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Showing most liked content on 04/05/2024 in Posts

  1. 14 points
    Glad that I broke "The Curse of 50" and successfully made it to this day. So I expose the 150 of work that I have done in the past 2 years. Part 1: (Not guarantee all of these will made it to the STEX)
  2. 13 points
    Part 6: (Not guarantee all of these will make it to the STEX) Now it is time for me to move on.
  3. 13 points
    Part 2: (Not guarantee all of these will make it to the STEX)
  4. 12 points
    Part 3: (Not guarantee all of these will make it to the STEX)
  5. 12 points
    So I've been fiddling around with this some more. Changed the windows and added a door and pulley system to the blank spot. Not sure which window set I like better. This being the rear of the building, I haven't figured out what the front will look like yet. I also need to modify the texture on the arched window cap: it's too repetitious.
  6. 11 points
    It's been years since I last shared any of the things I've made in this game, but seeing the amazing stuff everyone is doing with the new camera angels has prompted me to do so.
  7. 11 points
    Part 4: (Not guarantee all of these will make it to the STEX)
  8. 11 points
    So this is the diagonal bus garage I've been working on, now completed. It was inspired by the one in Bow, East London.
  9. 11 points
    Are we sure those are not really photos of real scenes?! Amazing! All the wonderful scenes in this thread are keeping me wide awake with SimCity thoughts. I might have mistakenly thought many of the towering downtown scenes were already stitched mosaics with the new camera angles, but perhaps the new viewing angles are trowing off our established sense of the familiar SimCity scale. I too was thinking of also doing something like that when taking the previous image of Stromboli, as the single tile view had cut off the sides of the island volcano. So... Just needs a lava lightshow! __________ At this furthest zoom these landscape side profiles are already huge images, but why stop here? Adjusting my game's vertical resolution to 1200 pixels got me just enough camera view height to fit in the accurately scaled height of Mount Vesuvius: A 4x3 large city mosaic panorama was made with the highlight city tile being the one closest to the viewer. Imgur won't let me upload the full width of the profile view as seen from the Bay of Naples that I made with the settings "CameraYaw 45" and "CameraPitch 0", so here is the 50% reduced image size: But, we can still enjoy a view of the Vesuvius in full-size cropped for Imgur acceptable sizing: Herculaneum is near the center of the panorama facing the coast. Pompeii is further inland to the right-side image edge. I need to pile in @WannGLondon's BATs around the volcano base. (Photo from Mario Coppola) I may need to adjust my background graphics and then have some fun triggering disasters down upon my sims!
  10. 9 points
    The official car repair shop of Gran Turismo, GT Auto
  11. 9 points
    YO, GUYS --- Another Chapter of IMPERIAL DOCKYARDS: CUXHAVEN… Chapter 19: Cruising The Sunny Mediterranean And – we have two REALLY special “sidebar” episodes as well... Visit us at…... AND you can find TWO new prop packs here…...
  12. 8 points
    @Odainsaker - Great shots! So, huge horizontal panoramas are now possible! Now just add the sky background in post-production and we're home In the meantime, I tried to play a bit with xannepan's JUPITER weather controller mod ([url=https://www.sc4evermore.com/index.php/downloads/download/26-gameplay-mods/156-sc4d-LEX-legacy-jenex-aurora-jupiter-poseidon]LINK[/url]. It seems that they work pretty well - especially with rain and rainbows. Here is a photogenic shot - I originally posted them at discord as two separate snapshots, but @tezspotted that they would look nicer as a one mosaic The mountain in the background has elevation of 602m, while the bottom terrain is around 270-300m. The rain and snow seem to be placed rather ok in terms of elevation, regardless of the camera pitch and yaw. However, when prompting dense cloud effect, they may seem a bit to high. Rainbow also works well, altough one needs to be careful here - if you change the camera yaw, then you can see that in fact there are two rainbows - one for each viewing azimuth So we're limited to default yaws in this case. I also tried some ploppable fog (I don't remember where I got it from) that I used to use it a lot in the past and from the default angle worked well. Here, however, it doesn't look good - we can see that this is rather flat "sprite" parallel to the ground. Not for use with low camera pitch value. And for the end - a thunder, from disaster tools. Not that bad, especially at night The visual glitch comes from my computer which doesn't render clouds, waves and thunders well. I'll try to explore something more later.
  13. 8 points
    And never forget the first project:
  14. 7 points
    I am surprised that it is not an April Fool's joke and is functional. Though it has graphic glitches, it is amazing enough.
  15. 7 points
    I just created a new region to experiment with and I'm getting 2d sidescroller vibes.
  16. 6 points
    Trying out some San Fran style residential areas:
  17. 6 points
    Main drag Multi modal station
  18. 5 points
    Just a RHW-6S×RHW-6S Cloverleaf with collector/distributor roads loosely based on @LucarioBoricua's tutorial:
  19. 4 points
    Hi again! This time I'll show you the ongoing revitalization of my downtown, which was decaying rapidly. I decided to give it a more modern appearance and also a bigger avenue-style road to help with traffic issues:
  20. 4 points
    Not that it's expected that all of these will make it to the STEX, but please, get all of these onto the STEX even if its "as-is, take it or leave it" these all look fantastic and would be so nice to have them in game. At the very least, just promise that most of these aren't going to end up here, that place is strong with the dark side... I'd say I hate it, but hate leads to suffering... yada yada yada... you know. Anyway, keep up the great work!
  21. 4 points
    Some buildings are a little weird, but whatever, it's a great leap in SimCity4's history.
  22. 3 points
    At certain angles, automata appears much denser
  23. 3 points
    The bus station looks great @justforfun and diagonal too! Brought me out of hibernation, might fire up SC4 again soon, everyone's posts here are so inspirational.
  24. 3 points
    If you open any BAT in the Reader, click on any S3D and try different rotations, you will see how a BAT by definition cannot be viewed correctly by all angles. Distortion might be more or less noticeable but it's always present.
  25. 3 points
    I can only imagine what kind of animations might be possible. Here is a first demonstration: building: The Living Mall Pitch angle: default Yaw angles: from -120 (inclusive) to 180 (exclusive) in increments of 1 Those 300 screenshots (one for each angle) are then rendered at 25 fps for 12 seconds of video. Software used: SimCity 4 (duh), AutoHotkey v2, Shutter Encoder
  26. 3 points
    3D Camera View "Short" Experience ! Tonight had a go with the 3D Camera mod. Some shots of my Mayon Providence City downtown ! Remember the settings won´t change until you leave the game or reset it mannualy ! This shot with a slightly lower pitch and standard view angle ! Sideways angle 90 dgr with moderate angle ! Crazy top angle and pitcehd view, some highrise fade away ! CameraView and CameraPitched totaly out of normal, unussual 3D effect, extraordinairy ! Enjoy !
  27. 2 points
    Tips: Ctrl + Shift + S for screenshot. To hide/unhide UI, numlock.
  28. 2 points
    Looks like Mr. Rogers neighborhood. The tram, concrete truck, signage, street trees and powerlines bring so much life to the photo. Very realistic!
  29. 2 points
    Very nice dimm effect! I hope that theese cars on the parking lots have good hand breaks Ok, anyway - the last one for today. Time to go to sleep, folks!
  30. 2 points
    Wow, this is pretty neat. These cities are work in progress. Interesting to see them from different angles. Also the lack of foreshortening (things appearing smaller in the distance) has an interesting effect at lower angles. Industrial Port District and regional power supply area: (some streets missing and buildings distorted due to bugs) Industrial port district and small town panorama: Junction train station viewed looking north: Same train station looking west: Experimental Line City (residential district) from different pitch angles:
  31. 2 points
    I received a notification about a video about SimCity 4's 3D camera and I thought it was an April 1st joke, just like in 2015. However, when I watched the video and came to look at the photos and this forum post, I ended up being very surprised to see it's real! These new SimCity 4 camera angles will transform the game to a level never seen before! Congratulations on the excellent work!!! @memo 👏👏👏
  32. 2 points
    Julio, congratulations my friend! I was very happy to see that you became another batter! The community, especially the Brazilian one, has a lot to gain from new creations! Success!!! 👏👏👏
  33. 2 points
    Man, This reminds me of CityLife and CitiesXL. Wow...I am still into CityLife's soundtrack though. Its rhythm is still flowing in my mind.
  34. 2 points
    Oh no! Now the community will be able to see where I cut corners with my BATs . I love this!
  35. 2 points
    I wasn't planning to post these "work-in-progress" cities until I had built them up more, but now that the 3d cats outta the bag, I figured why not. I haven't had this much fun exploring my own cities since SimCopter! Here's Downtown Portland, Oregon: And parts of Downtown Seattle, Washington: And the Golden Gate Bridge connecting San Francisco with Marin County, California:
  36. 2 points
    The level of detail on HD models isn't quite as good as the actual LOD renders, but changes in perspective do allow one to make out details that might have otherwise gone unnoticed. (Someday I'll track down all the HD buildings that actually look good in SC4 Street View but while that might be an enjoyable use of a few hours I do also need to do things like sleep and work)
  37. 2 points
  38. 2 points
    In case of mountains it is recommended to use CameraPitch 12.5, but I think the value should increase in case of high mountains. Here is my small mountain town.
  39. 2 points
    Whoa dude, today's April 1 release is not a fooler. I need to take new pics of every single interchange I have made. Junctions look amazing with it. Example: (Cheat codes used to get this 'classic' top down view: CameraPitch 85 &CameraYaw 0) Ok one more because this is wak Dedicated thread
  40. 1 point
  41. 1 point
    Agree! It is very hard to get the idea of the terrain shape in default camera settings. With this mod, however, it is clearly visible now!
  42. 1 point
    Omigosh, like many others I at first though the mod was an April Fool's Day joke, but now I have been playing with it all night! In a Grand Canyon map I showed in another thread, I tried to make a bridge which SimCity instead decided to make into a thrill ride with a down ramp slotting through the canyon walls. I wondered if with the camera mod we could seemingly get inside the canyon: I did indeed try to look upwards with the camera, but there are numerous zoom, scroll, and elevation constraints. Almost...however, amusing as it was, I never expected to be able to actually look down that ramp slot in game... ____________ While I could not look upwards with the camera because of the geometry of the canyon, I did alternatively try to look upwards towards the Matterhorn for a better profile of the sharply pyramidal mountain: However, because it too its prominence already begins so high in elevation, zooming and vertical scrolling constraints kick in. That will probably hold for any great mountain. However, at sea level it is possible to get certain iconic profiles. Gibraltar: Stromboli: Sugarloaf: These max zoom out views of large city tiles use "CameraYaw 45" and "CameraPitch 0". The camera is pointed to the center of the map with those options, and the map center remains at window center regardless of rotation, but it is also not possible in this configuration to further scroll vertically or horizontally at this zoom. For comparison, here is an accurately scaled Sugarloaf Mountain in default SimCity camera angles: ...and here is the same map with "CameraYaw 45" and, more importantly, "CameraPitch 12.5" applied: The profile at this angle looks so much pronounced and recognizable, ready for a SimCity partial recreation of one of Rio de Janeiro's iconic views: (Photo by Jeremy Woodhouse—Digital Vision/Getty Images on Encyclopædia Britannica) Just add city!
  43. 1 point
    I wanted some different warehouses to add to my waterfront lots, so I made these. They're props and are in my newest prop pack, Here's a pic. I also made the lots for Hancock Peanuts. I'll upload it tomorrow baring any last minute glitches. This is it.
  44. 1 point
    What I miss in this course is a litle logic ? The greens are clustered together, so what order of play is it ? Logicaly a green of a hole would be followed by the tee of the next hole ? So you have a continious chain from 1 to 9/18 ! Tram line so close not a problem a golf sticks are limited to acertain distance, course info help with stick selection !
  45. 1 point
    For anyone using iLives Reader v. 0.9.3, I have updated the submenu properties xml file to include the new "Exemplar Patch Targets" property. The updated file is available for download in the original reply.
  46. 1 point
    This new UDI vid gives you a tour of all the new junctions I have shown in this thread recently
  47. 1 point
    Update: Chugging along with our museum exhibit! Happy to say that there'll be a SimCity case It's justified printing some rather expensive buildings, like the massive Reamon Plaza, which stands 36cm (14") tall, even at 1:400. I was hesitant to post excessive non-SimCity content here, so here's a single picture of all the other projects I've worked on so far for the exhibit. There are buildings from Pokémon, Minecraft, Stardew Valley, an original build, and of course, historical and contemporary Markham. Because the houses are so small, everything is printed big for visibility, from 1:200 up to 1:50. I tried different materials like wood powder filament and metallic-colour filament. We're running out of space at home 😅 I'll share some pictures of the exhibit when it launches next month! I won't have time to dedicate to SimCity until then
  48. 1 point
    Rainy Sunday, a little tired, it's time to post here. My Carbonite... or how to be overwhelmed by your project! A project that was only supposed to take a hundred hours. A break in the development of SAM streets. A project that already takes 50% in sight! Worse than a quote from a Public Works company. A simple correction of Blue-Skin icons became a total redesign of the icons. Window backgrounds, wedging and precision... For now, I would have put my fingers a little deeper into the UIs and companies files. To my great disappointment, certain elements are visibly "Hard" in the EXE. After some corrections, moves, color revision. Discoveries of 2 or 3 things that Maxis had planned but never fully exploited. Well, I'm...aaargh...not quite there yet. There are so many other points to note. Come on, I'll be done in...a few...dozens of hours of work!! Happy Sunday diligent ST readers!
  49. 1 point
    As promised ... uh, as announced instead, here are the less useful .dat of SC4. With my new PC config, the display only lasts 3 seconds (!) ; and yet I want to change it ...! So here are some replacement "start-screens". A first game while waiting for the validation of the following ones. For beginners ... of course ... to place in Plugins\. After all plugins that modify it (like my "z___scoty_blue-skin" interface). Find all the .dat files here : .. https://1drv.ms/f/s!AlD-_0WBCRHjqg48LndpZ8nGNix8?e=DeS6B5 .. (with thumbnails to help you find them! )
  50. 1 point
    Better Exact Position In City Screenshots Technique (Pixel Aligned City Pictures) This is useful for before and after pictures as well as a progression series. I've discovered a previously unknown cheat code in the vanilla game which makes the EPIC technique so much easier. CB and I then worked together to figure out exactly how to control it. (Without his help, I'd've dismissed it as bugged.) This new tutorial replaces my old one here. I'll use my Farmhouse in Corillion as the sample again, but then the rest will all be new. Cori's Farmhouse in the Year 884: Cori's Farmhouse in the Year 1924: ^ Click an image and then use the right and left arrow keys to flip between them. Tutorial If you already have development in your city tile then you can use buildings or roads or such for positioning. For the above I used the Broquard's Cement Plant in the lower right as my guide by noting how much shows and where the edge cuts off part of the silos. (This is for double checking in a later step.) For this little tutorial, I'll start in an empty tile with a rail line running thru it. First I positioned the world how I want it for later pics. Then I plopped power towers in the lower right so one of them is nearly touching the taskbar and the edge of the game's window border. Next pull up the cheat code box using Ctrl+x. Type in sizeof 200 and press the enter key. ^ Note: There is a space between the sizeof and the 200. Open the cheat code box again (Ctrl+x). Type in TerrainQuery and press the enter key. Click the Query Tool. Change to the Zones DataView and hover the query tool in the center of the image. Make note of the values for x, y, and z. If they have a number to the right of the decimal point, include the decimal point and number too. If that's a zero to the right of the decimal point, then you need not worry about it. Using those numbers, type in SetViewTarget CoriSaysGoTo 2120 267 697 and press the enter key. (The numbers are obtained from the above query, ofc.) Also note that there is a space between the SetViewTarget and the CoriSaysGoTo as well as between the Numbers. Zoom out to the size which you started with. ^ Notice the power towers are right where we want them to be and can now be bulldozed. (This is the double checking the position part I mentioned before.) Do copy that command (the SetViewTarget CoriSaysGoTo 2120 267 697 (with your own numbers, ofc)) to a text file and save that so you have it anytime you want to take a later screenshot which will be perfectly pixel aligned with prior images. Cori Edit Start: Special Note About Decimal Points in the Coordinates Let's say you have this instead of a simple one like I showed above: ^ In this case you'd use SetViewTarget CoriSaysGoTo 2116.3 309 1900.1 Cori Edit End. Sample Progression Series Here are example pics of how this can be used. I'm showing the progression of how I grow a small farming town which has a wee bit of industrial. Click an image and use your right and left arrow keys to flip between them. More Info Check out the next post where @Cyclone Boom uses this technique to show the expansion of a growing town. He also presents some tips and tricks he discovered while we were testing. Additionally: Thanks to CB for creating the Banner Pic up top of this thread.
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