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T Wrecks

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Everything posted by T Wrecks

  1. Show us What you're Working On

    I think @WolfZe might want to see how much action there is at his beautiful vintage Pure Oil service station. Looks like my Sims love to stop and shop there! Who says CS$ has to look boring? With all the BAT, prop, and texture gems we have and a little creativity...
  2. Show us What you're Working On

    Boring relotting work, but I think it's worth it:
  3. Show us What you're Working On

    I heard they are replacing the windowed sides with another two blind sides for energy optimisation. @pclark06: I'm not only referring to pixel resolution when I say that this might be one of your sharpest roof textures yet! @Goldman Sachs: TBH, I think the bare teak deck looks a bit too much like "Hey, make sure to pack your sun lotion, we're going on a trip!", whereas the second version with the painted deck has that war look. It's not a pleasure yacht after all. Please don't get me wrong, that wood material is beautiful. Absolutely drool worthy. I just don't feel it's the perfect look for this kind of ship.
  4. Show us What you're Working On

    Fortunately, with this kind of building it's not like you totally destroy the carefully planned proportions and ruin the overall appearance by making the building somewhat wider or narrower. I guess aesthetics never were the primary factor in their design...
  5. Can't find it?... Ask here!

    The bottom left one appears to be the Cobb Altura Tower The slightly greenish one in the background is PDA Washington Tower. The one to the right is hard to tell... might be PDA One International Trade Center. The tallest, slightly flared one is NDEX PanPacific Building.
  6. Terring's Terrible Lots

    Yes, the Lot Editor calculates that automatically, but that calculation is not entirely reliable if the size of the grey building box in the LE is unusually large (think of a tiny building with a large BATted footprint) or small (think of a small invisible building model when the visible building is used as a prop). Likewise, lower stage and lower density zones correlate (I guess this is based on a similar calculation), but not 100%. I feel it is safer to adjust the corresponding values directly using iLive's Reader application. Technically, there is nothing that keeps you from making a 1x1 low-density stage 1 lot for a thin skyscraper with 6,000 occupants. Personally, I also like to restrict low-density stuff to low-density zones only, which can be done easily using the Reader (no more cheap low-rise motels on high-density zones for skyscrapers!). Of course, that's a matter of taste and preference. I don't know if it would be useful for your project. Just to make sure you know it (and/or any reader of this thread, too) in case you would like to make use of this possibility, this size limit can also be overridden. Several of the HKABT lots are far bigger than 6x6 and can grow, for example. You are certainly up to pretty unique stuff yet again!
  7. Show us What you're Working On

    Yeah, looks like there was a little confusion regarding "first geothermal PP" vs. "first geothermal PP in HD" following @Simmer2's post. Oh well. Bottom line is, we now have one more superb option for geothermal power supply. I think that much is certain. @korver: Wow, Maputo looks so busy and chaotic, especially in terms of traffic - I sure wouldn't want to drive around that place myself! Would probably get a heart attack on the passenger seat already. It's been a long time since I last saw that SFBT motorway bridge construction set, and you certainly out it to great use! Not that anyone could expect otherwise, eh? @Goldman Sachs: While these US battlewagons were certainly not what I'd call gallant or handsome ships, they sure look pretty badass - and of course, your model shows them in all their glory down to the last porthole cover. If you continue at this pace, @korver will be able to grace us with jawdropping recreations of major battles at sea next year.
  8. Natura Apartments

    Top quality as usual, plus a building that is generic enough to look good in any modern city, but still with that extra bit of visual interest and character due to the diagonal orientation. Sounds convincing to me!
  9. Show us What you're Working On

    This station is super cute! I'm currently lotting old-style service stations for my plugins folder, and I noticed that it's not easy to find much good stuff. This little jewel would be absolutely perfect! Are you planning to render it with the ground, or do you think a standalone version would be possible? Personally, I'd leave such gentle slopes as they are and only use embankments for steeper slopes, but that's just me. For another good embankment set, check @Mas71's content as well - this set, for example. if you happen to like that one, there are some extensions, too.
  10. Stockholm

    You know, seeing your pictures is one thing. Actuallly having been to one of the places depicted and then seeing your pictures, however, makes you realize how well the spirit of the city is captured - not to mention that it brings back pleasant memories.
  11. NAM General Support

    The thing with avenues is that their look is determined by the predominant zones around them. Try zoning only some residential facing an avenue on one side, nothing else. You will see the residential dividers and other roadside elements. Now zone industry (or even agriculture!) on the other side. Keep adding zones, and at some point the avenue style will "tip over" in favour of the industrial look because industry has now become the predominant zone. You can work around this problem with approprate zoning and, if that's not enough, with some one-way road trickery: By demolishing one avenue tile and dragging one-way roads through the gap in opposing directions, you get a rather clean and unobtrusive seam that effectively cuts the avenue in two sections. This makes it possible for one long avenue to have the low-density style in the suburbs and the high-density look (with fully paved diagonal tiles and all) in a CBD, for example. There are mods that enforce certain roadside styles, but these are normally restricted to one look for everything, which isn't ideal, either - at least that's what I think.
  12. Mayor University_T1

    Ah, thank you for investigating this! Yeah, it's totally possible that the actual field is not a model at all, but made up of a bunch of textures, much like Maxis's sports pitches are. In any case, that should be easy to fix by linking to the download that originally contained those textures, which would probably cause this lot to have one dependency - not a big deal. @Fletch_BC: No sweat, little mistakes like these happen quickly and can be fixed. What I always recommend is to make lots in an empty plugins folder and add any dependencies one by one to keep track of them. A pretty reliable method to double-check is to fire up the game with a pluins folder that is empty except for your lot and all dependencies that you think it requires - if you can see everything fine in game, you know you got it right. If anything seems to be missing, you know that one or more dependencies slipped under your radar.
  13. Mayor University_T1

    The re-lotting part is obviously fine - if anything, I'd be happy if we had more people lotting the *** out of the assets we have. The problem is that anyone who downloads this will probably not see the football field because the model file for that field is not included in the game by default. Therefore, downloaders will have to get it separately, but where?
  14. Games for stress relief and relaxation

    I do prefer games that combine three aspects: Something fiddly that allows me to tweak many things and try many different approaches Something random that makes for a high replayability value because every round is a bit different Something relaxing such as easy controls (rather than trying to get that one jump just right for the 26th time) and/or laid-back phases during the game instead of fast-paced action all the time SimCity fits the bill - I can tweak my plugins endlessly, every city is different, and while the underlying challenge can be tricky, the actual controls are easy. OpenTTD (a free version of Transport Tycoon Deluxe) is another candidate: fiddly, randomised, relaxing. Another quite different game that still combines these three aspects is a hack & slay / action RPG in the vein of Diablo II. Sounds contradictory at first, but you have a very complex skill tree, active skill system and itemisation and crafting system offering countless possibilities (the fiddly part), many randomised aspects (the replayability part) and relatively easy controls without a bazillion of complicated move combos (the relaxing part). Of course, some of the content can be hard and keep you on the edge of your seat, but much of it is killing monsters and looting stuff. The game doesn't hold your hand, though - it's really complex and not everyone's cup of tea. For a change of pace, I also like pinball simulators sometimes. They are hectic and hysterical at times, but they often make me laugh even when I suck at them. You could give Transport Fever a try. It's basically a virtual model railroad: You start in a pleasant landscape with little villages, and your task is to connect villages and industrial facilities with trucks, trains, ships and airplanes. I think there's bot a (tutorial) campaign and a free game where you can generate a map and just do what you want. It's a mixture of - sometimes fiddly - building activity and micromanagement and leaning back and watching your trains zoom through the landscape - pretty much like SimCity. A "Let's Play" on YouTube should give you an idea. That game does have some depth to it, though. For example, simply supplying wood to a saw mill will only work for a while, i.e. until the saw mill has procuced enough lumber to fill its storage area. If you don't do anything with that lumber, it will no longer accept wood. So you need to haul that lumber somehwere else to get it processed... this means there's always something to do, and you can build pretty complex networks. It's never really hectic, however. Lots of parallels to SimCity, actually. How about round-based strategy? Would that be something for you?
  15. Mayor University_T1

    Always good to see more lotters around! We have an abundance of superb buildings and props by now, but I always feel that these are not used to their full potential and that there is always room for more lots that either add something entirely new or offer more choices for stuff that exists, as is the case with this upload of yours. Yes, a university is in game already, but it's not like we have millions of choices there. Between the vanilla lot and extensive packages such as the BSC Clayhurst set, there is massive room for other solutions. As for the lotting on this one, I'd say you did as good a job as you possibly could with the assets you used, and that all limitations are due to the limited prop resources. (For example, the swimming pools have a bit too much of a resort hotel vibe for my taste, but a less playful variant is sadly not included in the Maxis props, so there's not much you can do.) One general approach that I'm a bit skeptical about is the inclusion of complete facilities such as sports pitches on a lot. On the upside, you get it all with one plop. The downside IMO is that you could always keep your lot smaller and plop a separate Maxis ports pitch right next to it anywhere you want, which offers more flexibility and modularity. The baseball pitch in the Southwest corner is one such example. Of course, this is a matter of taste and preference, and I'm merely mentioning it here for your consideration; it is not intended as criticism. One question: That football field... that's not included in the vanilla assets for sure. Did you make that yourself and include it in the upload? Otherwise there may be a missing dependency. If you took that field from another upload, that's totally fine, of course, but you'll have to mention that upload (and preferably provide a link to it) so people know what else they need to download in order to see everything. Last but not least, thank you for contributing to the STEX and helping to keep this site alive and kicking!
  16. Terring's Terrible Lots

    Tbh, I found it surprising how well these pieces assemble together to form a smaller park, and all that without dependencies. I'm wondering whether a similar set for diagonal applications would be possible using @kingofsimcity's superb textures. Add a tree replacement mod if you want, and the result could look astonishingly good even in a city that's very heavy on plugins and far from plain vanilla look otherwise.
  17. Show us What you're Working On

    That's a Tegetthoff class battleship like SMS Viribus Unitis, right? Wonderful view!
  18. Update Two: The River Market and Bertling Park - Part Two

    Wow, now this is some impressive stuff! I don't really follow the development of post-SC4 games because they all failed to really attract my interest, which was partly due to visuals - 3D is nice, but when the price for 3D is awkward seams between rectangular lots and freely drawn roads, blurry textures and oversaturated colours... thanks, but I'll pass. It sure looks like mods have finally brought this game to a level that eliminates these concerns! Beautiful buildings, alleys, flora looks realistic, irregular lot borders now have fences/hedges... I don't know where to begin and where to stop. That Los Geckos picture alone has so many wonderful details: the curved street in front, the irregularly angled parking lots, the different building angles, the elevated main road with the building tucked under it, the different parking lot styles, the huge rooftp ad that properly faces the main road... a delight to look at! I trust that it is not only the good assets that make these picture, but also a masterful composition and creative use of them by you. Thank you for showing your creation I here, I enjoyed these pictures a lot.
  19. Oh, okay. This is great news! I guess this would have been my first step after downloading them otherwise. Thank you once again, this is marvelous work and makes me look forward to whatever else you may have in store.
  20. Wow, these are great! So much choice, and all these retro designs that should be perfect for my preferred timeline. @Silur: Have you grouped these into prop families? No pressure, I'm really just asking for information.
  21. Krioworks

    Oooooh, that sounds good! Glad to read you got it fixed.
  22. 555 California Street (Bank of America Center)

    Wow. Just wow. I... I guess the Maxis version can retire now. I always liked the building itself, but the Maxis rendition of it... not so much. Thank you for finally doing this iconic piece of SF justice!
  23. AndisArt's BAT cookery

    I'm all for very generic ones, maybe some a bit gritty as well... you can only have so many statues and fany roundabout plazas in a city, but generic designs always work, even -or particularly- if they look really boring - such as this one or this one or this one. I'm not even posting these because I think that these exact roundabouts would make for great recreations, but merely as examples to illustrate what I mean. In your latest preview pic, I really dig the bottom left one - it has some subtle features, it has a character of its own, but I could imagine it next to a motorway exit, in a newly built residential / commercial area, or even in an industrial zone or on a main road intersection in the countryside, next to a servo station. It's super versatile.
  24. The Milestone Thread

    Loggged in to this:
  25. Simmer2's Lots and BATs Lab

    No need to say you're sorry for any inconvenience - if anything, we should express our gratitude for all the convenience that you gave the community by sharing your stuff so generously. Your post sounds like something bad happened in RL... whatever it is, I wish you all the best, and let us SC4 geeks be the least of your concerns.
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