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Everything posted by Guinnessmonkey
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The Capital of the World!
Guinnessmonkey replied to spacenuteskimo's topic in Architecture & Urban Planning
And not to accidentally go on topic, but: New York, duh. The greatest city on Earth, NYC is not only the 2nd largest (counting metro area) city in the world, but is culturally, politically, and economically either the most powerful or right up there. New York is The City, so much so that it has become what we think of when we think of a large city. Are there still many people on Earth, after all, who couldn't instantly recognize the Statue of Liberty or the Empire State Building? Hell, I imagine that most would recognize the Chrysler as being in NYC, even if they don't know it's name. Capital of the World, baby. If not NYC, then nowhere. -
Though I will add that I'd prefer it if you (and, frankly, everyone else) were careful when it comes to the "Item Order" property. Personally, I usually edit ploppable grocery stores to be "0x00000023", which keeps them together with all the SG grocery stores. Makes the Landmark menu much nicer when you get all your grocery stores together, all your hotels together, all your retail stores together, all your fast food, etc... :D Just my little private crusade, I guess. ;)
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Ok... This was a project I started a few months ago when I had vastly more time for SC4. I was attempting to pick up the torch from Peg's brief dirt roads project, finishing it and adding in all the newly requisite diagonal street pieces using the latest NAM (I'm sure there are a couple new pieces by now, but after a quick test using the latest NAM and my dirt roads I didn't find 'em). They work, though they could certainly use some cleaning up. I had planned on finishing them myself, but it's looking increasingly like I just won't have the time anytime soon (and, frankly, the bit of gaming time I do have I'd rather spend *playing* the game instead of redoing 4 way curved intersections over and over). Either way, here they are for folks to either use, fix, or ignore as they choose. Personally, despite the few graphical errors (some of the intersections, particularly the crazier NAM pieces (i.e. 4-way diagonal pieces) don't line up 100% correctly, but are still close enough to make the piece fuctional ) I vastly prefer them to the old muddy looking Trolca streets. People can do with these files as they will as long as any further tweaks or mods to 'em make sure to give a shout out to Trolca (for starting the dirt road phenomenon in the first place), Pegasus (for starting this project and, frankly, doing a lot of the hardest work), and myself (for the few diagonal pieces which don't suck ). Anyway: And, of course, a link to the files: http://www.newspringfield.de/simcity/GM_Dirt_Roads.zip
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Date: 11/17/2005 9:37:33 PM Author: Thut Btw is there any way to make the dirt roads draggable plop just like streets and roads? I always have the problem of the dirt roads showing up where i dont want or normal roads showing up where they not suppose to just like the canal overpass road... I want it to be a dirt bridge... O it just hit me, why not someone please make a ploppable 1x1 flat bridge lot as scenery only transit enabled for the times when the dirt road overpasses the canal or those farm canals i always use. Just a thought. quote> Hehe. I actually DID do that already for a couple lots. In my city I tend to use a lot of Goober's Irrigation Canals, and I decided that rail bridges looked wierd, so I made my own little TE pieces (also made 'em for Peg ponds and such). And I agree... It is annoying when that corner piece becomes paved or whatnot... What pieces would be absolutely necessary? Corner 4 way intersection 1x1 straight piece 1x2 bridge piece 1x1 bridge piece Anything else? I'd much rather NOT turn this into an enormous project. I'll throw in my rail pieces as part of the package as well. Oh, and for y'all who are using it... I know the dirt diagonals leave something to be desired, but do you think they're bad enough that someone's likely to roll up their sleves and fix it themselves anytime soon? Cause if not, maybe this should (with these ploppables and bridge pieces) be a STEX upload. I figure that way it at least gets more exposure and such. Edit: Also, do folks prefer it the way it is now (only shows up when next to farms) or would you like a version that also pops up next to nothingness?
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Huh. That link seems to have vanished again, so I reposted it. Ignore the bit at the bottom. It's a link, not a posted file. Dunno why the post seems to think it's both.
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Date: 11/5/2005 6:07:58 PM Author: Andreas Roth Ok, I uploaded GuinnessMonkey's mod to my webspace. Get it here ! It seems the images have vanished as well... Try ImageShack for uploading them.quote> Hehe. Was doin' so as you posted. Thanks, Andreas.
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Date: 11/5/2005 5:31:35 PM Author: Andreas Roth Nice work! I liked PEG's approach of some more dusty dirt roads, and I surely try this mod as well. quote> Danke. These, of course, ARE Peg's dirt roads, just fixed up a bit and with diagonals added. He passed the torch to me a long time ago, then I fell asleep and let the torch go out, so to speak. Please send this on to those of us who actually know how to do this stuff. I'm certainly not fully satisfied with the diagonals as they are now and would love to see these dustier roads totally perfected by one of our many transit masters. Date: 11/5/2005 5:33:00 PM Author: kassarc16 Doesn't look like the download took this time, but thanks for this. Most likely this has to be loaded after the NAM and with no other versions of dirt streets, right?quote> Hmm... I just have it on my BS yahoo account, which I usually just use for images. It might just not like having a larger file (tis too large for the forum, I believe). And I assume so... That's how I have mine setup. I put it in a NetworkAddonMod\Modding\Dirt Roads folder. I dunno if it would work if it loads it before NAM, but why find out? Edit: I notice that my first post has attached file: undefined at the bottom. Don't know why it did that, as I didn't actually attach a file, but simply gave a link. Edit2: Ah. I see the problem now. My stupid yahoo account had some sort of bandwidth limit. I'll get it uploaded somewhere else ASAP and post again when I have. Sorry about that....
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PEG CSK - Channel Stream Kit
Guinnessmonkey commented on Pegasus's file in CDK - Coastal Development Kit
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Ghetto Downtown and New York style roads
Guinnessmonkey commented on Rean2's file in Civic & Non-RCI
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Ghetto Downtown and New York style roads
Guinnessmonkey commented on Rean2's file in Civic & Non-RCI
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Ghetto Downtown and New York style roads
Guinnessmonkey commented on Rean2's file in Civic & Non-RCI
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- 18 Comments
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- bsc
- residential
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(and 2 more)
Tagged with:
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So, I reckon' we should wait until the diagonal textures are much closer to being complete before anyone starts work on diagonal dirt streets... Or is someone working on 'em already?
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- 59 Comments
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- services
- commercial
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(and 6 more)
Tagged with:
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Holy crap! It's actually out! (and has been for days!) Thank you thank you thank you!
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Date: 6/19/2005 12:40:11 AM Author: samantha Okay guys, I'd like to see this thread go back on topic...and this thread is to discuss the BAT projects of Simgoober, not to question the personal beliefs of another person. ....[etc]quote> Indeed, thank you. Precicely the kind of moderating we need more of. This is a GAME, people. We all need to take a DEEEEEP breath and rememember that. If this situation continues, with rival gangs attacking each others bats not out of quality but out of spite, we're gonna end up throwin' away the baby with the bathwater. After all, a mod forum is pretty useless if it doesn't provide a place where modders can post their files and recieve honest feedback without 40 pages of this is crap!, This is pathetic!. If some of the better BATers are driven off by this kinda thing it would be to the entire community's detriment.
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- 40 Comments
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- residential
- r$$
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