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Everything posted by ardecila
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Man, SG - It must be tough, getting demands day and night (literally). I just want you to know how much we all appreciate what you do. You have made my cities that much more realistic, and for that, I thank you. One thing, though. Have you considered making a La Quinta Inn? The architecture is quite a bit different from what you normally do, and you could even release a second version, sans sign, and call it a Latin Condo Complex.
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Version 1.0
7,723 Downloads
A landmark in design and construction technology, the world-famousReliance Building was designed by Charles Atwood, a partner of DanielBurnham, in 1889. It has become the quintessential urban skyscraper,and its construction pioneered the system known as "Chicagoconstruction", in which a riveted steel frame is built, fireproofed,and surrounded by large windows (the main feature). Sadly, such a landmark went through a dark age in the latter 20thcentury, becoming horribly disfigured, damaged, and occupied by somelowbrow establishments. But in 1995, a program to revive the buildingstarted. Today, it houses the Hotel Burnham, a luxury hotel, and CafeAtwood, a very good yet small restaurant on the ground floor. If youlook hard enough, you just might catch a little glimpse through thewindow. The lot is 2x2, with a small alley on one side. Please pardon thestrange way the construction looks, but it was the only way I couldthink of to make the little side awning hang out over the street. Lot: 2x2 Type: CS$$$ Growable Time Spent: over 15 hours Render Time: 3.33 hours Have fun with it! -
The Great Chozo's highway stack interchange is getting skinned and pathed right now. The avenue wye just needs to be rendered, and then I will submit it for skinning and pathing.
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s'OK, RedLotus. I'll be happy with any sort of rail viaduct put out by the project. I understand how you want excellence and professionalism in this project and I respect that. That comment by BigRedFish really gets to the heart of the Network Addon Mod: practically an expansion pack in itself. Mikeyb, I know it's a totally different, probably thread-unrelated idea, but I'd rather see that viaduct as a bridge. With the Rain Modd, we could get some really cool effects (like that awesome viaduct in Harry Potter).
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Here are those preliminary BATs I was talking about earlier. mikeyb, I'd be happy to collaborate with you, if you'd like.
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mikeyb66: Great! Not exactly what I was thinking, but cool still! It looks sorta European, and definitely Roman-inspired. I can think of a bunch of places where I could use that! What I was thinking of was something like this \/. This is what I'd like: a gritty, sort of urban structure that'd look good in an industrial area. If we make them the same height, we can use the same path files, and maybe do both styles.
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mikeyb66: Regarding the Viaduct Rail: If there's enough interest, I'll finish my preliminary BATting. If I can do it in puzzle-piece manner, I'd love it!
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Tutorial to transit network enable your lots
ardecila replied to qbert2's topic in SC4 - Custom Content
How do I use this program? I can probably do the transit-enabling, but how do I load the proper lot file? I can tell this will be a lot easier than using iLive. -
Well, diag-diag and orth/diag would basically involve redoing every single transit tile made since the beginning of this project. frogface: I get mixed successes with using RCI for retaining walls. Plazas will work, though.
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brtim: We can't have Network Tiles underground. RedLotus found this out. The Urban Overpasses are just regular, above-ground overpasses changed so that they are 4 tiles long and have a flat deck when you put them over an entrenched highway. Entrenching can be done with proper terraforming. You can give it retaining walls with PEG's CDK and CDK Highwall sets. They aren't available anymore, but they will be in the near future. And don't send PEG's lots illegally - knowing him, he'd probably file suit!
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It is possible. You just won't be able to drive through it. Elevated Rail isn't UDI-compatible, so you wouldn't expect that anyway. It'd look weird, too, because they use different vehicles. Could you direct me to the thread you mentioned, Rodney? I'd like to look it over.
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Tropod: Does this new Puzzle Piece development mean that we can simulate plopped networks (other than neighbor connections/bridges)? Something I've been wanting for a long time is a elevated rail over road, like we have here in Chicago. Is this possible using this method? And how about that Viaduct Rail I PMed you about a while ago? I did some prelim BATting, if anyone's interested. Anyway, this is all pretty cool. All of you guys are doing great work. Could someone involved in skinning/RULing/PATHing PM me regarding the progress on the urban overpasses? Thanks.
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ar-de-KY-la All hard syllables. I originally created it as a unique AOL screenname, to avoid using numbers. But because it's reasonably short, and unique, I use it everywhere now. It's actually a hybrid of bird scientific names. When I was signing up for AOL, I happened to have a Bird Field Guide on the table. After trying my name and other names I'd used in the past, I opened the book and took snippets from different Latin names to create ardecila. My avatar is a B-1B Lancer strategic bomber. I use it because it's a cool depiction of my very first BAT, and the splash symbolizes the effect I have on people (at least IRL).
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- 46 Comments
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Tropod: Typo. I didn't mean to say lots in that first question. The plopping issues check out, and for the slope, well, I'll try a variety of slopes on the end tiles to see which looks best. People will still have to terraform to get the perfect height (which they should be doing anyway, to create the trench). Thanks, Tropod. Rendering now!
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RedLotus/Tropod: Okay. Unless anyone has any suggestions or objections, I'm going to start rendering my Urban Overpasses. However, I have a few questions I would like answered before potentially wasting hours rendering. Plopping Mechanics 1} Will it be possible to integrate my lots into the game without obfuscating the current overpasses? 1b} Can I make the Urban Overpasses ploppable-only, so as not to prevent the game from automatically placing the current overpasses? Terrain Issues 2} Can I make the game maintain the flat surface across the overpass? If the pieces automatically adjust to the terrain, we have the same problems that the current overpasses do. Can we solve this? If I can't resolve these problems, I'm going to resort to lots, at least for this transit project.
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