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Everything posted by ardecila
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It's possible. Just find the animation you want to change, and change all the frames so the light has. that horizontal orientation. There's an animated-flag tutorial floating around somewhere, use the same methods.
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- 118 Comments
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- oneil
- commercial
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(and 3 more)
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I don't think it has. That mod was to ensure that two doubly-placed straight rail segments could smoothly transfer to two, doubly-placed, but still 1 tile apart diagonal segments of rail. Does that make sense? My idea is that you put two diagonal rail segments next to each other on one tile. _________ | /| | / | | / / | |/ / | ----------
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You should move the Police sign to the diagonal corner, so it can be seen by all when the lot is placed on a corner. It could have some I-HT jobs for the Forensics people, and some police jobs (obviously). It should also have some sort of rear entrance, for the actual officers and other personnel, as well as bringing people in. The front entrance wouldn't have that same sort of heavy, fortress-y quality IRL. Basically what Bertrum said a few posts back, plus the diagonal-corner sign comment.
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This is what I'm talking about. The rail traffic doesn't HAVE to flow in this manner, although doing otherwise would be complex and unnecessary.
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Can we get that double OneWayRoad effect with rails? That'd be awesome. As far as I know, you just add the texture, with wealth and zoom levels, edit the tuning parameters to take advantage of it, then configure the RUL so it has diagonal-connection flags on all sides. Do textured networks need path files, or is all the pathing done by the RUL?
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He's still kinda doing them. See the Perkins a few posts up? SG: That office building looks great. You need to reduce the night-windows usage, though. A lot of people who work in such suburban offices don't work nights. BTW, SG: what would you recommend to put in the back of a small fast-food restaurant? Help would be appreciated.
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You run the road/avenue between the two decks, and then put ramps on each side.
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Version 1.0
13,298 Downloads
Bring a classical touch to your cities with this Beaux Arts Peristyle!Based on Wrigley Square in Chicago (no, not the Cubs stadium!), at thesoutheast corner of Michigan and Randolph. Thisperistyle/fountain relieves air/water pollution, and generates a bit ofgarbage (55-gallon drums). Occupies a 2x4 lot. You need the ADCperi_textures.dat file, included in the zip, for the textures to show properly. Dependencies: Reverse Overlay Texture Pak 2 PropPakmjbTreesShrubsAndFlowers01 Ver 02 PropPakmjbTreesShrubsAndFlowers02 PropsPakmjbTreesAndBushesVol03 Ver 02 -
- 46 Comments
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- rail
- transportation
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The ground-highway one is coming soon . . I did the elevated-highway one first because it's easier. The ground-highway one is going to be a bit more challenging. Not a lot, just one minor hurdle I have to think through and solve. Namely, how do you get traffic to work accurately on a SimSPUI? I'm not sure if the SC4Path files can dictate a complex intersection like the SPUI's Single Point. With the el-highway, it doesn't really matter, cause you won't see it.
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To add bus stop functionality, simply add the two bus occupant groups (0x1301 and 0x1926) to the occupant groups property. Then, add the ride bus in/ride bus out values in the transit I/O property. Should be easy as pie, if you can understand qbert's tranist-enabling tutorial. That's okay about the bandshell. Could you share your Bilbao titanium texture, though?
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SPUI: Whaddya guys think? It's not as wide as it could be, but the tiles next to the ramp would be virtually unusable. I'm also considering doing the avenue version with two-lane ramps. Oh, and that slope isn't a mistake. That's how steep the Maxis ones are.
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That station's awesome! I love how the track area is straight, yet the other platform elements make it look curved! I don't want to add another project onto your plate, but do you think you could do Gehry's Millennium Park bandshell here in Chicago, once you finish the stuff you're working on now? It's awesome, you drive through the downtown and you see this leviathan free-form metal structure at the end of a long building canyon. I'd be glad to help you with something in return.
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Okay - fixed the shading errors. I'd try to study the building and determine what this recessed walls to either side of main wall thing is, but I'm really tired right now. I'll tackle it in the morning. Once I fix that, I'll send it back to ya.
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The reason you were told to use the slice modifier is because you need more geometry for the bend modifier to look right. Because the bend modifier can't add new vertices, an object without many segments will bend properly, but it won't look right. (You probably knew that already.) For the missing-floor prob - you didn't put an edit mesh modifier after the extrude on the thing, did you? If you didn't, just remove the extrude, attach the new rectangle, and reapply the extrude. Oh, and the email did go through. I'm not quite done with it, as the Bend modifier create some undesirable effects I'm still fixing (see those little slash-shaped shadows on the lower section of windows?)
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baldy - I'd be willing to give the bend problem a try. There could be so many different things causing your problem, and it would take a lot of time to explain all of them. E-mail me at ardecilaATkDOTst with the model file, and I'll see what I can do. To change the slice plane, apply the modifier, then click the plus sign next to the word Slice in the modifier stack. Then click Gizmo right under it. The plane is now selected, feel free to rotate or move it. I'm not sure what you mean in the rectangles for windows question, but I know that you can apply a Cap Holes modifier, create a box where you want to remove stuff, and create a Boolean Subtract. You can also create a bunch of boxes, attach them together, and take care of all the windows on a building at the same time. The cap holes modifier will create some weird geometry, but after you create the Boolean, you can convert to mesh and delete the unwanted polygons.
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Rural setting modd -- adding life to farming communities
ardecila replied to Daeley's topic in SC4 Modding - Open Discussion
No - it's not water, it's watered tiles. Another thing - is there a mod that stops farms from polluting the water pipes? Putting a pump near a farm might be a bad idea, realistically, but running pipes near a farm should be safe (well, they are concrete!)
