-
Content Count
97 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Alien_397
-
Ah, that would be Jeronij's new gift to SC4 available at SC4Devotion: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1227. I highly recommend it. (for those who don't know what I'm rambling about here, smstevenms asked about the transparent ploppable water in my previous pic) Well done Pat. I think it'd be better if it wasn't up against the side of the map and a little more care could have been taken on the edges of the water I think though. The dam itself is nicely done. 8.2/10 Here's a small ditch running through a rural town I'm working on.
-
Brown County, Iowa USA (Home to Cities in Farmfields)
Alien_397 replied to bakercity's topic in SC4 City Journals
I'm personally a big fan of Gizmo's night mod, it gives a wholly different perspective on a city. If folks want to see the buildings, then there are always day pictures. The only gripe I've got is that that scout camp is awefully small... particularly with how well the rest of the city tends to be scaled. -
Seahawkfan: One of the better rain effects I've seen put on top of two of the better Bat's I've ever seen. 9.1/10 Belfastinguy: Really cool fireworks effects. No, no, I mean it, really cool. 9.4/10 Shadow Prophet: That's some great terreforming. I don't really care if it's realistic or not, it's awesome. The fact that it dwarfs the skyscrapers makes it that much cooler. 9.2/10 Exil3: not bad... just not exciting in and of itself. 7.3/10 ejc: Wow, there's more details in there than you could shake a stick at. Not that I ever quite understood where that saying comes from... eh, anyways. Seems like every time I look back at it there is something new I missed the first time. 9.8/10 HuskerDude: While there's nothing inheritly wrong with the pic, it just seems to lack a sense of focus. 7.4/10 C0ckatoo-210893: Whoa those are some cool skyscrapers. The lighting really makes the picture, and the rather free-flowing park paths at the bottom just put the icing on the cake. 9.6/10 The_sanderson: hmm, part of me says it really cool, and part just isn't as pursuaded for some reason, though I can't put my finger on why, so I'll meet myself in the middle. 8.5/10 sepsis: It's got a real wispy, solumn feel to it. It's part the graveyard and part the colors. On top of it, I like how all the base textures and sidewalks match up, shows a lot of effort put into getting the right effect. 9.4/10 Penguin007: Some aspects look cool with the blurring, in particular the streets and area right around them, but the pond really detracts from the scene with it's repetitiveness. 7.8/10 Wwetom1: While the building itself is cool(except for the cloud textures on it,) the setting fails to be impressive. 6.5/10 Here's a bridge I made recently over the new transparent ploppable water, with a little perspective editing. I rather liked the results despite the simplicity of the scene. oh yea, and don't mind the trees in the water, the river's just up a little bit over normal
-
Wow, that's a lot of work put into that airport, and an incredible amount of forsight and planing. I've yet to put together a large airport like this, but this is truly an inspiration. I love how well you took the parking and transportation into account on it too. excellent job!
-
These look really great, good job. I found however what looks like a render error on the diagonals at zoom 3, see this picture: http://img86.imageshack.us/img86/1589/pipelineerrorlw9.jpg Also just a small thing on the modding side. Despite the fact that they require no power, they still get a no power zot when not connected to a power source. If you removed the 'Power Consumed' Property from them altogether it would solve that. Only a small issue though.
- 27 Comments
-
- industrial
- pipeline
-
(and 2 more)
Tagged with:
-
I'll get to replies this evening as my time is limited. I got around to correcting an error in the diagonal gate props today, then I started working on randomizing them as had been discussed a while back. After some experimentation and testing I got them working like I wanted, when right in the midst of my celebration, I took a look at the shadows... Apparently the game is only using the shadows for the state zero model in the Type 4 exemplar, no matter which of the two models it shows. I've wracked my brain for an answer, but I'm stuck, and it might not be possible to fix. If anyone knows anything about this issue, I'd sure appreciate the help.
-
Wow, totally missed this whole project, but it looks absolutely sweet. The texturing job in particular is damn well done.
-
Jacky and Gabry: I always appreciate yall guy's (and gal's) support Xyloxadoria: Sweet! bunnies. lol. bbfan: not a dumb question at all, but unfortunately they are still very much in developement. Some things are done or more or less done, but I'm not releasing them peacemeal.
-
Where can I download tree/bush opacity maps
Alien_397 replied to Xyloxadoria's topic in SC4 BAT & Lot Workshop
While I've never tried the billboard method myself, there are other(more flexible) low poly options. I'd check out this link-https://www.simtropolis.com/stex/index.cfm?id=3396. Look at how he's made these trees and of course the occapity map he uses are included along with the other textures. I'd suggest you check it out, and afterwards if you have any questions I can help you out with them. -
You guys are always too kind. If you haven't noticed yet, I've been expanding into a few new types of water flora, as I've never been very satisfied with most of what's been on offer. The latest addition is some cat tails. Gizmo's water flora, despite most of it being extremely over scaled, actually had a decent cat tail in it, though the colors where more saturated than what I liked and all his only have one model, which hurts the diversity you can get out of it. Here's what I've got so far, with some of gizmo's for comparison. Since the two are very much in the same scale, they can be mixed and matched quite nicely in the same area. You can see here they also have an interesting effect under water. I was also very much wanting them to work well with ploppable water, and in particular transparent ploppable water, so here's a few experiments. And here is a marshy area I put together using one of my ditch protypes(seen by itself feeding into the top right corner) along with the cat tails for the edges with good effect IMHO. You can also see how the 'water lillies'/duck weed(more on changes there later) works with it. For those who aren't familiar with Jeronij's transparent ploppable water I suggest seeing the thread at SC4D(I'll edit in the link later, the forum is undergoing some maintanence right now). There are better examples of it's use there, lol, but you can see the transparency here nonetheless. As I said in an earlier post, the water lillies/duck weed is raised a little over 4 meters in the render in order to sit on top of it(as well as shallow in game water)
-
- 24 Comments
-
- ploppable lots
- water
-
(and 1 more)
Tagged with:
-
Thanks for all the positive comments everyone. If yall haven't noticed, the, um, floaters(still a little confused on what to call them, lol) have been uploaded. Jayo: the piers are still in a very much developemental stage, so I haven't made any final plans on them, so maybe... Now, While I'm here, I believe I'd said something about canoes before. Here's an (almost) completed model that I'll use to make some lots much like what I did with the floaters. Though it's hard to get all the detail in there with the limitations of the game, I'm rather satisfied so far, just a few texture things I want to make adjustments to.
-
C0ckatoo-210893: That's one of the better uses of tropical flora(and farms!) I've seen, and the first time in a long time I can recall seeing a rice field in SC4 that I liked. On top of it, the building rising out of the foreground really gives some contrast to the scene. Great job. 9.5/10 The Sanderson: I like the grounds around your focal building here. The building itself is entesting architechturally, but the textures... well. Also the road 'prop' overlays were never something I found very asthetically pleasing. 7.8/10 Americaner: That building sets a very ominous tone against the utterly different and older W2W's around it, almost something Orwelian, something that the photoshoping seems to encourage. The whole scene looks well thought out and set. 9.2/10 And here's one from me. 'Fishing camp at dusk'
-
Version 1.0
1,384 Downloads
No respectable river basin in the southern US(and I'm sure many other parts of the world) is without some entreprenurial individuals who rent out tubes, canoes, kayaks, and the likes for folks looking for a way to liesuirely spend thier weekend. In the spirit of those individuals, I give you the first step towards filling this void, the ploppable float trip, complete with college kids who will probably be too drunk to get their tubes out of the water at the end, old guys trying their best to prove thier still cool, and ice chests for your favorite, umm, bevererages. This set includes three lots for use on water (and can ONLY be placed on water) that you can combine and rotate to achieve some variety, and one lot with all three models combined into a prop family for use on land, ploppable water, and Jeronij's transparent ploppable water.- 24 Comments
- 21 Reviews
-
- 1
-
-
- ploppable lots
- water
-
(and 1 more)
Tagged with:
-
Jacky; njdevi66; Benedict: thanks! Silur: Really appreciate your support for this, and they'll be coming along soon enough. I think... Bakercity: Oh, taking my time... check! El Burro: heh, might be if I don't stop adding things to do... And on that note, lol, here's some lake water flora I've been playing with. Some old stumps, very common in reservior lakes, as they are left from when the area was flooded. Also some lillypads, on a more realistic scale than Gizmo's and rendered at 4.5 meters so that they appear to sit on top of shallow water(and Transparent Plobbable water) The Hunter's Lodge isn't mine, but the pier is. Another lakeside project I'm tossing around ideas for.
-
This thread has numerous links to websites with free textures: https://www.sc4devotion.com/forums/index.php?topic=1563.new#new Also, simcities.com has a texture index here: http://www.simcities.com/main.php?exchange=tex&loc=index
-
brtim2 and jacky: thanks for stopping by GMT: soon, soon Bakercity: tubular, hehe, nicely done. Hamster: Magic, yea thats it... lol, they're done the same way as any of the floating boat lots that have been released, the model is a building placed on a water tile in LE. There are 3 models for variation, each on a separate lot, since there is no way to place building families on a ploppable lot. I've also got a single lot (with a prop family instead) to place on land for use with ploppable water, and set up to sit on top of Jeronij's new transparent ploppable water. Swimmers, well, that would be a lot more work to make look right, as I'd have to actually make bones and IK chains for my model, which is by no means that flexible right now, if yall could only see it. Of course yall could if I'd show it, but that would just take away from the mystery. Anyways, now that I'm done rambling on, swimmers, no time soon, canoes however
-
Well, I'll eventually have more info on what I'll being doing with those barns(and sheds, like I said, more to come) but I won't be making farms lot's out of them, though the props will be available for others to use. I can't do everything. Now in almost totally unrealated news, here's a little mini project that will actually get realeased in a short amount of time, that's right, something from me that doesn't require a month just to get it all organized, lol. It isn't however utterly unrealated. I was playing around with a new region I'd like to develope and in the process was playing around with some very rural and somewhat small rivers and streams and realized something missing. No respectable river basin in the southern US(and I'm sure many other parts of the world) is without some entrepenurial individuals who rent out tubes, canoes, kayaks, and the likes for folks looking for yet another excuse to drink. So here's what I came up with so far: And note I've taken care of the finer points, as no float trip is complete without the requisite beverages, I've provided our floaters with ice chests as well :
-
This lot looks good, but is there any possibility you could show the stats on the building in your description? I always like to know what I'm getting aside from just the picture, and I'm sure a lot of others do as well. The only other comment I have is that the roof texture is somewhat plain, could use improvement. The rest looks good, including the lot.
-
Scba, this button should be your culprit: Just a simple toggle that'll turn that off. Great work on that road course by the way.
-
Yoshi and Jacky: Thanks guys Sim shady: Heh, me too, but that's a fight that we aint gonna win. Scba: nice to see you in here again. and that's why I made the not so nice ones, lol. Thedale: I'm working on a set of four of them(with all new textures) that I'll show within a couple of days. Some early shots are in my thread at SC4D if you want to look over there in mean time.
-
Scotty: Thanks, really appreciate it. Flame: yep, I recognized ya, even without the storm trooper doing, well, what ever it is he does. Right now I'm cleaning up a few things in some renders, then I'll be finishing the modding and documentation to get these uploaded, so I'm not doing any more requests for the moment. As soon as I'm done with these I've got some rugby fields I'm working on(which I realized I haven't shown over here, perhaps I'll have to do that) that I need to get done before I can finally get back to the RRP, so, what you see is very close to what you'll get. Chris
-
UK Style Rural Highway Verges (Inc. Gantries & Signs) - M25 Project
Alien_397 replied to Dexter's topic in SC4 BAT & Lot Workshop
These are coming along nicely, good work on the models. Did you end up getting them transit enabled or did you overhang them? Also I suppose you got the clipping problem solved, as it looked alright in some later screen shots. If I were to take a guess, I'd say you hadn't refit the LOD's. -
Sim shady: Yep, but even if it looked alright if I put more in, I'd have to redo 6 different textures and rerender 9 different track and fields, in which case each takes about an hour to an hour and a half to render. It's just too far into the project to make a fundamental change such as that. I'd kinda wondered for a while if anyone would ever ask about that though.... Plus it still looks good as is, so that's one point I can live with. Skyliner: Aye, and thank you for the inspiration on it, you and everyone else that contributed to this have really added alot to the effort Frankie: Yep, it's just nice to know your not talking to yourself sometimes. Thanks for the encouragement. Now for what I've actually accomplished. I decided that the aluminum stands I'd done for the previous fields wouldn't fit as well with the new, um, older ones, so I made some smaller, worn wooden ones for them.
-
I really like your progress on this building, that new roof texture really looks good. The only concern I have about the nitelights is how this: will actually look on a lot, as it seems as if it will be abruptly cutting off the light effect you've used here where it can't carry over onto the ground. Nothing major, just something to look at. Everything else about the nitelights looks great.
