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Everything posted by ardecila
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Yes - the interchange tutorial, right at the top of this forum. It gives you some modelling basics and skinning basics.
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- 42 Comments
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- agriculture
- farming
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vda Amsterdam Rembrandt Theatre Reconstruction Site
ardecila commented on Vanderaap's file in Industrial
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Poole, Diamond and Associates BAT Showcase
ardecila replied to geoff_diamond's topic in SC4 BAT & Lot Workshop
Something like that could easily be cantilevered from the central core of the building, meaning it wouldn't need a support. Great job on the building, JT! -
This was one of the first modding attempts. People hated, and still do hate, those ugly red monsters. Unfortunately, many things about the power lines are exe-defined, meaning we really can't change them. The length, height, and catenary curvature of the actual power LINES are exe-defined. We CAN replace the power-pole models with other ones of the same size. Maybe in a more modern style, or something, I dunno.
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I'm gonna guess it's on the African Med coast somewhere . . How about . . Algiers?
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It's available for d/l in the Main thread.
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- network addon mod
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WOW . . looks great, Tro! Any chance I could be an alpha-tester on this?
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- network addon mod
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Building Log: World Trade Center (Pre-9/11)
ardecila replied to rubik3's topic in SC4 BAT & Lot Workshop
What's wrong with the lobby glass?! Are there just a TON of different shadows in there? -
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Yeah. Just drag EL-Rail over elevated highways.
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My guess is that he made it using the Clouds filter in Photoshop, combined with a little airbrushing to make it tilable.' Looks good! We need more of these landmarks in SC4. I've personally had enough of the big commercial towers.
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The Portland & Oregon BAT Team, Chapter 1
ardecila replied to sparkythepenguin's topic in SC4 BAT & Lot Workshop
Sparky: do you have Photoshop? Just search for a texture of the right style of wood. The color doesn't matter. In Photoshop, go to Image/Adjust/Hue&Saturation. Check the Colorize box and adjust the hue to the paint color you want. Then adjust the saturation and brightness so you like it. If you want less wood-grain detail to be visible, go to Image/Adjust/Brightness&Contrast. Slide the contrast slider down. -
Luck. The game's tiles are divided into two triangles, which puts a diagonal edge down the middle of each tile. All tiles in each city have the same triangle orientation. Therefore, you can create diagonal coastlines one way, but not the other way.
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Woooo! Northwestern! Great site. I love it when people use Flash.
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Oh, you are using custom BATs. Great job then! Did you terraform to get your map, or did you use an image? My image doesn't render at the right scale.
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Or, you could replace the pillars with a wider version. I've always hated those pillars. Besides, aren't the pillars seperate models (a straight and diagonal)?
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Well, first off, the Elevated Rail supports will need to be widened, so they don't show up in the middle of a road. What we need to do is assume that this system will be used in an urban grid. That means diagonals should be scrapped. T-junctions (at least on the roads underneath) should also be scrapped. Here's a diagram of six puzzle pieces upon which rudimentary systems can be built. One more thought: If you're going to go to the trouble of building an elevated system, wouldn't you want full crossings? Let's forget + crossings, and always do the transfer tracks.
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Is that a fire hydrant-opening animation there at the top, in the alley? If it is, that's so cool. That shot is actually really cool, and it would be better if it weren't for the crappy scale in game.
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It hasn't been deemed impossible. Tropod did it with regular rail. Would the two networks integrate, or would elevated always have road beneath it? Or are you using a puzzle-piece method? Stations wouldn't be possible, I don't think, because they would have to be plopped on the rail. We can create the illusion of stations using an overhanging station on a lot that sits to the side.
