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Everything posted by sffc
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Mesmerizing! It's clear that you've been putting a lot of time a lot of Move It! into this (something I haven't found the patience for!). Back up in the first post, you posted this image: What transit network is that? Are you using a mod to change the look of the tram network, or is it a metro network with MOM? What station asset is it?
- 95 Replies
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- california
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SimCity 2013's creative director explains what we could have got without EA pestering
sffc commented on Haljackey's article in News
The year 2013 was at the dawn of the era of scaleable cloud infrastructure and serverless application framework. Just in the last few years, the big tech companies have all jumped onboard and brought cloud computing to a new level with Amazon Web Services, Google Cloud Platform, Microsoft Azure, and many others. Pokemon Go was hosted in GCP and is a great example of how these new platforms help online games scale rapidly. If Maxis had a second chance, I think they could make the online backend of their game work great with all this new technology.- 32 Comments
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- simcity 2013
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You built all this in Cities Skylines? Looks awesome!
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Maybe a challenge for, "best city on a slope"? Where you need to build a medium city tile such that there is at least 1000 feet between the highest and lowest points in the city. The city must have at least 25K population, and you should be able to drive from the lowest to the highest point in the city. All mods are okay except mods that have to do with changing the required slopes of transportation networks. Submissions should be judged based on how well the city takes advantage of the terrain. For example, a city that has many different tiers of city development all the way up the slope of the mountain with a robust transportation network should be better than a city that just has a bunch of development down by the river, then a winding road up to the top of a 1000-foot mountain with a radio tower on top.
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Version 1.0
6,061 Downloads
EDIT: Unnecessary files were removed from the download. No re-download is necessary, as the modd itself is exactly the same. The Road-Street Crosswalk Reduction Modd will remove the unrealistic crosswalks in the street-intersecting-road textures. It will change a total of 40 textures in two categories: a street ending on a road and a street crossing a road. To install, simply place this folder somewhere in your Plugins directory. This modd is just eye candy. It does not affect any part of your transportation network. There are no dependencies. More instructions and more pictures are included in the readme. -
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- commercial
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Very nice! I love your well-planned GLR! One question: what mod is responsible for the fences along the sides of the GLR tracks in the third and fifth pictures?
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- streets
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Late 18th Century Port-au-Prince
sffc commented on sg333's City Journal Entry in Metro Port-au-Prince
I like your region so far! One of my favorite mods is the Seasonal Farm Street mod by Uroncha. Here are the links, one for regular streets and one for SAM streets: https://www.simtropolis.com/forum/files/file/16132-seasonal-farm-street-cp-trees/ https://www.simtropolis.com/forum/files/file/19764-seasonal-farm-street-for-sam-cp-trees/ When I first installed these, I was amazed by how much better my agricultural areas looked. Since you have a lot of farmland, I recommend that you give it a try. I look forward to your future CJ posts! -
Grayditch University
sffc commented on wallacet's City Journal Entry in Republic of the McConnelly Isles... Memories from the past
I love your CJ! I can't wait to see what comes next… -
Railroads connect the nation
sffc commented on wallacet's City Journal Entry in Republic of the McConnelly Isles... Memories from the past
I love the train yard! Good job with fine-tuning the textures! I'm gonna have to learn how to do that one of these days -
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- roundabout
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- 16 Comments
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Welcome to the SFFC Traffic Texture Topic (TTT)! This is where I will be posting previews of upcoming texture sets, where anyone can post comments and/or constructive criticism, and where you can submit suggestions as to any other texture sets I can make. My first texture set was the Street-Road Crosswalk Reduction Modd. The purpose here was to basically make roads flow together better. In cities where you have a lot of intersections, you could be at risk for an entire road basically being horizontal white line after horizontal white line. This mod fixes that problem. Any suggestions for this modd may be posted in this thread. See pictures of this below. The texture set that I am currently working on is to remove the crosswalks that make road roundabouts (in the NAM) look "boxy." Before I upload this, I would appreciate feedback on how it could possibly be improved. Here are pictures of these texture sets: Street-Road Crosswalk Reduction Modd: Road Roundabout Texture Modd: Again, please respond with feedback, as it will be greatly appreciated. I intend to produce only tip-top quality work, so the more feedback the better.
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Hi Moonraker0, I'm glad you found use for my texture packs! The problem probably revolves around your other street-related mods being loaded after the Road-Street Crosswalk Reduction Mod. The "No Roadway Grass" mod sounds like a possible culprit. Does this problem most often occur in low density areas? Regardless of what's causing it, here is a possible workaround: add "zzzzz" to the beginning of the "Road-Street Crosswalk Reduction Mod" folder so that it shows up at the bottom of your plugins folder. If the No Roadway Grass mod is in fact "overwriting" the Road-Street Crosswalk Reduction Mod, making this change may cause intersections to occasionally not "flow" correctly with neighboring pieces. However, an effect like this would certainly be less noticeable than lines through the road!
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