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Everything posted by CT14
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@rocker289 What a nice tram system! Those intersections don't support it, but you might be able to transition to Tram-in-Road a tile or two before the intersection and get traffic lights that way. nope no traffic lights on tram dual networks per below I'll add my own question: Any way to achieve FAR-2 road intersections in NAM 37? Like, two FAR-2 that cross each other? I've had zero luck.
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- NAM
- network addon mod
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Thanks! The base textures are a placeholder, yeah. I like the farm fence too, since this type of industry would generally be near a food producer. I probably overuse the other board fences. Workers on platforms is just a custom LOD (see first post on this page). Simple but a little time consuming. I use the Boolean Subtract to chop down parts of it and leave room for other props to fit in. Same as for garages, etc. Here is another WIP, Seneca Breaker - first look - uses a new 7.5m viaduct prop and requires NAM 37. Not yet vertically scaled 133%. Almost got the spacing for the viaduct worked out in this shot, it needs to be a little wider still. The prototype building had a viaduct leading to its culm pile and to other lines.
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New lots for the Ice Dock. 2x4 freight station, 1x4 dock with no engine, 1x8 dock with engine. This'll likely be the release set. The Historic Harbor workers seem to be able to get in and out of the platforms okay...
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It's looking good. Save yourself the time and put windows on the side walls, no need for extra versions.
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Yep, all the Ardecila uploads are rather old. Heading back to Troy for a building that I came across during the Gasholder project:
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Wow! Thanks @vortext!
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- 19th century
- stamp
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Roof brightness is looking good there.
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- los angeles
- bat
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It's looking good. Make sure your textures are darker than needed in Gmax, so they look correct in game after lightening. The two elements overlapping at each corner will 'fight' and look weird, I usually just move the south face out by .01 or something in that situation. Something I want to get back to is foundation props - you can do foundations with below-ground BAT props and add them to lots that way. Your model looks ideal for a simple box foundation, or even something with fancy steps in front of the front door.
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Good to know. I've learned the hard way that "Complete" is the enemy of "Released". @SimCoug is the last person I talked to about Historic Harbor, when I was fixing the query plops. edit: Dropbox public folders went away in 2017, so we just have to hope Vortext, SimCoug or Krashspeed appears. edit 2: Fanta1990 did a bunch of automata replacement, could be used as bases for most of the civics: https://community.simtropolis.com/profile/583462-apeek/content/?type=downloads_file
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That @krashspeed horse drawn tram is bananas. I have an entire set of SM2 RRW NSB Historic Harbor puzzle pieces nearly ready to go for rail-on-docks, but it'd look great with those trams too. edit: just scrolled through every FSH in Historic Harbor to make sure it wasn't in there. It's not there, but there are some really nice wooden height transition ramps I hadn't noticed before - great for entrances to the docklands. It also reminds me I have a version of Historic Harbor with most of the click-to-plop functionality fixed/implemented, stashed somewhere... I will try to dig it up and see where it stands.
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Notes on some Ardecila content I want to work into layouts. The North Paulina house looks like a real treat, I've always figured tons of great content is hidden without keywords like this and we just have to browse more creator upload lists.
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Trees look perfect for PA. Video link is wonky. Textures and automata replacement for a few key vehicles would be great. Cement mixer truck and bus come to mind. There's also some sort of taxis still spawning with the JFF blocker enabled.
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On Catalina Bootcamp did everything for me, I only needed a download of the Windows disk image from here: https://www.microsoft.com/en-us/software-download/windows10
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- lot editor
- lots
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Thanks for the kind words @Zerovoltz. Stockyards sound like a fun project - I feel like most of the props exist to make that happen. Other than my uploads (all linked on first post of this thread) these screenshots have mostly Cycledogg houses (on both Cycledogg and Simcoug lots), IRM W2W lots, then JBSimio, spa, and Simgoober W2W commercials. I've been going through and adding SCILT textures to all the growable lots, standardizing W2W setbacks, and removing cars and other obvious 21st century props. Some of these may be worth sharing when I'm done. The horse and carriages are by justforfun. And there's "BSC No Maxis" to block almost all default content from growing (this can mess up your cities if you don't have a fully balanced set of custom content). Here's a shotgun house. I think the Simcoug Residential lots also use this model
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Hmm. I'd be targeting either a new override with default paths, or a texture replacement for the default for most of these. NRD-4 could be useful for an override for olden times, though.
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I screencasted the process of creating a BAT prop with Gmax and putting it on a lot with an invisible blank building using only Maxis content and PIM-X - 8 minutes total. Also shows adjusting water usage in Reader. Here are the links to the two videos of the process: Part 1 Part 2 Note my 'save/close' buttons in PIM-X are partly cut off by the taskbar... I hope this helps give an idea of the end to end process.
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Taking a gander Edit: Water Consumed (monthly) is 0x00000002, in the Building exemplar - in the Reader, set this to 0x00000000 to make the building use no water monthly. Good catch - I'll be doing this for a lot of mine too. Edit 2: Capacity Satisfied still needs to be adjusted as above. Edit 3: Plop Cost on the building is 918 simoleans (0x00000396 hex) - update this if you don't want a pricey plop. ~250 is probably a little kinder Edit 4: Building name in game when hovering in Landmarks menu is 'invisible_box' - this exemplar value is user facing and should be easy to find and change Edit 5: Brown box in game when plopped, no prop showing - means building model is not available - (this should be the "blank" model from the post above or the other one Krasner mentioned) Edit 6: PIM X Lot Editor shows the FA_CVS-island prop but nothing appears in the preview window - just a large invisible prop - check the render from Gmax. The invisible blank should be one of the pre-existing standard models available in PIM-X, and your custom prop should be visible in the preview. Lot size. You probably want a 1x1 plop lot for this. FA2 vs FA3 - picture above shows a FA3 BAT but files are named FA or FA2 Happy to help with any questions about any of this, or look at it again - your models are great!
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Hey, that's really helpful. I'd missed both the wiki page and that post in AERDEN (Spent a while in that thread last night, but I'm easily distracted...) As well as the fact that NWM is doing what we've been discussing. I cannot wait to get a rough avenue/tram-ave going! I think I'll start with that, and try to pick a theme. Another thing I haven't found is information about texture families - I want the road surface to change from tile to tile.
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Niagara Falls Mill District Portland 1898 waterfront The Hawthorne Slough 1870s East Portland 1898 Downtown Portland waterfront 1920s That's all for now...
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Minneapolis Mill District 1885 tail race in Minneapolis.... Crown Mills in Portland Sterling Mine - this is one of those very hard to figure out color schemes but with green as a key, we can see it's pretty much brown and tan. Lonsdale mill houses
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DeepAI Image Colorization API https://deepai.org/machine-learning-model/colorizer It's hit or miss, but can offer some rare insight into paint and such. I've found that even scholars argue about the correct colors of these buildings because so few written descriptions exist. Here are some of the best results I got on a small collection of prototypes. It tends to work better on clear pictures with blue sky, green grass etc. Bonus: One of these pictures shows a building I've almost finished modeling... This lumber in Sellwood is very lumbery: As is this (not a spill, just how they used to unload with no dock!) Trees, water and bricks! Coal Breakers... There are so many of these, pick your favorite and get modeling! Most were natural wood colored. Last generation were steel and glass. Some shaft area buildings: Flume built after a flood:
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Again there are tons of ways to do this but here is what works for me - no extra downloads needed for this method. Drag this blank from the right: To one of these on the left: Right click in resulting new building, "Create a lot". Same process for growables. Balancing capacity is required with this method. The blank model comes into the Building exemplar with Occupant Size as 8x1x8m, and the Capacity Satisfied value of the resulting building exemplar is probably too low, based on that. You can double click the Occupant Size line, adjust this value to match the BAT prop's LOD size, right click the building exemplar panel and "Recompute properties" as whatever type you chose (CS$ etc) then change the blank back to 8x1x8. That way you get a better number of jobs (Capacity Satisfied), not the small number of jobs which is default for the blank. It will ask about filling degree when you recalculate - leave filling degree at 0.5 if you like - it's meant to represent the amount of the BAT's size that is actually represented by the building - 1.0 for a footprint matching the LOD's dimensions fully.
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I do them as Ordinary Prop, No Wealth. Then you can just use them however you like on lots, along with a Blank-based Building exemplar. After you create the Prop exemplar, it gets saved to your plugins folder, you relaunch PIM-X and it should be available as a Prop, if you included the root of your plugins folder when launching PIM-X. Naming your prop file is important for finding it in the Sort by Name list. I try to make sure my model files in Gmax already have the desired result name so I can find my stuff later in the process without fiddling with the name values - e.g. CT14_W2W_Something_00.gmax eventually becomes a prop named CT14_W2W_Something_15_SCALED or whatever.
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@Tyberius06 Thanks for the tip on Water Pollution view - that will be helpful for Historic Harbor, too. @vetram Nice marina! These plops are eye candy. Nothing wrong with that.
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Thanks - I wasn't aware that Vortext had done Road Addon Mod-type stuff. This bodes well for also doing it for avenues, perhaps? I'm going to hunt for attachments to old posts to try to find examples. edit: this thread with @noahclem work is of interest. Noah, if you are reading this we'd love to test your cobblestone tram and maybe help complete it! https://www.sc4devotion.com/forums/index.php?topic=16937.msg503615#msg503615 edit 2: found another Model T reskin by Gizmo in Vehicle Props 4.0 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3505 edit 3: I didn't end up finding reference to Road Addon Mod but will keep looking.
