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Travis 5

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Everything posted by Travis 5

  1. Version 1.0

    5,893 Downloads

    ITC American Football Fields Project, by Travis Travis and the ITC Team bring you the American Football Fields Project, which has been 11 months in the making. This download comes with 14 varied and assorted-styled american football fields, to suit all your football needs. Features List: 14 lots 2 included props Custom Menu Icons 10-Language Multi-linguality Visit the ITC Team at Simcity4Devotion: https://www.sc4devotion.com/forums/index.php?board=229.0 Lot Details and information Lot sizes: 6x5, 7x5, 8x5, 9x5, 8x6, 7x9, 8x11 Menu position: Parks Menu Plop cost: § 339 Bulldoze cost: § 50-90 Monthly cost: § 45-85 (Vol. 1), § 30 (Vol. 2) Park Effect: 75-135 over 75-132 (Vol. 1), 90-120 over 90-120 (Vol. 2) Landmark effect: 60-100 over 10 (Vol. 1), 70-90 over 10 (Vol. 2) Max. Fire Stage: 4 Power consumption: None Water consumption: 30-45 Gallons/month Air pollution: -60/ -176 over 10 tiles Water pollution: 5-9 over 5-9 tiles Notes ***This package is multi-lingual, availible in 10 languages, which, if you have the version of the game in one of those languages, the lots will display in that language. Dependencies To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder Note: for some files, you will need to be registered at the SC4D LEX.. BSC MEGA Props CP Vol01 BSC TexturePack Cycledogg V 01b SFBT Essentials BSCMegaProps JES Vol01 BSC Textures Vol 02 High School Football Stadium BSC MEGA Props ALN Vol01 BSC MEGA Props ALN Vol02 BSC MEGA Props ALN Vol03 Credits Created by Travis, ITC Team, ©2007 Thanks goes out to... ChrisAdams3997, for making the field models themselves, as well as providing invaluable advice and feedback from day 1. Patriots1228, for providing feedback, and creating a few props to be included with the lots. YoshiIsland, for testing and feedback CasperVg, for testing and feedback. Translation Credits: English - Travis Spanish - Travis French - Casper/Travis Dutch - Casper/Travis German - Andreas Danish - Krbe Swedish - Anders Norwegian - Krbe Finnish - Tage Polish - Adam Feedback & Support Please post any feedback or support issues in the following thread at SC4Devotion: Travis' ITC lots I will attempt to answer them to the best of my knowledge, and as quickly as possible.
  2. Panzer Prop Pack

    woo! haha I remember that, thanks man
  3. One US Bank Plaza

    lol it's funny, I BATted this myself like two years ago but didn't think it good enough for release. great job Scotty! [img]https://www.simtropolis.com/forum/public/style_emoticons/default/5.gif[/img]
  4. UCC JFM Banks Revisited

    Version 1.0

    1,275 Downloads

    JFM Banks Revisited by Travis Description An oldie but goodie that I never got around to releasing on the STEX. A series of small banks was released by JMyers several years ago; however, he decided against using dependencies on the lots, and I personally found the lots a little lacking as such. So I went to work re-lotting them to blend in better with my other lots in a suburban environment. This package includes four ploppable landmarks with jobs. Notes from the Author: Q: Where are the trees?! A:There is a known minor bug in the game with RTK4 props (in English, props that appear and disappear based on the game calendar & clock). Usually you need to let the game clock run for a little bit for all such props to appear. Q: Why aren't there any cars in the parking lot? A: the car props used on the lots are timed props, meaning they will only appear at a certain time of day in-game; in this case, during the game daylight hours. BSC Textures Vol. 1 JMyers Small Shops Vol. 4 CP Mega Props Vol. 1 Feedback& Support Visit Travis'UCC LotShop for any questions, comments, or issues. Thank you for downloading!
  5. Originally posted by: A Nonny Moose There are idosyncracies in the lot editor and you have to be careful, for example, to preserve the base textures. If you remove base textures, you need to put them back. If you expand the lot you need to copy the base texttures into the new grid spaces, etc.. quote> Well actually, these aren't causes of CTDs. Granted, such things could case graphic glitches on occasion, but a CTD indicates something under the hood is messed up. Originally posted by: pilliar117 Hi! I have put base textures (JRJ Diagonal Concrete Walls V2) on a set of highway signs (Transportation Safety Project Signs) so that they will look normal on my ground highways on embankments instead of there being a grass gap whenever I place a sign. However, I have a problem of it crashing when I place it. I put base textures onto 13 signs, using 1 of the original sign lots as a start and applying the textures and props to it. Then I used the modified original and just replaced the buildings to be the other 12 different signs while maintaining the textures and props I put in. I can place the first modified lot but the other lots will cause my game to CTD when placed. Does anyone know why this happens? Also, on the set of 12 modified signs, I cannot see the grey square that represents a building in LE even though I can see the model. quote> Well I can work this out for you. I would need to see the files myself; if you can, e-mail them to me (my e-mail is in my profile ok apparently its not. PM me instead.) and I'll find the problem. Most likely a simple fix.
  6. UCC Central Park

    haha thanks Todd. Anyways, enjoy folks!
  7. UCC Central Park

    I'm in your account sappin' your uploads! All should now be well.
  8. UCC Central Park

    Version 1.0

    1,670 Downloads

    Originally designed by myself in 2007, for my MD at the time, "Take a Tour" , this small city park makes its second foray onto an exchange- this time with a little more TLC gone into the package. This lot makes full use of seasonal props- not only trees, but other little items as well change with the seasons- such as holiday decorations in Winter, children flying kites in Spring and Summer, and fallen leaves on the ground in Fall on into December. This certainly isn't a blockbuster release- but this park has always been one of my favorite little lot creations, thus I shall share it with the community. Notes from the Author: Q: Where are the trees?! A: There is a known minor bug in the game with RTK4 props (in English, props that appear and disappear based on the game calendar & clock). Usually you need to let the game clock run for a little bit for all such props to appear. Q: Why is the grass bright green in mid-Winter? A: Unfortunately, due to the game's limitations, there exists no method to have base textures of a lot change with the seasons. Whilst snow/bare ground could be simulated with props, such a method would cause more issues to arise: such as weird shadows, and issues with the lot when placed on slopes. Trust me, that bright green grass next to a snowman irritates me too. Q: Is this lot BSC-park compliant? A: Not at this time. For those unaware, "BSC-park compliant" is in reference to a set of parks developed by the BSC, in which the user chooses a path texture and the downloaded lots will automatically display the chosen path texture. If there is enough interest, this lot may be made compliant in the future. Lot Details & Information General Information Plop Cost $155 Bulldoze Cost $10 Lot Size 6x6 Pollution at center Air Water Garbage Radiation -2 1 0 0 Pollution radii Air Water Garbage Radiation 2 1 0 0 Power Consumed 1 Water Consumed 5 Landmark Effect Magnitude Radius 20 10 Demand Satisfied R-$ R-$$ R-$$$ 250 250 250 Menu Location Parks and Rec Monthly Cost $35 Dependencies PEG Christmas Development Kit: https://www.simtropolis.com/STEX/index.cfm?id=11097 CP MEGA Props Vol1: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 BSC Textures Vol 2: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638 Installation Simply unzip to the plugins folder. Feedback & Support Visit Travis' UCC Lot Shop for any questions, comments, or issues. Thank you for downloading! Todd wuz ==>
  9. First off, I am quite excited to see the UN HQ being recreated for the game- its been sorely lacking. I could end here with the usual "keep up the good work", but for once I think I can contribute. Now, of course, not in the BATting sense- heavens, no. However, refrencing Cockatoo's post... Originally posted by: Cockatoo-210893 7. Lotting - Somebody reassembles it in the lot editor. 8. Modding - Somebody is responsible for tweaking values and getting the lot ready for the game. 9. Packaging and Release - Somebody writes a readme and gets it ready for release. quote> This is somewhere where I do have some expertise- I think these last three steps I could handle. Now, of course its not that easy (is it ever that easy? ). My job depends largely on what you guys- the BATters- decide upon. For example, the debate as to whether to split the buildings up, or render as a whole, and then the sub-debate as to render the grounds, or use textures- of course affects my part. I'll leave that decision up to the people that know what they're doing with it; I can work with it either way. Lotting the complex would be very fun, and if rendered as a whole that wouldn't be possible- but that's just my two cents. On to step #8, we have much flexibility: we can make the standard LM plop, another one with jobs, or, (if you really want to get serious ) a mega-lot growable. In addition, this is one of those buildings that's just destined to be a reward lot- IMO, I advise that I should make one of those as well. And lastly, more of an afterthought considering the effort that will go into this project, from everyone involved- the packaging. Perhaps an installer version, and a zip version (to facilitate MAC users); and of course a nice readme. Well, I know this is aways off yet- but in fact, if Cockatoo should desire, he can render the basic shape of the complex and I can put the modding framework into place right away. The only catch with this is that the scale can not deviate- as that determines the stats that PIM-X assigns it. Again, up to you guys. And of course, that's if you even require my help- but I'd be glad to put the final touches on this. What are your thoughts?
  10. Is it possible to convert .3ds to .gmax?

    yes, easily possible: in GMAX, go to file > import. That's all you need to do.
  11. Industrial Lot Project - ID Pack 2

    I agree with the consensus here- good, well prepared re-lots are difficult to find on the exchanges these days, and, for the uploader's part, very difficult to pull off. 5/5 here- well done!
  12. Hello all, welcome to my thread! This is where you can see what I happen to be working on, and previews of items that are awaiting upload. This is also a good place to offer feedback- let me hear what you have to say! For starters, I'll post some teaser pix: and who knows, I may even release this someday. thank you all for reading, and don't hesitate to comment if you like! -Travis
  13. UCC - Travis' Lot/Mod/BAT workshop

    thanks. Hmm...what's this? where did THAT come from? Bonus shot: Rendering as we speak. Comments welcome!
  14. UCC - Travis' Lot/Mod/BAT workshop

    Thanks for the replies. long time no update, eh? Been doing plenty of behind the scenes work on the Suburban Set though. Hot off the presses... More is already on the way. Thoughts so far, anyone?
  15. count me in for sure.
  16. Favorite European Cities

    Paris and Moscow. 'Nuff said.
  17. UCC - Travis' Lot/Mod/BAT workshop

    Thanks to Patrick, Brian and Jacqulina; and even more thanks to Todd for his suggestions here (as well as from earlier). Now...at this stage, the Graf Zeppelin is about 85% complete- just some small detail modeling and last tweaking of the textures, plus custom LODs, and this one will be ready to go. In the meantime, I figured I should give you guys something to gaze (drool? ) over... (click for full resolution- beware, over 2,300p wide and 800p high ) Ah, and some details on where all these WWII ships will be going....next post. Comments appreciated!
  18. UCC - Travis' Lot/Mod/BAT workshop

    @Todd: all very valid points. I'll be revisiting the U-Boat shortly. @SimFox: ah yes- I had half the model rendered below the Z-axis in BAT, which I thought would give the effect of partial submergence, but in fact I need to tighten the LODs for this to happen. Will do so when I revisit the model. Now, the next project, while I take a quick break from u-boats: It's about 60% complete right now- the model I based it off of I had to export without textures from sketchup (they were THAT bad ) but the model itself once I loaded it up was amazing. Lots of little details left to come on this yet- but I'm especially proud of my work on the flight deck texture.
  19. UCC - Travis' Lot/Mod/BAT workshop

    The U-type IXD-2 is rendered and ingame! Replies: @rabbit & johannesut: thanks! @BoxCarRacer: thanks, but that's not my logo design (it's riiga's). Although I'm quite content with it, especially the fleur de lis. Next project is a German Type VII u-boat: That's the GW model I'm starting off with- it leaves much to be desired, but its a good starting point. Comments welcome!
  20. UCC - Travis' Lot/Mod/BAT workshop

    @617squad: well, as pointed out and explained in chat... The type IX-D2 variant had no forward 105mm gun, nor the flank guns (which I couldn't find on any IXD model, tbh). Although I admit, I should have been more specific as to the variant. But, thanks a lot for the advice and critiques in chat, made the model much better in the end. Now, we'll cover the progression of a BAT... Well, this is what I started off with: After taking that original model from the google warehouse into GMAX, I rendered a test version and then kinda forgot about it. But earlier last night, after posting this thread with that age-old image (seen above as well as in the first post) I decided to spend some time on it, perhaps enough to make it release-worthy. After a few minutes texturing, I came up with this: But then I thought, that it would be better from a viewer's perspective if there was a plane of water, to show what parts of the sub were above/under water. So I added one: But once I stepped back and took a look- gah! needs more work. So then I swapped in some different textures, and voila! But I still wasn't convinced, so I swapped in some more: I probably would've been content to leave it there, but thankfully our friend 617squad noted some things to me in chat, so we continued... It was about that time when I realized I was going to need to do some actual remodeling of the sub's deck in order to get the textures right, so I did. Then, after spending much of the night adding some little odds and ends, I got to this conclusion: Enjoy everyone, and don't forget to comment!
  21. UCC - Travis' Lot/Mod/BAT workshop

    Well, tonight I've decided to work on the U-Boat Type IX-D. The plane of water is there just to give you an idea of what parts of the boat will be submerged in-game. Thoughts on this? @WIllG: lol will my bad, I'll be sure to give due credit next time. Next question: when are you reinstalling the BAT? @thingfishs: thanks! indeed, its a UCC project now- but don't worry, we'll be getting back to work on it soon.
  22. UCC Asbury Building

    oops, add to the dependencies "CP Mega Props Vol1" :\ lol...
  23. UCC Asbury Building

    Version 1.0

    1,892 Downloads

    UCC Readme: Asbury Building by Travis Description Another lot of an LBT model- grow and plop included. Enjoy! Lot Details & Information Growable: Lot size: 5x5 tiles Building style(s): Building: Commercial,Building: CO$$$,Style: Chicago,Style: New York,Style: Houston,Style: Euro Growth stage: 6 Occupants: CO$$$: 1314 Bulldoze cost: § 928 Max. Fire Stage: 3 Power consumption: 53 MWh/month Water consumption: 578 Gallons/month Air pollution: 7 over 6 tiles Water pollution: 7 over 7 tiles Garbage pollution: 4 over 0 tiles Ploppable: Lot size: 5 x 5 tiles Menu position: Building: Landmark,Building: CO$$$ Jobs: 1314 Plop cost: § 14512 Bulldoze cost: § 928 Monthly cost: N/A Max. Fire Stage: 3 Power consumption: 53 MWh/month Water consumption: 578 Gallons/month Air pollution: 7 over 6 tiles Water pollution: 7 over 7 tiles Garbage pollution: 4 over 0 tiles Dependencies LBT Office Models Pack CP Mega Props Vol 1 Installation Simply unzip to the plugins folder. Credits Model by LBT, Lot/Modding by Travis UCC Team, ©2010 Feedback & Support Visit Travis' UCC Lot Shop for any questions, comments, or issues. Thank you for downloading!
  24. UCC Spring Lake Building

    @cubby: lol, well its good to see people are getting excited over it. :D @everyone: just a note, I did *not* BAT this, its just a lot of an LBT model that was never previously put into the game. ;)
  25. UCC Spring Lake Building

    Version 1.0

    1,532 Downloads

    UCC Readme: Spring Lake Building by Travis Description A lot of an LBT model- grow and plop included. Enjoy! Lot Details & Information Growable: Lot size: 2x3 tiles Building style(s): Building: Commercial,Building: CO$$,Style: Chicago,Style: New York,Style: Houston,Style: Euro Growth stage: 8 Occupants: CO-$$ : 1039 Bulldoze cost: § 958 Max. Fire Stage: 40 Power consumption: 21 MWh/month Water consumption: 217 Gallons/month Air pollution: 4 over 5 tiles Water pollution: 4 over 6 tiles Garbage pollution: 4 over 0 tiles Ploppable: Lot size: 2 x 3 tiles Menu position: Building: Landmark,Building: CO$$ Jobs: 1039 Plop cost: § 13392 Bulldoze cost: § 958 Monthly cost: N/A Max. Fire Stage: 40 Power consumption: 21 MWh/month Water consumption: 217 Gallons/month Air pollution: 4 over 5 tiles Water pollution: 4 over 6 tiles Garbage pollution: 4 over 0 tiles Dependencies LBT Office Models Pack Installation Simply unzip to the plugins folder. Credits Model by LBT, Lot/Modding by Travis UCC Team, ©2010 Feedback & Support Visit Travis' UCC Lot Shop for any questions, comments, or issues. Thank you for downloading!
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