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Everything posted by rathefalcon
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@Dreadnought Great pictures!! I like the detail along the coasts. Maybe you could enter one of these into the waterside challenge!
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Here are the dependencies for the Pyrenean Terrain Mod (a few years of French in high school worked wonders): Pyrenean Texture Pack One Pyrenean Texture Pack Two Pyrenean texture Pack Three It's amazing how you can accomplish such an undertaking. Your dedication astounds me!! Also it may be helpful to specify which terrain mods are HD for the convenience of those who must run the game in software rendering mode.
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@CorinaMarie and @Compdude787, thank you for your kind words! @Takingyouthere, thanks! I've been considering it and I have a few ideas, so hopefully I can get something started in the next few weeks
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Downtown Kroonburg
rathefalcon commented on sucram17's City Journal Entry in Saint Malin's City Journal
Nice update! I like the graffiti in the second image and the smoke coming out of the chimneys – you have a great eye for detail.- 5 Comments
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Welcome to the town of Windsor! Here's the village of South Windsor, with the parking lot for the railroad station: Maple Ave runs north out of South Windsor and eventually ends up in Windsor center, but not before passing some picturesque New England colonial houses and pastures. Windsor Center is typical of a New England suburb, featuring a town common, church, town hall, fire station, and plenty of antique houses. Just outside of South Windsor sits an old pencil factory. These days, the building is occupied by a baking company. In the background, the regional railroad runs along Miller's Brook.
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From the album Railroads (S3-16-W)
A Norfolk Southern GE EVO pulls its load by Hawley & Sons Manufacturing Co. on a gloomy, rainy afternoon. This locale of Pawtucket Mills has seen better days, but the factories around here still produce mechanical equipment for use in other industrial applications. While many industries have switched to ship their freight by truck, these plants still proudly send out the bulk of their product over rail, as evidenced by the active sidings and railyard. Original size image: https://c1.staticflickr.com/8/7490/30227302416_fd31beefef_o.jpg- 4 Comments
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Well someone's been hard at work! This fresh wood is a nice intermediate between the tan and the dark brown. I would also opt for a more aged wood look, but I fear it might end up too close in color to the tan stone ones. If you could pull it off though... But that's just my opinion I like the fire escapes on the brown brick FAR buildings, they give some nice variation to the facades. But how is anyone supposed to escape if the stairs don't make it all the way to the ground?
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Nice! I like how you incorporated those Maxis landmarks and rewards
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- city journal
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I am having a problem with the water and terrain mods
rathefalcon replied to MisterBlueStar4's topic in SC4 Bugs & Technical Issues
If you're running the game in software rendering mode (you can check whether this is the case under display settings in-game), then you unfortunately won't be able to use HD terrain mods. That's my best guess as to the cause of your problem since it's crashing specifically at max zoom (that's when the HD textures would show). If you're in software rendering mode, switch to hardware if possible and this problem will hopefully be fixed. If you can only run the game on software mode, there are some good non-HD terrain mods out there. I'm not sure about how the region view crash and steam launch come into play with this, but in this case I'd suggest trying an SD terrain/water mod and see if that fixes anything. -
Welcome to Worthington
rathefalcon commented on Simoleman's City Journal Entry in The Worthington Times
There's a pretty decent explanation of the usage of the SAM in text here: https://www.sc4devotion.com/forums/index.php?topic=1617.0 As you mentioned, the SAM does operate using starter pieces. The starter pieces can be accessed through an icon in the roads menu, and the different texture variations can be cycled through by pressing tab (or shift-tab to cycle backwards) while the icon is selected. They can be oriented using the home/end keys – when you are satisfied, click to place. Once the starter piece is down, you can drag the regular street through the starter piece and it will be constructed with your texture of choice! MGB's NAM tutorials are pretty comprehensive if you want an explanation of all of the components of the NAM: https://www.youtube.com/playlist?list=PLM3PEmgLUV_m-S79gAcjNkUL3uVPJQ_yW I believe his explanation on SAM is in the 4th video of the series. The NAM is a really big mod with many components and it will probably take quite a bit of time to get used to it. In the end though I think it's worth it because it adds so much to the game!! -
I think that "lot" might actually be the 4x2 CO$$$ lots plopped with tiles from Paeng's modular parks in between. In case you don't have them yet, they're here:
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Welcome to Worthington
rathefalcon commented on Simoleman's City Journal Entry in The Worthington Times
Nice entry! I personally use a mix of Maxis and custom content, which works as long as you have enough plugins installed to balance out the vanilla buildings. I must confess that I personally don't have quite enough custom buildings installed to stem the plague of repetition, but I'm getting there. A couple of suggestions: (For your screenshots) In terms of your requests, dirt roads are often best accomplished with MMPs – I'd suggest checking out Scribosilyn's Phoenix Project city journal for inspiration: Alternatively, the Street Addon Mod, which comes as part of the NAM, contains (two?) functional dirt street sets. In terms of bike paths, there are several options that can be unearthed with a quick search on the STEX or the LEX. -
Need some good industrial addons
rathefalcon replied to MisterBlueStar4's topic in SC4 - Custom Content
The Industrial Revolution Mod by @T Wrecks completely changes the look of the game's industrial areas to be much more realistic. Here's the base pack, which overhauls all of the Maxis lots: I highly recommend reading through the documentation before installing because this mod can't be applied to existing cities. There are also many add-ons to this pack using BATted buildings, including a full W2W set. Many of these can be found by searching for T Wrecks's other uploads: https://community.simtropolis.com/profile/48496-t-wrecks/?do=content&type=downloads_file&change_section=1 Knock yourself out. -
Entry no.42 - Waterways of Baycole
rathefalcon commented on TakemeThere's City Journal Entry in Pretoria Metropolitan Area
Wow. Your land to sea transitions are really something!! And of course I'm a sucker for those transitions between RCI lots and MMPs. Amazing work!- 21 Comments
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- riverfront
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Could it be this one?
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Hey, that STR station is pretty neat! Great work on the rest of the set so far as well, the nightlights especially look great!
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Great BATs! They're distinctly Latin American but quite frankly I think they would look great in any city
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The tennis court lots look fantastic – always nice to see newly released custom content put to good use.
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Incredible! Just a question -- are the roads in the first picture custom lots, photoshopped, or are they available for download somewhere? @korver Thank you for your reply. Wow – the amount of work and effort you put into your scenes is truly impressive and the realism and detail that you achieve is truly a testament to that!
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Hi all, Is there a mod that hides that green diamond that appears over your vehicle in UDI mode? Thanks in advance.
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Port de Caravella: Let's start with a teaser ...
rathefalcon commented on Krisman's City Journal Entry in Principauté de Caravella-Guatalaga
Beautiful layout and realism. Can't wait to see more!
