-
Content Count
9,203 -
Joined
-
Last Visited
-
Most Liked
90
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by T Wrecks
-
- 46 Comments
-
- street light
- pack
-
(and 1 more)
Tagged with:
-
-
SC4Tool - Reference and Visual Editor for BATs and Lots
T Wrecks replied to Andreas Roth's topic in SC4 BAT & Lot Workshop
Yeah, the reference lists I'm making will take longer... final exams in RL and loads of manual work with the Reader etc. -
Well, just look at this page with a screen resolution of 1024 x 768, and you will see why the screenshots are supposed to be smaller. The way they are now, the page gets a bit messed up. Too bad that ST can't handle the tags that ImageShack sets. Better upload your pics at dudyconstructor's image hosting site. Use the forum search to find posts by dudyconstructor and follow the link in his sig... I'm frankly too lazy right now, and it's half past midnight, so... A quick word concerning your city / region: Whereas I find some of the traffic solutions you posted quite interesting, I can't say the same of the city or the region. It's all flat, all regular and endlessly repeating grid, no defined areas or anything that would give your city a feature that makes it recognisable among others. If it's what you like and what you enjoy, then I wish you that you keep enjoying it and have success in every way. But it's really not my taste, sorry.
-
@ SimGoober: LOL - that's the way it goes... sh** happens. Well, if at first you don't succeed... Btw, may I compliment you for being one of the few BATters whose buildings generally have reasonable stats when compared to default buildings? I know details like this get hardly noticed at all, but I want you to know that there are actually some freaks like me out there who appreciate such stuff. [ In case you wonder, the background for this remark is that I'm currently modding all my downloaded BATs to get the flood of power & water supply as well as waste disposal buildings under control. That's how I noticed who does a good job in this respect (mainly cerulean and you) and who doesn't (most of the others ). ] Sorry if I have strayed off topic. Back to the tower: I hope you get the reward conditions to work the way you want. Making such a building a reward is a great choice IMHO. I can already see this building pop up in a CJ as a kind of modern city gate...
-
OMG, what an amazing lighting job! It's just perfect - if the rest of the building looks equally good, I might just use it despite of the odd shape. Concerning the reward conditions, I think they should be a tad higher as the Coca-Cola Building because this tower looks bigger and less ordinary. I mean, a building like the CC could be anywhere, even in smaller towns. Right where I live, there's a pretty high (measured by European terms) building right next to a motorway, on the edge of what would be a CS$ / CS$$ low-rise area in SC4. I can't imagine a similar location for the RLS tower, though, so I think that tougher requirements might be appropriate. Oh well, I'm pretty sure you will do a good job - as usual.
-
SC4Tool - Reference and Visual Editor for BATs and Lots
T Wrecks replied to Andreas Roth's topic in SC4 BAT & Lot Workshop
So finally it's there! I hope many BATters will take advantage of this database when tweaking their BATs. I have a feeling that a well-known NDEX-member might be interested in this... -
-
-
There's an express train tunnel about a km from where I live, and just by the street that I had to take to go to work, there's a ventilation building (and I bet it has a maintenance entrance or something hidden inside, too). I could shoot a photo of that one if you really want, but it's obscenely unspectacular: A sand-coloured, rectangular building approx. the size of a cargo container and without any remarkable features...
-
-
- 35 Comments
-
- ndex
- commercial
-
(and 2 more)
Tagged with:
-
-
-
-
-
-
Whoa, great! TBH, the only little detail where I still see some room for improvement is that grey texture on the flat parts of the roof, the ones at the main building. IMHO, the texture could look a bit more grainy and weathered. But that's really a tiny detail, and all in all, the building is superb! Oh well, it's a SimGoober building - that pretty much sums it up.
-
How to make Plop with jobs, landmarks and growables
T Wrecks replied to jtportland's topic in SC4 BAT & Lot Workshop
THIS is an issue that applies to 90% of all BATs on the STEX and elsewhere, unfortunately. Most BATters don't pay attention to it, although it can really force you to deploy a new power plant, water pump and WTE plant for every three new skyscrapers, which ends in insane amount of supply and disposal facilities. I'm currently modding my way through all buildings I have... in order to adapt them to in-game buildings, I'm compiling a list of some cornerstone buildings of each type and different sizes. Just one example to show about what kind of disproportion we're talking here: The Cobb Atlantic - a beautiful building that graces any city - produces about 100 times the amount of garbage it's supposed to produce!!! Producing 766 tons of garbage per month, one Cobb Atlantic is enough to feed two WTE plants - insane. And I'm not saying this to criticise a great BATter likle Cobb - just as a reminder for you BATters out there. ;o) Actually, I'd like to know if I could upload sets of adjusted desc/lot/dat files (depending on their packaging) for CO$$$ buildings, R$ buildings etc. because this is what I'm working on right now. It's a mammoth task, but once a reference list is completed, tweaking a building's stats hardly takes more than three minutes. -
-
Personally, I don't like mere plops. As others already said, you can always use a cheat to activate rewards, plop them, deactivate the cheat (if that's possible - I never cheated, so I honestly don't know, lol) and you should be set. I like what you did with the Coca-Cola Building, for example. One thing is for sure: growables > all the rest Let me think of an interesting reward condition... hmmm... the problem is that the Ritz-Carlton already has similar conditions: Airport etc., so this hotel would be pretty much the same. Maybe a certain population plus a certain number or even quota of CS jobs??? Rats. Well, I guess that unless somebody else can think of interesting and reasonable reward conditions, maybe a growable and a ploppable would be the best solution in this case after all. I mean, this building looks generic enough (so far) to exist several times in one city, just like all your growable hotels. I don't see a real need to make this a reward. It would be nice if somebody found something unique and interesting, but not really essential IMHO.
-
-
-
Hmmm... taking into account that the second half of your nick is actually a German word, your statement is actually pretty funny. I don't have time, so count me out.
