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Ryno917

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Everything posted by Ryno917

  1. That's pretty much what I was thinking - as this mesh is stretched/repeated/lofted along a spline, it limits what we can do with repeating details significantly, unfortunately. How 'long' do you think a segment is? If it's a good 4 meters long, we might be able to do something like Mas's seawalls. Would be interesting to see, for sure.
  2. Is it possible for Network skins to just call on the new prefabs? So new Quay styles would be separate downloads, but Network skins has the ability to place props along them? Has anyone had a look at the Quay 3D asset? Judging by what we see across all of the draggable stuff (roads, quays, etc) it looks like most anything we do will have to make use of a clean shape. So something like Mas71's Seawalls wouldn't be directly possible, would it? Mostly talking about the stairs and the lower portion having the vertical notches repeating down the length of the model.
  3. Yay! I was wondering when this beauty was coming
  4. All of those look awesome! How about brick sidewalks, too? Are these all independently selectable (for instance, you can select the sidewalk treatment separate from the road texture), or do you need to create a prefab 'road with gravel sidewalk' and 'road with no sidewalk' ?
  5. Holy crap! If you want a house in a suburb of Toronto, you're looking at mid 200s for something a good 40 minutes drive out of the city center (if you get lucky and there isn't any traffic at all, which never happens here). You'd have to go a few hours out of the city to hit something in the low 100s, if that's even still a possibility in this province. As AJ3D mentioned, these types of residential developments don't have 'wealth levels.' They take 1-3 basic designs, each with a couple options (shutters on the windows, one or two car garage, siding and roofing options, etc) and then once enough people have 'bought' into the development, they batch-build the houses. There's no wealth levels, they're all the same, basically. They're bland, soulless, lifeless and depressing. They are a perfect example of why I hate suburbs. Cookie-cutter houses with no inspiration or originality tightly packed into the middle of nowhere with no trees and jerk-offs for neighbours. BoldyBuilding has captured this perfectly. Almost makes me want to build some suburbs of my own! I think this is an awesome idea.
  6. Side note: Is it possible to have the tree and streetlight selection done via pictures? Maybe instead of a drop-down, it opens a window like the content browser or something with all options listed with their pictures? Some of us have quite a lot of trees installed at this point, and it's hard to remember what's what - especially for those of us who don't really know tree species very well.
  7. Looking great! I agree with Simulanten, though, that the windows are a bit flat looking. Maybe being more aggressive with the normal map for the frames, in conjunction with some baked in shading, would help punch them up? Looking great otherwise! I'll be subbing for sure
  8. Initially I was going with sliders for the quick visual adjustment, but I agree that more precision would have more benefit. If it's not possible to do both, I'd go with a text box.
  9. Yep - I'm just surprised at how much they've packed into this one. I was expecting the free updates to be about half the size of this one. Good on them!
  10. All sounds great to me! I just hope the walls are easily modable (more easy than roads, anyways) so we can get some really nice variation in them. The walls pictured don't look very nice - very utilitarian and plain. Good for an industrial area, but not a downtown waterfront. Great stuff! I'm quite surprised this is all coming in a free update!
  11. I havent had a chance to play around, but I hope you're right!
  12. I see what you did there! Very interested in the sea walls and canals.
  13. Wait... You make all these mods and you still play the game!? How do you find the time? Awesome stuff!
  14. Do you need a mac, though, or would a Windows laptop suit your needs? You could get something faster for the same amount if you go that route. Apple products are overpriced for what they are, spec-wise. If you don't need to run OSX for anything you'll get much more for your money if you buy a Windows Laptop (and then you don't also need to buy Windows itself to install in Bootcamp, which isn't cheap). For instance - 2 years ago I got my old company to buy me a brand new top of the line mobile workstation from Lenovo (workstations are more expensive than typical user equipment as they're more specialised and have hardware that is specifically vetted for high-intensity work) which was $2300, including a docking stand, and it was much faster than the Macbook you're listing there. And that was 2 years ago! As for the one you've linked, I can't find anything about how much VRAM the GPU has available to it, so I can't say for sure, but I think that one will run the base game OK. Probably not with maxed graphics, and you'll start chugging pretty bad when/if you get into mods. Also note that Macbooks have terrible cooling (many only have a small strip of venting at the base of the screen), so if you're pushing the hardware it is going to burn out much faster than most PC based laptops because it can't keep itself cool effectively. That's a general problem across all laptops, including bulky workstations, but most PC laptops have a lot more airflow going through them, and you can get docks/laptop stands with fans in them that can help. Since Macbooks don't have any venting on the bottom there's really nothing you can do to help except keep them elevated so the surface under them doesn't exacerbate the problem.
  15. Their recommendations also only cover the base game, remember. Once you start adding mods you'll start needing better hardware. Also - running windows under bootcamp will be slower than running windows natively, so you'll need a bit of an increase there, as well. Is there any reason specifically that you're looking at a mac instead of a pc?
  16. Gaps are easy to eliminate if your alpha mask for the side of the wheel makes it slightly larger than the 'tread' circumference
  17. Looks cool! I think you can probably shave a lot of tris from the tires and the hydraulic arms. Tires you could have the sides just be one solid polygon (2 triangles) with an alpha for the round shape as seen from the side, and then make the circumference an 8 or 10 sided shape and really cut down on the polys there. With proper smoothing you won't even be able to tell it's low poly! If that made no sense, I can whip up a mockup image of what I mean. The hydraulics you could probably get away with making a consistent diameter all the way through instead of modeling both the piston and the cylinder, and then just differentiate them through the texture. That would cut their poly count in half, and they should probably be no more than 6-sided.
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