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  1. 6 points
    Just getting this Abandoned railroad track ready for the city showcase challenge
  2. 5 points
    Thanks. That fixed it. This is the night version. I have some trouble with the two big windows. I don't really know how I should approach the nightlighting of those windows. Does anyone have an idea or is it fine as it is?
  3. 5 points
  4. 4 points
    Welcome to Ashford! And today, we're talking a tour on two of the major links that connect Ashford : the Blue and Orange rapid transit lines. Ashford is a big city, which requires some form of heavy rail to avoid traffic problems. Let's take a tour of the Blue Line first. The Blue Line is a 15 km long line that links the northernmost parts of the town, the CBD, and the nearer east side. 30% of all journeys made on the entire transit network are made on the Blue Line. Trains run on a 10 minute headway at peak times, though half the trains northbound stop at Empire Park while only the other half terminates further at Coleridge Heights. Most of the Blue Line used to be part of a mainline which served several towns, now suburbs, in the Coleridge valley. We started at Coleridge Heights, so let's follow the rails! The line is still operated by old, twice-refurbished MP54 units, usually coupled in 4-car consists. Their replacement has been long overdue, but a referendum on a transit tax sales increase that would have gone to fund replacement of Blue and Orange rolling stock has been defeated twice in the past twenty years. Oh, and here's the entry to the Coleridge Railyard. For at least half a mile from Coleridge Heights station, the mainline from New Wellingborough parallels the metro line. Here's where they split, though they will merge again shortly before Central Station. You'll soon notice the lack of signals on the metro - that's because the two lines use moving block technology and run on automatic train operation, with a single train operator responsible for the safety of the carriage for the length of its journey. The most obvious advantage is optimized headways and wiggle room for expansion or heavier usage - but on several occasions the system has failed, forcing all trains to stop with no signals to run on and stranding passengers across the city. The system is also criticized for being expensive to maintain and unneeded since the shortest headway on the network are about 4-5 minutes on shared Blue/Orange Line tracks. Another view of the line split, as the mainline goes through a windfarm, because...why not? The city's power grid isn't gonna run itself and nobody cares what the reckless, billionaire President of Cathnoquey thinks of wind farms next to his golf courses. The mainline then crosses a bridge over the Coleridge Valley, which is easily one of the highest rail bridges in Cathnoquey. But before that, we arrive at King's Hill station, formerly King's Hill Road. Note how the road itself is sandwiched between the subway and mainline tracks. King's Hill does not see many customers, though there are only one train every 20 minutes calling here. The Blue Line then traces its way across hilly terrain to reach Empire Park. Empire Park station used to be small, too. However, it was greatly expanded on in 5E118, as the transit authority sought to adopt a hub-and-spoke model with the Blue Line as its cornerstone. Several bus lines terminate at Empire Park Bus Terminal (in the background), and half of all Blue Line trains terminate here, too. In 5E128, a new rail link, the underground, elevated Airport Shuttle now calls here too. The underground concourse linking all platforms now serves as a platform itself for the small automated shuttle. Empire Park is the largest used station outside of the CBD. The tracks then weave across Concord, one of the old late 4th Era plantations now merged into the city's spawling fabric. North Concord Station and its Park and Ride parking lot. Two minutes later, and we roll into Concord Institute Station. Those trains sure are rusty. A #10 red bus typical of Ashford rolls by Concord Institute station. The Institute itself is just a block away, and is a highly-ranked engineering university campus. Trains then go down the hill in a series of sharp curves across Sheldonville... ...then under the freeway bridge, where they rejoin with the mainline, at the entrance of the main industrial park. Central Station railyard. The metro tracks are on the left of the picture, you can see the Orange Line tracks merging into the Blue Line ones. Middle tracks are for mainline traffic. Here's a Blue Line train bound for Central Station. Finally, we arrive at Central Station, an important interchange point for most city buses as well as between the Blue and Orange lines. After a two-minute layover, we start again, and this time go underground. In the late 4th Era, not long after the end of the Civil War, Central Station did not exist, and there were three tunnel portals to what was then the main central station, State Street. And here it is! State Street station, nested in its trench. There were more tracks back then, now buried below where the tram tracks run. A brick building used to connect this sunken station, perpendicular to all six platforms, but it has since then been demolished and changed into that road you can see above the remainder of the station. The empty space that used to be the closed four platforms has been covered up below the plaza and converted into a parking lot. The Green Line tram still calls here, though, and State Street is still an important transport hub today. However, from street level, nobody would suspect one of the finest examples of Gothic architecture used to stand above the steam trains in the trenches below. We continue to University station, once known as University / State Capitol. This is the final station where Orange and Blue Lines share the same tracks, as the Orange splits northwards and the Blue continues eastwards. Here's where both lines split, as the tracks now run along the waterfront. At Morningside Station, a housing promoter got the idea of building his Railside Pyramid housing development on either side of the rail tracks. Skybridges were originally planned, but the city council deemed them overkill. This piece of track is new, and was built across the district as gentrification took hold and condos replaced run-down projects; there used to be an avenue instead of the trackage, which for years was known for the Morningside Market. There isn't much of a community to bring together here these days, but at the same time, someone had to do something about all the rat-infested buildings... The Blue Line tracks then continues into high-density development, all built on the site of Morningside Market Avenue... And finally the Blue Line turns northwards to serve some of the East Side. Loxborough / Grove Park, end of the line! There is an expansion project to the town of Balmung which would involve the Blue Line digging into these hills northbound, but once again, lack of funding has forced the Authority to shelf the whole project. We've seen the Blue Line; let's now take a gander at the Orange Line. The Orange Line is the city's main link linking the southern suburbs, but it actually starts north of the CBD. About 20% of all journeys made on the network are made using the Orange Line, which is a 10 km long line which runs mostly elevated. This is because unlike the older Blue Line, the Orange Line was built as a metro from the onset. Likewise, the Orange Line runs on a 10 minute headway though all services start and terminate at the termini (except for a few late-night and early-morning trains, which begin at Empire Park after coming out or heading into Coleridge Railyard). Let's start at Lafayette Boulevard station, on the newer Uptown Expansion line. Lafayette Boulevard, at the heart of Uptown (even though Downtown separates Midtown from Uptown, a quirk of the city's growth and the names not quite following through). Uptown is nested in the Ashford hillsides, and is easily one of the most diverse communities in the city : the original Dunmer settlers still live here, along with several other Elvish races that, back in old Tamriel, would be at each others' throats. The result is Hamilton "International" Avenue, seen here at the corner of Lafayette. This expansion relieved the CBD as several bus lines could be pushed back to end at Lafayette instead. Waiting for the train at Lafayette Boulevard. The station is two-tracked, but in normal service only Platform 1 (signed with an orange "Downtown & Newbury") is in service. Platform 2 (signed with a blue "Downtown & Empire Park") is used either for storage, in case of a breakdown on the other platform, or as a Blue Line platform for those trains heading back to the depot using the Blue Line tracks (or in case of shutdown on the Blue Line's eastern half). It is more economical to have them be in revenue service as much as possible, after all, and so they continue as Blue Line trains from University to Empire Park. Using elevated tracks the line then continues to North CBD / Silverwind Casino station, sponsored by said casino. The station is moderately used, but when the Silverwind hosts galas journeys to and from this station are free of charge. The line then comes to street level, and then digs down underground under the CBD. There should have been an underground station somewhere inside the CBD, but it was never built because - you guessed it - lack of funds. Sadly, most people consider urban rail to be for-profit, whereas it should not be, as it is a piece of infrastructure necessary to the nation's economy much like airports or roads, but oh well. The line emerges above ground and quickly merges with the Blue Line for that University - State Street - Central Station stretch. Before this Expansion opened, Orange Line trains terminated in a dedicated terminal at Feltonville on the Blue Line, which is now closed. The Orange Line parts from the Blue Line here. Trains run on these rickety bridges over the industrial canal.. ..Then merge back together. Note how these trains are electrified using conventional overhead lines, by the way - that's a remnant of the Blue Line's past as an electrified mainline railway, which carried over when it was time to connect the Orange Line to it. The Orange Line then curves over Moore Avenue, which it will now follow, with Bybury / Stadium station a staggering 5 blocks away from the stadium itself. View from the curve looking southwards. Wynesfield station with Raynoldstown station in the background, once the hill is cleared. As Moore Avenue swerves further and further way from the CBD, the Orange Line becomes at-grade and curves alongside the roadway. Orange Lines track split to accomodate a roadway pillar at the end of Moore Avenue. Brownsville Avenue station, serving the Wood Height Projects. Yes, that's a fairly inefficient roadway, but it looks unique and there are many roadways like that across the world. It separates the flow of traffic, it does its job, much as people might complain about the area's lack of walkability. Not everything needs to be game-mechanic-optimal. An Orange Line train about to enter Brownsville Ave station, bound for Newbury Quay. Talking of which : Finally, we arrive at the terminal station : Newbury Quay, along with a small railyard. The station is located just a block away from the bay itself. Handy for an afternoon out by the waterside. Newbury used to be a quaint resort town, but partly thanks to the subway, it has now developed into an entire residential suburb of Ashford, more than 7 km away. And what would this entry be without its own subway map? The Blue and Orange lines are the backbone of Ashford, along with the Green Line, which we haven't quite visited - but worry not, a new tram line is on its way, so we'll have plenty of time exploring it soon! Anyway, that's it for me, I hope you enjoy this very long entry but then again I love trains a lot - also I wanted to show that it is possible to make a compelling, yet functional metro link using conventional rail (which does make you think a lot more about spamming those subway trains, honestly). It's an extra challenge I recommend to anyone interested in some eye candy and also in a less easy alternative to subways. Sooo see you around
  5. 4 points
    It's been a while I have some time for SC4. I am working in making the whole Kaijo Metropolis, the capital of Teiko in SC4. It uses the Fukuoka Map. The shot below is not even a tenth of the whole region. Goal: 12.8 million sims. Currently: 1.12 million sims.
  6. 4 points
    http://bathouse.web.fc2.com/zakkyo/zakkyo.htm Enjoy
  7. 3 points
    'Technopolis' 1 of 4 large tiles experimenting with the game and telling somewhat of a sci-fi story along the way. In the Gameplay Demo I started the game in vanilla mode using no cheats or mods and constructed a large city as the game was designed to be played, also enjoying the role-playing of Mayor as a spiritually challenging experience. Megatropolis was an experiment in cramming as many sims as I could into a large tile, resulting in about 6 million with almost all high-density residential and 4 hydrogen fusion reactors. Agricropolis was an experiment in lateral Arcology building, a somewhat self-contained mega-structure with lots of agriculture, high-density residential and high-tech industry. Technopolis integrates elements of the previous 3 tiles, but utilizes a fictional advanced technology somewhat like alchemy and modern physics combined, resulting in virtually unlimited power and material construction. The Energy Data Packaging Plant is the centerpiece of Technopolis. A high-density residential area is surrounded by heavy industry, not usual in the design of SC4 cities as the pollution is extremely dense. In the center of the city the Energy Data Packaging Plants begin to convert pollutants into water and air. Soon the pollution disappears, fresh water is pumped into the city, massive power is available, industry expands, population grows, and a commercial ring develops around the city. In the top-left corner a highly specialized waste management facility is added. The completed city is surrounded by low-density residential and forested areas. Electric highways radiate from the center and a monorail connects each sector of the city. Welcome to Technopolis City Center...
  8. 3 points

    From the album Winter Wonderland (S3-21-M)

    The Iditarod is a dog sled race that runs every March from Anchorage to Nome, Alaska. Traversing the Alaskan wilderness, the trail takes mushers and their teams of dogs through 1,049 miles of tundra and spruce forest and harsh weather conditions. This scene depicts a camp at a checkpoint along the route. Straw has been laid out on the snow for the sled dogs to provide insulation as they rest. Mushers gather to restock essential supplies that will tie them over until they reach their next checkpoint. Snow still coats the trees, attesting to the severe cold that prevents melting even in the middle of the day under full sun. Full-sized image in the first comment.
  9. 3 points
    So, I happened to go to my own profile and I found a Gold Ribbon Trophy Cup award thinger there. I was planning to wait until I had 1000 posts for my next milestone post, but I decided the 1400 rep could count as one. And/or my 27 stalkers. (Y'all will only see 26 if you check cause one's anonymous.) So then I clicked on the ribbon and found the Leaderboard listings and I guess I've won on other days too and had 2nd and 3rd place multiple times. Also, apparently, I'm 44th from the top for total rep. While I'm not in it for any competition with other peeps, it does make me wonder how many total ST members there are so I could calculate what percentage size group I'm in. Then I wonder if the site tracks total number of Big Heart posts (the 10+ likeys ones)? And all this has occurred in the 256 days since I joined this fantastic site!
  10. 3 points
    Got some progress to share with you all . I made 4 slightly differnet variations of some low-residentials based on these american houses. One asset includes 2 homes in a 2x3 cell, which can also grow on a 2x4 zone with trees at the backyard, and a 3x3 corner lot all level2 buildings. Tri count varies between 620~800 and what you see here are only diffuse & color maps applied. Hope you don't mind but I got some questions: I know nothing about american architecture, what style would this be called? and what would this building be classified as? terraced, semi-detached, town houses, etc. Thanks in advance. Off topic but anyone else experiencing sudden sluggish performance in asset editor when loading custom sewage/water assets that are locally saved? loading from steam workshop directory seems fine though, really weird.
  11. 3 points
    I agree, I'm grateful too for this site providing a friendly and healthy place for creative expression and sharing. Thanks.
  12. 3 points
    I'll have to do some research on the options; right now I discovered a method of sharing them via links to where they are in my Dropbox, but I am guessing that if I migrate or move them down the road, that will cause things to go haywire... Yeah I have been focused on older style buildings of late - stuff that would fit best in the New York and Chicago tilesets. I have a number of more modern ones already under my belt, and I find the older ones quite challenging from a problem-solving standpoint (how best to model them, efficiency in objects and polygons, etc.) as well as aesthetically - many of them have great subtlety and intricate detail, and that's something I have a hard time mastering. When I look at prior BATters who could achieve such things (JBSimio of the BSC in particular has been an inspiration), it makes me want to attempt it, too. More details and textures loaded in - I realized I haven't done the doors yet, but they're so recessed you could hardly notice them... I think a tiny percentage of desaturation needs to happen - SC4 does take things a bit "salmony," but not nearly this much from my recollection. I think the roof textures need to be cooled down, too - everything is looking "warm," just a drop of blue or cyan or a tiny bump on the color balance sliders should do it. And more details need to be dumped in and finessed - that HVAC unit on the topmost roof is looking too large, for starters...
  13. 3 points
    Testing and LODs Available time this week has gone to in game testing, especially the LOD and "tiling" with multiple plops of the BAT. The best results have come from an LOD that matches tile edges perfectly (16m on a side). I've modified it to handle the building's irregularities, but the top vertices (where the roof edge is) are at -8m and 8m. In the screenshot, the small purple box center left is already Boolean Unioned to the LOD object. The blue ones are about to be. Changes to the BAT: minor adjustment of roofjunk, open window angles varied a bit, utility boxes on 2 sides. Also lots of geometry tweaking, re renders and in game tests to get the edges matching on the diagonal face with multiple plops. Textures gone over for matching scale, bricks are still too big and may come down some more.
  14. 3 points
    Two small trash/garbage decals is now uploaded to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=813656415 http://steamcommunity.com/sharedfiles/filedetails/?id=813656878
  15. 3 points
    my first time doing anything like this so criticism is welcomed, as long as it's constructive, of course
  16. 3 points
    I started a bit of detailing on a grocery store today:
  17. 2 points

    From the album aciaKa's City

    Mini track and forest on the left and neighborhood on the right.
  18. 2 points

    From the album Winter Wonderland (S3-21-M)

    Heavy snow expected on the Ashford Metro Area for the 1st of Morning Star, 5E140. Happy new year!

    © Linoa06

  19. 2 points
    Very unusual method of city expansion, but the end result looks like it worked out really well
  20. 2 points
  21. 2 points
    About the size, I also believe it should be 3 x 3 because of the design and the pretended use as a meeting hall. Those uses justify higher than average floors (and in fact, the façade suggests a big empty space just after those windows). Now, considering the modding, that building would be very convenient for civic uses, maybe you could mod it like Mattb325's council chambers; civic buildings are in sore lack currently... Edit: in fact, some small modifications on the street level could make it a very fancy fire or police station too...
  22. 2 points
    Interesting pattern
  23. 2 points

    From the album Winter Wonderland (S3-21-M)

    Expect delays on Ashford's Orange Line. Given this happens every winter, I really want to ask why. #Chirpy #Metro #Xmas
  24. 2 points
    So, in line with all the dumpster and trash props I've made recently here's a peak at my dumpster area park. At least it's a park right. Maybe I should make it a garbage building instead. It would be cool to have a garbage truck coming out of it! What do you think? Oh, and there are no props needed except for the lamp at the entrance.
  25. 2 points
    Looks like ID Conflict according to the Mega FAQ "Texture ID conflict. Try exporting it again. Install the ID fix created by Maxis. The name of the file is ModelNames.ms. The fix along with other Maxis files is available here. Select all of the objects in the scene, and go to file>save selected. In a new scene go to File>Import>Merge and merge the newly saved scene into your new scene. Try exporting from that."
  26. 2 points
    Thanks. I still think I'm going with 3x3, even though it may not be completely accurate. I think it looks all right, or am I mistaken? As you can see, there's a glitch. When I export this building, it displays parts of other (Maxis?) buildings on top of my building (in-game and in the lot-editor). Do you or anyone else know why this might happen?
  27. 2 points
    Saw the donate message. Tossed you a[n expensive] coffee. I don't usually donate, but you're pushing the message hard and I figure I can at least spare that. Thanks for keeping the site going!
  28. 2 points
    Does this count? I have disasters disabled.... *facepalm*
  29. 2 points
    i think because the serialisation of the props works because instead of looking up the local file name in the sub building's code, it looks up the workshop file name so it still recognizes it, even though that code is now embedded within the sub buildings yay I'm glad it worked for you!
  30. 2 points
    Thanks! I appreciate all of the kind words. It's a good feeling when another person can really see the aesthetic that you were aiming for. I've been a member (not always present) of the SC4 community for 10 years now (a member of ST for 8) and I've learned quite a few things along the way. Maybe one day when I have some time, I might eventually piece together a CJ or something. The Navy takes a lot of my time. Who knows though? Your commentary makes me want to hurry and finish building.
  31. 2 points
    Sooooooooooooooooooo...... I'm back ! after taking a long break because of other games and work im going back to modding once again, i've started off with a few vehicle conversions. behold: the GTA SA hustler and a modified station wagon version from the original !
  32. 2 points
    Yes. I took some stone texture, mapped it out, then I used Illustrator to draw the road markings, apply some layer styles, etc. I'll show you. The city is a pretty "loose" creation using a lot of buildings from London. I wanted a European feel so I made this little square. (It also doubles as a staging area for the rail station adjacent to the square, city and long distance bus service.) It seems as if a lot of people liked those images, so I'll share another. So far I have a pretty basic skeleton of the city & all the transit excluding the underground lines, enjoy. A lot of the streets are modeled after London neighborhoods. [FULL SIZE] [FULL SIZE]
  33. 2 points
    Hi everyone! Good news and some kinda blah news. Which do you want first? Ok I'll decide. Good news: I fixed the immediate issues with this mod. Namely the disasters tab now shows up, the asymmetrical roads can have their directions changed like the other roads and the roads can now be repaired normally after a disaster. Ok the blah news is that since I am not the publisher of the mod, I had to publish a new copy. You can snag it HERE. But you must first unsub from the original Network Extensions. Depending on communications with Katalyst6, this may be temporary...maybe not. Thanks for understanding
  34. 2 points
  35. 2 points
  36. 2 points
    Detailing: utility boxes and roofjunk Aside from more conduit and gas pipe runs, I think I'm done with the utility boxes. Per standard artistic license, they will be placed around the building such that any rotation will include a few in view. I was pleased to find some excellent photos of old meter gauges for both electric... and gas... Roofjunk and seamless/modular aspect All the roofjunk has been adjusted to not cast shadows on the cornice/wall top. In Gmax, there is no "Cast Shadows"/"Receive Shadows" property for objects, so the only workaround for shadows is to move/rescale the objects, in this case the roofjunk's maximum heigh and distance from building's lateral center determine whether or not it shadows the cornice. Window Vents got some weathering: And some vent stacks/chimneys are poking out of the side of the building: A plank walkway has been added to protect the roofing material and provide access to the water tower/rooftop AC. The cyclone dust collector got a cage to protect against storms. When the orthogonal part of the cornice is free from shadows in every rotation, it blends nicely with another building plopped next to it. Windowsills and foundation are no longer brick and are now ashlar (or concrete, take your pick). Next up: get brick texture scaling sorted, finish conduits/finalize roofjunk, and return to cranking out the different form factors.
  37. 1 point
    Still building the Helensburgh skyline how I want it, but it's dramatically better than it was when I started.
  38. 1 point
    Ok, I'll try. First of all, I think you got the fundamentals right: Nice rock and terrain mods, the waterfall looks good, and that little lake is actually situated in a depression. I don't know how the terrain looks further towards the bottom, but that little stub of river I can see looks as if it might flow down what looks like a ramp created for it. If this is the case, then it may look unnatural because the river would effectively flow down alongside the "spine" of a ridge. IMO it would make more sense to have the river flow down a trench, such as the one towards the left. I also think you could choose a more turbulent kind of ploppable water for the area where the waterfall hits the surface and for the area where the river runs over the esge of that basin. Finally, one could argue that the fine gravel you used to line the water hints at a very shallow depth, when you could expect the waterfall to have dug a bit of a hole in the ground. So maybe a few big, loose rocks at the bottom of the waterfall may look more convincing and convey a better sense of rough forces of nature at work than the fine gravel, which you could reserve for the calmer zones. I'd also get rid of the few loose rocks in the middle of that mountain lake because they indicate that the lake sits on a perfectly flat and shallow platform, which doesn't seem too realistic in the high mountains. In any case, it's an impressive first attempt, and I'm pretty sure I'd do much worse myself. Keep it up and thanks for posting, I really enjoyed the picture!
  39. 1 point
    I'd recommend downloading a small city and just working with a functioning city before even trying to build your own. I think that if you played other simulators, you'll get the basic gist of how to build in Skylines, but I've found removing a lot of tedium from my playing and just diving into actually fixing a city is a lot more interesting, challenging and fun. It might be a good way to constrain all of the choices the game otherwise consigns to you.
  40. 1 point
  41. 1 point
    Not the most perfect signing, but good practice.
  42. 1 point
    A few misc changes Here's a few minor-ish modifications you may or may not have recently noticed: Homepage news listings have been added as a block. This gives them a place in the meantime, until the full functionality can be restored. Feature guidelines are now more visible on the submissions and index page. This also includes recommended specifications. Forum listings now show 30 topics (instead of 25), matching the number of posts on a page. Icons added to various "view more" links, to make them more accessible. Simtropolis Twitter feed restored on the homepage sidebar, showing up to 3 tweets. Gallery ratings are now only shown when voting is enabled for an album. The Challenge Uploads category now allows reviews (currently not affecting results). Several activity feeds have been reset, to include all items inside a category. The term "SC4" has been removed from the acronym database. This intends to reduce clutter on posts, since it is very commonly used. New text align "Justify" function added to the editor. New high-definition emoticons shown for HD compatible devices (thanks Hamish! ) Editor emoticon list rearranged in a (hopefully) more logical order.
  43. 1 point
    Thanks a lot for your comments. I worked on few things. 1. Canary date palms 2. Some random flag props The palms integrated in the MD of Badsim, Antigone https://www.sc4devotion.com/forums/index.php?topic=217.msg514185;topicseen#new
  44. 1 point
    New BAT: the DeKalb Coaling Tower Something to fiddle with while I finish the angle buildings. Concrete is poured here, but ironwork like chutes, ladders, stairs, railings and poles remains to be added. Doors and windows are in. The structure can fit on a 1x2 plop. The dump shed gets coal cars. The four tracks in and beside the main coaling tower can each serve locomotives. Today I think it's just a double track main under the tower; this may be what the lot ends up as for flexibility. Update Grand Staircase complete:
  45. 1 point
    @rathefalcon thanks for the feedback. I'm starting to be more happy with the appearance of the final renderings. I'm not sure about HD yet, I sort of imagine a lot of work will be necessary with texture fine tuning so it would be a future release. FA3-R prop family complete Where Diagonal Way meets FA3 Street: here we can see most of the variations of the three depths and four stories of the FA3-R prop family. Roof textures and roofjunk I'm very pleased with the effect of using different color maps on the roof for the different height versions (mono mapping where lighter = more stories/sunlight, darker = fewer stories/more shade); there are a few UVW mapping/scale issues on that roof texture itself for some BATs still. The red brick and diagonal versions don't use that scheme yet and look much less natural in the cityscape. I'm also planning about 1-2 more different pieces of roofjunk to scatter around, maybe some vents and a fan. The cyclone separator from Llama Ag will also make an appearance here shortly, to further differentiate the industrial brown brick style BATs. Modularity and matching After some more research into overhanging props, I hit on a possible method to make things more seamless in appearance: using a cornice which protrudes from the structure, but sits a little below the top of the roof/walls; at the same time texturing the top face of the outer edge of the roof with the tar paper, so that two plops of the same height show nothing but tar paper at the seam, but a single plop of the BAT will show cornice, etc as expected. If that doesn't work, I'll look again at doing color variations within the prop families (making it challenging to plop matching structures with the height you want). Model problems to fix There are probably still a few models lacking the vertical moldings on the front wall in a few spots (visible in the HD previews above). Diagonals are too far onto the sidewalk, this will be corrected. FA3 D2 is also too far onto the sidewalk but not by as much as the diagonals. When the above are corrected as well as texture/prop finalized, FA3 and Diagonal can be mirrored left to right and FA2 work can begin. Update: Here is FAB-D-R-4-brownbrick prior to another round of test fitment. I found a nice prototype to use for vented windows in this type of building, intended to represent general manufacturing between 1875-1950 or so. And in SD: And in game: Visible above are the new cornice, window fan and vents. The cyclone separator is a little tall and will come down some. Still too far into the sidewalk on the new 4 story renders. Looking at moving the wall in some more. Update About 2m seems to be a good setback to dodge the T21s lampposts, though I think some street trees will hit basically any realistic setback - maybe a T21 mod for diagonals would be nice. Yes, it would have been better to have done this step about a month ago.
  46. 1 point
    Thanks for your ideas guys. Here's the last update before uploading this pack. Updates: - Added a two story building to go together with corner building, as suggested. - After reading your comments, I think that a plain black awning looks best for the small corner building. Let's keep it simple, I said to myself. - Two more colors for the non-corner buildings have been added. I've already started working on the next pack, which will be the R$$ pack Santiaguino 2. This pack will consist of small detached medium wealth houses, with dimensions similar to the Maxis homes. I had originally planned to focus on a medium density residential pack based on buildings in Buenos Aires, but, when I began developing medium wealth neighborhoods for my cities, I noticed that I don't have many custom BATs to compete with the ugly maxis houses. Haven't found many latin american houses on the STEX or elsewhere, apart from the ones made by the LBT.
  47. 1 point
    @Silur thanks for the good words! @Angry Mozart I'm glad the atmosphere is coming through, I try to focus on the source photos when modeling. That's great to hear about the angled props, I look forward to lotting with them. Troy Gasholder House final touches Here are a couple of shots of the third texture variation for the prop family. About 40-50 years ago it was boarded up, like this: Test shot in HD, though I don't like the moire effect that then occurs in zoom5 and don't plan on releasing HD of this (at least not initially). I also added the little doohickey to the weathervane (visible above). Prop family testing is complete. I'll finish up lotting next.
  48. 1 point

    Version 1.0.1

    2,591 Downloads

    This is my version of Empire Bay from Mafia 2. It's a 4x5 large city tiles.
  49. 1 point
    All of the above plus : A separate AI for the emergency vehicles (OMG we're only one block away from this fire but we can't get there in time because we can't turn left when leaving the fire station/wait in traffic when there's no traffic in the opposite direction/Wait in a traffic line when there's no trafic in the other lanes/take the "fastest" route even if it's congested when there could be small streets around that are empty.). Better grouping/separating of lots An optimized engine that won't load everything at start but only when needed
  50. 1 point
    Well, here I am, back in Alaska after over three months living out of a suitcase. Thanks everyone for the well-wishes sent to Heather. She is recovering, but it will be a slow process. I picked up my computer a couple of days after I arrived back home. Everything works incredibly well, including Cities: Skylines. But I do have a problem- I'm hoping that someone already knows the answer. You might recall I was working on a CJ prior to my rather abrupt departure. Doing a lot of forestry work. Well, I held my breath during the boot up process keeping my fingers crossed that no updates to the game might have killed the TRR map in the process. All looked well... huge sigh of relief... untill I looked in the southwest corner, which was the last place I had been planting trees. What the heck is this yellow stuff? I zoomed in closer... ...and closer. Kind of like a selective autumn is happening. The above pic shows an area right in the corner of the map that is not affected. That's because I started there and worked outwards over the last few weeks of the end of last year. This is one of the last areas where I was planting my forests. So what is this stuff? Whatever it is, it's not a tree, as you can see from these last close-ups. My guess is that there's some sort of an ID conflict involving some of the last trees I planted. I can take the time to look by trial and error, but if anyone simply knows the answer, please give me a heads up. I'd like to know of any way to easily remove this stuff, too, if one is out there. There's quite a lot of it, and bulldozing is a very tedious process, not to mention the need to more or less replant the affected forest area. Thanks in advance if you can help. I'm looking forward to getting back to TRR during the next couple of weeks, and to getting this CJ up and running again. David 16396/284
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