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Everything posted by Spoonman
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Fantastic work. I'm very excited about this project since these types of W2W Victorian houses are quite prevalent in my city (Toronto, Canada). Here are a couple sample images: This particular example shows semi-detached houses, but these could easily be adapted into continuous rowhomes (notice the shared portico between two "sister" houses). I agree with some of the other comments that it might be a good idea to cram two properties onto 1 tile to scale it a little better and give it a slimmer profile. Also, I find your original design in which the rear of the house was flat and boxy (rather than featuring another bay and gable) somewhat more realistic, and the alleyway idea is a great one. Any chance you'll be modeling a masonry version as well, such as the ones pictured above?
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Kadan - Introduction and Lesser Town
Spoonman commented on Daan300's City Journal Entry in Petrohrad
I wish there was some sort of expansion that would essentially simulate a "Google street view" for SimCity 4. I would love to roam and get lost in the narrow streets of your town. -
Toronto "Bay and Gable" houses Sample photos Description: Bay and gable houses are an integral part of Toronto's Victorian, residential vernacular landscape. There are probably hundreds, or perhaps thousands of houses like these in Toronto's older inner city, encompassing several variations (including detached, semi-detached and row-homes). The following wikipedia article sums up the architectural style quite nicely: en.wikipedia.org/wiki/Bay-and-gable Why this would be beneficial for the game or community: Overall, the variety of low-density residential lots in the game still leaves much to be desired, so hopefully this could help to diversify the housing stock. The style is extremely versatile; for example, you could have run-down rowhomes with modest little yards to complement R$ neighbourhoods and beautifully preserved houses with manicured lawns and various ornamental doo-dads and pippy-poos for higher wealth areas. Other variations include colour of the bargeboards, window trimming and/or rooftiles, style of porch, and left/right-handed versions. I can snap some better photos of examples around my neighbourhood if anyone is interested in taking on this project. Thanks in advance!
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It would appear that the hapless folks living in the corner house in the last picture have a tree sprouting from their roof!
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GLR that comes with NAM causes game to crash!
Spoonman replied to henjin's topic in SC4 Bugs & Technical Issues
Addendum: after installing the EP1 update (as well as all the other requirements for nightlighting, i.e. gmax, B.A.T.) and loading up my city, I let it run for several sim "years" while scrolling around and zooming in and out and so forth. Thus far, the game hasn't crashed, so it looks like my problem's resolved. henjin, see if your game is updated to the latest version; that might fix your problem. I guess plopping GLR makes the game unstable under the older version. -
GLR that comes with NAM causes game to crash!
Spoonman replied to henjin's topic in SC4 Bugs & Technical Issues
Thanks, I'll give that a shot. I also want to try that BSC Cleanitol app, but for some reason I can't download it off of LEX. The page loads up fine, but there's no link on the page to the program (I even checked the source code in case I missed it, but no dice) -
GLR that comes with NAM causes game to crash!
Spoonman replied to henjin's topic in SC4 Bugs & Technical Issues
I have a similar problem with GLR-in-avenue. I laid out a line with a few stations, and after pressing play, the game would crash to the desktop unprovoked after a couple of minutes. It's definitely not the hovering issue, since I'll just be sitting watching without even touching the mouse (and it will be set to the query cursor, NOT a transit-related piece). I'm pretty sure it's not a conflict with previous versions of NAM, since I installed the April 2008 version after a clean reinstall of the game. Any thoughts? -
Dsrwhat316, that's truly spectacular work there. Just wondering where you downloaded that building with the Coca-Cola billboard? It looks like goofyguy's work, but I can't seem to find it anywhere. Thanks.
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Originally posted by: Olasz yeah, we have some types of traffic herequote> Quick question (apologies for the off-topicness, but it was originally posted in this thread). Has there been any progress on the GLR in street/road project, or has it effectively been mothballed?
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I searched the forums to see if anybody already requested this and came up with no hits, so my apologies if I missed it. R.C. Harris Filtration Plant Toronto, Canada A water filtration plant located on the lakeshore on the border of the old city of Toronto and Scarborough. Built between 1937 and 1941 in the Art Deco style, the opulent structure has been nicknamed the "Palace of Purification", and still functions to this day. Aerial view: http://maps.google.ca/maps?hl=en&ie=UTF8&ll=43.673281,-79.278567&spn=0.003414,0.006748&t=h&z=17 Thanks!
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Another idea for GLR-in-avenue stops (supplementary to those other people have suggested) are simply waiting shelters on the sidewalk alongside the avenue - this way passengers wait for the streetcar on the sidewalk and then cross one lane of traffic to board it, thus eliminating the need to take up space on the road itself. People might think this may sound dangerous, but this is how the majority of stations work here in Toronto on streetcar lines that don't run on their own right-of-way. If a streetcar stops at a station, all other vehicles going in the same direction (both behind and alongside the streetcar) are required to stop while passengers board/disembark. In the past couple of years I haven't heard of any incidents where cars failed to stop and barreled into a bunch of pedestrians (although I'm sure it's happened once or twice in the past). Edit: Unfortunately, this is the best picture I could find. The passengers wait on the sidewalk, and the stop can be identified by either a shelter or a pole with a sign/map on it (alternatively, road markings could be used).
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- network addon mod
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Incredible mod! I've been waiting for GLR-in-avenue since ... well, ever since GLR first came out, really. In fact, I've designed many of my cities with the anticipation of this mod finally being released, and many of my busy avenue corridors can be easily replaced without bulldozing an extra one-tile strip (what would have been required for 2 one-way roads and GLR). Fine job, guys. I can't wait for this to be released. Since you were asking for feedback and ideas, I was thinking alternatively the texture behind the rails could be closer to the asphalt colour of the surrounding road to blend it a little more seamlessly. I'm not sure how well the rail would contrast with the black asphalt (for all I know, you already tried that and tossed it out since it didn't look very good), but I thought I'd throw in my two cents. Again, incredible stuff.
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Originally posted by: Olasz Hi, thanks for the interest, consider this as probing neither my hsr update (hsr on heavy rail), neither glr on street is available yet. honestly, i would need some support for it (aligning/enhancing textures, adding props and making it compatible with nam20 and rhw17) after passing the current experimental/content creation phasequote> The GLR on street looks amazing - it's probably the transit mod that I've been anticipating most (being a big fan of good ol'-fashioned streetcars myself). Good luck with the design and implementation - I can't offer any technical support whatsoever, but if you need any insights pertaining to the design features (e.g. transitions in and out of the street, stations, etc.), I'd be happy to help. Once this project is successful, are you considering moving on to GLR on road and avenue (for the avenue, I was thinking the rails would take up the inner lanes, leaving the outer ones for automobile traffic and/or parking)?
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There was some talk a few pages back about designing GLR puzzle pieces operating in mixed traffic (i.e. replacement of avenue divider with GLR track sharing a lane with cars in each direction). This would make it easier to lay down rapid transit in heavily built-up areas where space is at a premium but subway costs are prohibitive (it could also mimic "old-fashioned" streetcar networks like those in Milan or Toronto). I understand that a few key contributors to the NAM design team have disappeared for various reasons, so I was wondering whether this project has been postponed or abandoned? I know that real-life syndrome has a tendency to kick in (I myself am too busy to play the game for more than an hour per week, let alone design and program an entire transportation subtype from scratch), so I totally understand if this project has been delayed or cancelled. If there is, however, some work being done on it, it would be exciting to hear how it's coming along. Thanks
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meinhosen >> beautiful shots. Could you tell me the name of that white diagonal building in your last shot? It looks like quite a catch. (also, what's the light brown brick apartment in the top right corner of your second last screencap?)
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This represents a small fraction of my total waterfront property; unfortunately, the rest is either brownfield industrial wasteland or else untamed wilderness (and not the good looking kind either - I just haven't built anything there yet).
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Thanks Meastro444. I'll give it a shot (although it may be a tight squeeze, since this station is in a densely-developed part of town already).
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Excellent compilation! One quick question though; the Brennt Rail Set Small Through Station as part of the ITS Rail Stations GLR Conversions 2 pack does not seem to allow through traffic (neither automata nor pathing). Rather, trains just stop at one end of the station and leave from the other end. Like all other GLR stations, I dragged Elrail through, but to no avail. Am I doing something wrong, or is this station funky? Thanks.
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This seems like a relatively simple request, so hopefully it can be accomodated. I'm wondering whether somebody can cook up alternate GLR puzzle pieces with eye-candy props; e.g. trees lining the rail, concrete curbs, etc. to spruce them up a little. Thanks.
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Sorry about that. I did run a search and couldn't find anything about this, but I probably used the wrong search query or something. Thanks very much.
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screamingman12 >> great initial work on the streetcar tracks! I was wondering whether it's feasible to apply your idea to avenues. I'm at work now so I can't draw it out, but basically the outer lanes would be dedicated to car traffic only, while the inner lanes would be shared by both streetcar tracks and cars. The median could be taken out in order to allow more room for the tracks. Streetcar stops could be represented as designated waiting areas (with or without shelters) on either sidewalk. This is the type of streetcar system that is prevalent in my hometown of Toronto on routes that don't have a separate right-of-way (refer to photo).
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Texture problem with low density $ and $$ res lots
Spoonman posted a topic in SC4 Bugs & Technical Issues
Hi there. In fact, I have two problems, but I suspect that they're closely related since they seem to be affecting the same types of lots. But first, some screen caps: Notice the texture beneath many (although not all) of the low density residential lots is this grainy grey stuff, some of which spills over onto the adjacent street; at first when I saw it, I thought it was garbage piling up in the street. The second problem is that all of a sudden, $ and $$ have no-water zots appearing above them. Granted, these particular houses aren't hooked up to water, but as you know, they don't have to be in order to grow. Accordingly, the houses become abandoned promptly. This problem sprung up after I downloaded a number of files off STEX (I tend to go on downloading-happy sprees and get a number of BATs at a time). These include: - RP2005 UK Link Detached House - RP2005 Barratt Semi - RP2005 Chavistock House - RP2004 6HouseRow (the above all by barbyw, I believe) - SYM Productions Forbes St Woolloomooloo (by mattb325) - SYM Productions ESSENTIALS (some dependency needed by the above BAT) - SYM Productions Residential Prop Pack01 MB (same as above) - MB Chippendale Terrace (requiring Porkie Props Vol2 seasonal street trees, which I have) - Finnish Parliament House (by prepo) - St. Michael's Church - Sardina Row Housing (by SimGoober) - DuskTrooper Ploppable Trees (by JRJ) - DuskTrooper Trees V1.000 (dependency for the above) - Waterfront Promenade That's it. I suspected that the street tree props had something to do with it, until I noticed the no-water zot problems. I hunted down all of the files that came with these downloads and removed them from the Plugins folder, yet the problem persists (I triple-checked to make sure I removed all the new files, including ones that were unzipped into separate folders). I thought I'd run a System Restore just for kicks, to no avail (I didn't expect it to work, since I imagine System Restore doesn't touch those files). I'm running the Deluxe edition, with both updates installed (i.e., I have all the prerequisites for BAT nightlighting). My machine specs are: AMD XP 1900+ 512 MB DDR-RAM ATI RADEON 8500, 128 MB 74 GB + 150 GB (2 physical HDs) 1.22 GB min, 2.00 GB max Virtual Mem That's all I can think of. I tried to be as descriptive as possible, but if there's anything I've left out, I apologize in advance. Thanks for any help you guys can offer. -
Texture problem with low density $ and $$ res lots
Spoonman replied to Spoonman's topic in SC4 Bugs & Technical Issues
yep, that was the first thing I tried. Didn't work. Notice that not only are props and stuff missing, but the lawns are replaced with concrete under many of the houses. It simply boggles my mind. -
Texture problem with low density $ and $$ res lots
Spoonman replied to Spoonman's topic in SC4 Bugs & Technical Issues
Ok, well I uninstalled and then reinstalled the game (including plugins). The result? Glitch: 1 Me: 0 Here are some closeup screen caps. It appears that all the residential props are messed up. Any thoughts?
