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Everything posted by CT14
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It's a beautiful model! Downloading and examining with PIM-X to make this into a W2W lot revealed the model has been rendered off center, so in the Lot Editor the building cannot be placed in the center of a smaller lot. Re-rendering, after grouping all elements of the building model and then centering 0,0 on X,Y axis, should solve the problem. And as a prop, it can be made to fit fairly well in a 3x3 already. Although the LOD doesn't allow for props near the building, because it includes the ground texture which is part of the model. A custom LOD or just not including the ground texture in the model would fix that. Here's an image showing the model as a prop, in a 3x3 lot. The off centered aspect is visible at right:
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@Thin White Duke can you please explain like I'm five? I can't tell from looking, how the disconnector comes into play. Thanks in advance.
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@Angry Mozart thanks for confirming that - I would be happy to test on lots as well. This is shaping up to be the definitive railcar prop pack!
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These are all looking really amazing, did they get scaled +33% vertically yet? You're doing a great job of capturing the variety of different prototype cars out there.
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Version 1.0.1
1,781 Downloads
The Llama Terminal Company is a grain elevator, built by Llama Ag to collect the grain from their extensive holdings. From this elevator, grain is loaded onto trains for shipment across the continent. This is an original BAT modeled after the Enid Terminal Elevator in Enid, OK. Dependencies Without these files, the train cars will not appear. The lot will still have weeds on it, though. Weeds are easy. jes_RedwingMillProps.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1127 BSC Mega Props - JES Vol01.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 Stats Lot size: 2x8 Menu: Landmarks Plop cost: 5000 simoleans (in the form of a tax break to Llama Ag) Jobs: 204 I-Ag The lot requires power and water, and generates modest amounts of pollution. All stats except plop cost have been left as set by PIM-X. How to Use This lot is transit enabled for appearance only - no station. Place this lot on a DTR rail spur, not on the main railroad line. Development thread Known bugs - None! Please report any bugs you may find, either here or in the development thread. Release history 10/2/2016 - 1.0.0 initial release 10/3/2016 - 1.0.1 custom LOD, adjusted roof texture based on feedback, and relot Acknowledgements Thanks to everyone who gave feedback and assistance so far, especially rsc204/MGB and Bombardiere for helping with rendering issues, DavidDHetzel, Takingyouthere, and T Wrecks for input on realism. -
The "newer", white plastic roof texture was found to be too light in-game and has now been darkened by 50% in photo editing software. It's quite a noticeable change in Gmax so hopefully the rendering shows some more "grit" in-game. It will be darkened again if necessary. I created new custom LOD to wrap around the dump shed (train loading area in this lot, but could also load trucks as with some prototypes) and hopefully it will resolve the East view, Z5 prop wackiness in that area... Re-rendering now. When both these fixes are complete I'll update the STEX. Update: after much shrinking of the custom LOD sections, the train cars no longer clip the BAT - new model at bottom, the difference is noticeable at right side on old model especially: The washed out looking roof texture on the old model has been replaced by the same texture with 50% darkness applied. It's supposed to be light, like dirty white plastic, but not featureless/blinding. Hopefully these details aren't lost too much in the draft render - it takes 2 minutes for draft export and 30 minutes for high quality.
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The prototype roof was indeed blindingly white but not *that* featureless. That roof texture was a little too light to start with. Right now in game, you can see the texture from only certain angles. And it does look like one angle is grey with no texture at all, maybe bugged from previous previews/renders in the scene. I'll re-render it tonight after "rinsing" the save file and darkening the texture with photo editing software.
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Finally, this BAT is released: the Llama Terminal Company. There's a bug with zoom 5, east view, where a pixel or so of the rail cars is clipped by the BAT LOD. I will revisit this after mastering the black art of custom LODs. Here is the south view... Gmax night lighting is as touchy as they say, this part took a day or so of messing around. Anyway, time to rest for a bit. Thanks to all who gave feedback.
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Some night shots from Bison... Swan Mill neighborhood with SimCoug tenements and Goofyguytpa theater prominent. Canals at night, anchored by Chelsea Mills and Baltic Flour. OWW quay at bottom left. Further out we have Black's Ice Company and other SG canal lots, along with WMP Grain lower right. Downtown: Oakland Tribune at right, Jackson Tower at left.
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How to revert RealRailway Rail to Maxis Rail without reinstalling NAM?
CT14 replied to fredinno's topic in SimCity 4 General Discussion
Instead of removing RRW, consider using @Eggman121's patch to update many older lots to use RRW textures: RealRailway (RRW) NCD BSC Texture pack Update (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3350 -
Finally an update. A fresh approach that made sense to me was trying to do the whole thing in Gmax. So, I exported the model as .3ds which imported to Gmax no problem. And...it works! A test export from gmax with reset lights and LOD has no problems - just needs materials set up which shouldn't take long. Back on track! Bonus Gmax tip: How to easily reset viewport cameras (cross-posted to BAT tutorials section) This lets you reset cameras with a right-click on the viewport as in 3ds Max. This is mainly useful because after previewing different views with BAT scripts you are left with an ortho view locked in where perspective used to be, or you accidentally shift one of the top/left/side views into perspective and want it back. In Gmax, go to Customize menu > Customize User Interface > Quads tab, then drag from the left side list under "All Commands" over to the right side list, under "TRANSFORM" here. Here, the following items have been added to the top of the "TRANSFORM" section of the menu: Perspective User View, Left View, Top View, Front View, Separator. As a final step to make these changes "stick" between program launches, click Advanced Options under the right side list and click the Save as Startup button, accepting the "are you sure" dialog.
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These are very realistic views of auto-centric development, nice work. I really like the way you worked in this one. I've been searching for this kind of BAT, thanks. I second the suggestion to give RHW (and Symphony/MHO!) a try, but I also feel the standard Maxis highways are a decent fit for mid 20th century highways and their too-small ramps and merging lanes. In the earlier rural scene, it seemed like some diagonal fillers would clear up the jaggies. I often use the SFBT Diagonal Filler lots (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197) and SPAM Single & Diagonal Fields. There are also some nice diagonal fences here: @T Wrecks I switched from Maxis props to the MushyMushy 40ft trailers and they match the tractor now, thanks for emphasizing it.
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Hey, what's up? I'm wondering which vertical embankment walls you are using in "Disturbing the grid"?
As far as the crashes, are you using the "SC4Fix" addon that solves most mouseover CTD? It's worked 90-95% for me...here's the link.
http://sc4devotion.com/forums/index.php?topic=17241.0
Thanks, and great layouts!
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Hi, those are Kazuki's Red Brick Plaza and you can find them on http://sc4ss.web.fc2.com/lot2.htm
About the CTDs, first of all, thanks for caring
. I've tried with and without the fix, loading before and after the rest of files, and there are still crashes, that are unrelated to network plopping in any case. I think it is just that I'm pulling my PC specs to the limit (particularly the RAM), and as my cities are heavily dependent on custom content, it would be easier to wait until being capable to buy more RAM than shrinking my plugins folder.
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OK, that sounds reasonable.
I checked the link for Kazuki and his download links are broken... any chance you could share the files? Thanks!
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@T Wrecks True, I guess Mushy's trailers are the way to go.
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So, about those wagons on the CP Wagon Factory lot... it was high time for the museum to tag them and bag them! They have been replaced by motor vehicles and some typical industrial props. This version uses original dependencies, minus the RippTide pack and adding a @MushyMushy semi truck. To reflect urbanization and the passing of time the base texture layout uses more of the 'old concrete' style filler texture, already found on the lot. Here, the diagonal cars are a CP prop family. A group is loading a Maxis truck at the center doors, next to the dumpsters. The trailers and flatbed truck are also Maxis props. On the far left is a smoker's barrel. The MushyMushy tractor is is hooking up to a trailer. The rear of the building has a cleanup pile in the corner, a wheelbarrow, and a break area with table and more workers on break.
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@vinlabsc3k Hey thanks, that's what I was looking for! I will check the NAM menus again.
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@vinlabsc3k Thanks! I think that there is no puzzle piece for elevated train over tram-in-ave. The overhang is indeed using two pieces, one for avenue bridge and one for regular road/street bridge on the other side.
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Elevated train line in Bison's downtown core, crossing tram-in-ave through a transition to one-way/GLR.
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Old wharves at Bison.
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Various industry along the canals in Bison.
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Building Concepts for Hillside Development (Show me your Height Transitions)
CT14 replied to Plastic Manc's topic in SC4 Showcase
Radio Hill in Bison. There is an SFBT tram-in-road stop at the top of the hill, and SFBT slope reinforcement downhill from the radio tower. The tram uses an on-slope piece to transition to elevated train at center top. The tram stops are not slope friendly, this 2-tile stop required some terraforming with road squares to flatten its footprint and neighboring road tiles. The site has proved somewhat popular for commercial development but has required bulldozing lots and lots of non slope friendly growables. The empty space in center foreground is too steep to build on, but is mowed by the nearby office buildings. Alleys like Peg's, Paeng fillers and Back Streets are slope friendly. -
Time to bump this thread, here's a scene from Bison.
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The city of Bison has a few churches, here is the CSX Usakos with a cemetery.
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I need a CAM Fix so that Stage 15 Camelots appear immediately
CT14 replied to megacitycreator's topic in SC4 Mac Users
I did a quick search but nothing came up. Maybe try the megathread for lost and found content:
