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CSGdesign

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Everything posted by CSGdesign

  1. JS Seawalls V2

    Hey JaySimson, what's that grass texture you have? Where'd you get that - it's nice. Also I'm happy to help you with texturing your projects if you like - I'm sure there's a lot I could learn from you and I'd be more than happy to help you too?
  2. About seawalls

    I'm in the process of adding to this set now. Under-bridge pieces are complete, but I'm also doing a few others and will release them all as a completed set because I hate endless re-submissions and "versions" of things. In particular, I'm making an "over-bridge" piece which to my knowledge is a completely unique piece. It will add stairs (on low-wealth seawalls like this one) and elevators mall-style with glass and so on for higher-wealth seawalls that I'll produce later, which lead from the base of the bridge (the under-bridge lot) to the top of the bridge where the cars actually travel. It looks like it's going to work pretty well from the way its coming along. It's basically complete also, I just have to texture it and put a bit of a more refined footer on it. A pathway up the side of the base retaining wall, specifically. This is a single-tile ploppable, on the left side of the bridge footer, while the under-bridge seawall plops on the right, allowing for independant useage. After that I'll do the diagonals and diag-to-ortho's, a couple more alternative straights and corners for interest, and then BAM low-wealth basic concrete seawall set is complete. Then I've got plans for a bunch of other stuff, like above-ground water pipes, shoreline over-water roads (eye-candy only for now) and in particular a Quarry set (for a dynamically buildable quarry) which should be an interesting project. Theaim there will be so a city-builder can use a set of pieces to build any size or style of quarry they want into any hill or mountain in their region... hopefully I wont come up against any major difficulties.
  3. Hiya, Can anyone tell me why when I transit enable my lots they each connect perfectly to a road, however they won't connect to each other, or sit next to each other I mean. It makes it impossible to use them as a new transit network. In my case it's a seawall with a car-park / low-capacity concrete drive along the top of it. Each tile has low capacity enabling which works fine and can connect with a street fine, but for some reason I can't understand I am unable to put the in/out points of each tile against each other... Any ideas? The screen shots below show what I'm talking about. Here you can see the three seawall tiles in place, the one on the right shows it is transit enabled because of the street entering it. They are all transit enabled, as shown in the below screenshot. See? All transit enabled. Ok, so why is it that when I go to place the (also correctly transit enabled) 1x1 straight in the left gap, or the Inside Corner piece in the right-hand gap, that they refuse to connect to the other seawall tiles, but WILL connect to the nearby street, as shown below. Refuses to connect the way I want it (street running sideways). Will accept connection in this direction (90 degrees to where I want it), and also 180 degrees to that shown above (also 90 degrees to where I want it). Resulting in this: Not at all what I want. Any ideas please? I can't figure out why if it's transit enabled and each connects to streets ok then why won't they connect to each other okay? What if I were making street or road tiles...? Wouldn't be much help if they couldn't tile next to each other... Thanks for any pointers - tutorials on how to Transit Enable are hard to find.
  4. Transit Enabling question

    Thankyou sthlrd98, I'll look into that - at the moment I don't know what RUL is but it wont take me long to figure out. In the meantime I have now uploaded my first release of this seawall set - I only transit enabled the end pieces and that allows the rest to sit next to each other while still allowing streets to connect to the laneways. Eyecandy only - but it's better than nothing at all I guess. This seawall set is available to download at www.simtropolis.com/stex/details.cfm. It's not perfect but it's only my first BAT - I'll get much better as I get my head around all these tools.
  5. About seawalls

    I have recently released some of my own design - I will be adding to the tileset in the near future - just building under-bridge pieces at the moment. You can try mine if you like - they may not be your style though. CSGdesign's Basic Concrete Seawall Good luck.
  6. Raised Transit Park 1

    That's hot. Very inspirational.
  7. Seawalls.

    Also you can use the road tool, but instead of dragging a road, just plop them one at a time, and they level the terrain perfectly. Plop the first road tool at the height you want and the rest will level to that height. To get the starting road tile's height just right, use RAISE TERRAIN, LOWER TERRAIN and LEVEL TERRAIN tools ingame - you can get it pretty much exactly where you want it that way, then level all the rest with single-plop road tiles. Perfect every time. When you're really good at it, you can do this at a couple of different heights, giving your seawalls a "height change" look which can be useful sometimes when a port section gives way to a neighbourhood or a canal section, for example.
  8. Transit Enabling question

    They're my seawalls - I haven't released them yet. I can't transit enable them? That sucks! So how am I supposed to make multiple road pieces?? Very dissapointing. @ Globex: I don't suppose you know which park mods you are referring to so that I can download and study how they're done? Thanks.
  9. I bought City Life because I also thought "wow a really 3d city game where buildings dont have to conform to a grid - looks hot". It was ultra-basic, ultra-boring, and ultra-take-back-and-get-refund. Srsly - I went from WOW to aww... Big let down. Shame really - a fully 3d city game is really something that would appeal to me a lot if it was done well.
  10. Floating Speed Way - Basic Pack -

    Reminds me of the SNES game "Wipeout".
  11. Small Steam Power Plant

    Awesome looking BAT - Trying not to think about the physics involved in using energy to burn chemicals hot enough to yield energy from them by heating steam to turn turbines - brain explodes. Very pretty model.
  12. Seawall Question

    Thankyou very much, those are handy reference, however I was actually after a tutorial that showed me the settings required to make a seawall in the lot-editor. Like the level settings, foundation settings, land and sea settings, etc. I can make one that is 3 tiles deep - is it possible to make one 2 or even 1 tile deep or not? Also, how can I get the BAT model to sit lower - currently it's base is sitting in line with the top (shore) tile on a foundation - I want it to sit lower and in the water of course. That's what I mean by "how to make a seawall". How to MAKE a seawall, not how to ... er... make one. hahah... Know what I mean? How to create the Lot, not how to use someone else's lots. Any help would be greatly appreciated. In fact a more detailed tutorial on the lot-editor in general would be great - there's very little documentation I've found that shows what all the settings do exactly. And opening up simcity every time I want to test something new becomes tiring fast. Thanks heaps ! Try asking your queston in one of the Lot Editor/BAT help forums, or the Modding Open Discussion forum. tungston.
  13. Seawall Question

    I can't find the tutorial you're referring to? Can you provide a link please??
  14. Hilton Hotel

    Oh cool. Didn't know that yet... cheerz. Well in that case - awesome on all levels!
  15. Hilton Hotel

    I love the modeling - great job, but on a technical note shouldn't a hotel like this only provide a couple of CS$$$ jobs (like the upper management) and then a few more than that as CS$$ (middle management and supervisors) and then a whole stack of CS$ (cleaners, clerks, doormen, etc)...? That sort of stuff is important for a city simulator I think?
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