat popular for commercial development but has required bulldozing lots and lots of non slope friendly growables. The empty space in center foreground is too steep to build on, but is mowed by the nearby office buildings. Alleys like Peg's, Paeng fillers and Back Streets are slope friendly.
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2 points
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2 pointsI've added a few "suburbs" and the part of town where the grand central station will be located! (Its still a work in progress) The central station in the bakground. I added a big square which will serve my buses/taxis. Closer look on the bus stands The station is somewhat elevated compared to the surrounded terrain: Some shots of the suburbs: Thats all for now, until next time!
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2 pointsAt first I thought this to be repetitive but I can understand wanting to show an area that is specifically made up of mmps(mostly I assume) that would not really fall into the nature or details threads. You never know sometimes these new ones last and sometimes they don't. I'll share to keep it going a bit longer. How about a whole lake, shoreline and surrounding nature In the image above trees within the crater are mmp, on the ridge and beyond the road is the god mode tree controller and a closer look at the lake shore, all you see is mmp, really the boat tower and shed are mmps too. I know this could be in the nature thread but it is a lot of mmp, I also have to take some pictures of some areas in my region specifically for this thread I think I know some spots
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2 pointsYeah all the crashes and the fact that every time i loaded the city buildings/props were disappearing. But anyway, heres my new city! I started with a big industrial zone (along with a railyard and harbor). On the far end there's also a marina with some residential/commercial buidlings. Aerial view: The small town with the marina: Part of the railyard and harbor: Stay tuned!
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1 pointJust a hunch, but that's probably content originally included in the PC version. If you have NAM, even with the Maxis Highway Addons, it blows anything Maxis created (options-wise) out of the water. Google search "SC4 NDEX Essentials" - first hit! All of them are optional. SC4BAT is a tool used to create models for SC4. The 1.1.640.0 patch (if that's what you mean by update) is necessary to see night lights on custom buildings. If you have a digital version of SC4, it's already patched. The Maxis DLC is still available. The only difference between MAC content and PC content for SC4 is the installer package. Windows installers don't run on Macs, likely this is just duplicates of the PC files, but in a more friendly Mac Package. To my knowledge, the entire official Maxis DLC is on Screwpile Developments site, if you've everything from there, then you should be fine.
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1 pointYou probably missed some dependencies. Brown Boxes = Missing dependencies, there is simply no other reason for them. Bear in mind with RTMT, it's a little more complicated. In the props folder are many props, but in most cases you should only keep one of each type. So for example, if there are 10 items listed with "BusStop", you should remove the nine you are not using. Which dependencies you need will depend on which of the props for the Bus Shelter, Bus Stop Sign, PhoneBox and other such items you keep. In any case, you should refer to the documentation that came with RTMT for further info. Menu space is a continual issue, though both MMLs and DAMN are solutions to the problem, incidentally both supported by RTMT. But anyone with a large amount of addons is always going to have long lists of stuff. Modular content is a staple of SC4, since modular lots are vastly more flexible. RTMT isn't modular though, it simply happens to have many pieces. It's impossible to have a bus stop that works where you select it using one menu item, but it could then be placed onto any road, ave, street, etc. Thus to support as many of the NAM networks as possible, it's necessary to have many lots.
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1 pointAt first I was a tad skeptical about your project, I mean most people that approach me with a project or idea don't follow trough. Anyhow this looks like its setting out to be a really nice project. Keep up the good work! Oh I almost forgot are those arches exactly the same size as in my props?
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1 point
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1 point@CT14 IIRC using "draggable" TIA, you can bring el-rail up to the edge of a TIA, and then continue from the other side, and it will extend itself over automatically. EDIT: It appears this capability is currently only for RHW (Everything from L1 & L2 seems to be supported) and Road Viaducts. There is the puzzle piece as vinlabsc3k mentioned, under TIA PP about midway through the TAB-ring, which will let you have an El-Rail run over your TIA. Guess El-RailxEl-Rail/Avenue is too much to resolve in RUL. Best hope is a FLEX implementation.
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1 point
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1 point
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1 pointManuel-ito- your MMP work is really imaginative, well done! The wind-powered barns are an inspired touch. Here is a mosaic of Helga's Pass. And a mosaic of Stalag's Range.
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1 point@droidhacker:Welcome. I remember when I first started designing these new tracks I kept thinking 'It doesn't take much effort to make this look better than vanilla (IMHO). Why didn't the devs do more?' There was much more I could do in the way of details but it would all be to the hurt of those who don't welcome the extra tris count. That said (to reiterate): The goal of this mod is simply to overhaul that minimal and...frankly...not very fun network we call Metro. It is technically not adding a 'new' thing per se but really taking the skeleton of something that exists and making it better. Therefore, it cannot connect to rail networks since such a connection, to my knowledge, doesn't exist for vanilla subway. The moment it does, this should also (with little effort). Most major cities I studied have separate concepts for 'rail', 'subway/metro' and 'tram'. I like the concept of using each where they work best. Subways in this game operate at 2/3 the speed of rail but IRL, they regularly go above and below ground to blend in with the infrastructure of a bustling city. Rails are typically more regional and trams...are like busses but are cooler. I also like the idea of transfer stations which act as a hub for travelers of diverse transportation needs. Nothing about programming this stuff is easy, period (at least not for me)... While I agree that this will prob make the vanilla rail look kinda bland (if I may say so myself), I feel that there are enough things missing from this game that just about everything I make will need to 'do' something or at least give the impression it is brand new. My next project may be high speed rail or maybe maglev...maybe...uhh...uhh high speed maglev. Or maybe, because main street is cracked and broken, and the mob here at ST has spoken...about monorail...we could do that too. (If you don't watch the Simpsons then...nvm *monorail...monorail...monorail*) By the way I would like to call a new vote for future stuff but I am not sure how...Ideas? In other news, I am still working on raising/lowering station functionality. So far, the popup with sliders wins (had to learn ColossalUI which is a CollosalPIA)...But I was able to make a popup that controls height of stations down to 36m (deeper than that and it starts lookin kinda fuzzy) and track lengths up to 150m (more than that and the station tracks stop supporting stops. Current stations are 88m so 150 looks nice). I may adjust the sliders based on what makes practical sense. Should put out a new build tonight or tomorrow. ALSO: Guys!...Gals? People!!! I guess I never really thought about this much but I really don't want just vanilla subway stations. I was wondering if people could make general-ish styled stations for ground and elevated (even subway). If my station tracks are currently too broken to explore this, please let me know. I could make them all myself but that would take forever. I will put a bug out in the ear of those on Reddit as well. @BloodyPenguin and I could select a station (or 2) from each elevation to put out for release (not necessarily the initial release but @wasmic said he would not sub until they are in and I need him to ). Thanks again for your testing and support.
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1 pointTe respondo en español porque veo que eres chileno (saludos!) y supongo que me entenderás mejor. Con respecto a los 'nite lites', no sé si habrás visto el omnibus y tampoco sé cuál es tu problema exactamente, pero te recomiendo que le eches un vistazo al tutorial que se llama BAT Essentials. Ahí te explican todo lo básico incluyendo como aplicar las luces (link) a tu BAT. Una sugerencia: tu edificio se vería mejor si modelas los ductos, aires acondicionados, etc, en los techos. De esa manera, tendría un efecto 3d. Y un último consejo: sería bueno que vayas viendo el trabajo de otros batters. Yo también soy novato y, simplemente leyendo aquí en los foros, he aprendido harto! I reply to you in spanish because I've noticed that you are chilean (greetings!) and I suppose that you will understand me better. Regarding the nite lites, I'm not sure if you've already checked the omnibus and I don't know what exactly is your problem, but I suggest that you go and check the BAT Essentials tutorial. It explains all the basics including how to apply lights to your BAT. Suggestion: your building would look better if you actually model the air ducts, the AC, etc, on the roof. That way it would have a 3d effect. One last advice: it would good that you check the work done by other batters. I'm also a beginner and, simply by reading here in the forums, I've learned quite a bit,!
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1 pointSo here is Stage 4 completed. Now other textures awaits.
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1 pointAlso, before you start messing around with the Reader and/or Plugin files, it is highly recommeded that you make a back up copy of your plugin folder. That way, if you totally mess something up, you have a way back to 'functionality'.
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1 point
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1 pointStunning Victoria Falls. See the rest of my "Scenes From Africa" update in my CJ True Earth here.
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1 point
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1 pointafter founding out you can drag smooth curves, I tried a very simple trumpet interchange... And in another city a interchange for the main center with a city tunnel that travels across the whole map
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1 pointI believe this town would have a population around 1.5k in real life '-'
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1 pointI love the image I created for a Christmas update. Took a while to add the individual lights on the building but it looks good and I was pleased with it.
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1 point
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1 pointJust in case it will be helpful to someone else in the future... The problem is now "solved" and was definitely plugin-related. Using a virtually empty Plugins folder with NAM and DBE, I was able to repair the bridge, save and exit the game. Then I reinstalled my normal full Plugins folder, re-entered the same city tile and all remained well. So, I don't know which plugin(s) caused the problem, but at least the above is a workable and fairly painless solution.
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