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Everything posted by CT14
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C.P. industrials...
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08 - The Lion's Inlet - Part 2 Day to Night
CT14 commented on philforhockey51's City Journal Entry in Region of Mountain North (SC4)
Are those BLAM FC parks? Loving the coherent integration with all the different sets here! You really had me into the dockside cafe scenario, too. Boats... Audis... It looks like the sort of town James Bond would hang out in. -
Historic Harbor Support Thread
CT14 replied to Historic Harbor's topic in SC4 Modding - Open Discussion
Thank you @vortext - I just saw this. I'll retest with your latest versions. As far as harbor village development, it seems that using flat slope mods/diagonal bridge ought to make it straightforward to lay out streets - perhaps a board street SAM override mod would help for the residential zoning. Let HH be the Historic Harbor piers, S be the boardwalk street laid out on the center tile of DBE sculpted 3-tile wide intersecting strips of terrain, residential and commercial zones on the outer 2 of those 3 tiles, and we get something like this for a 5 tile wide cross section of harbor village development as seen in the photo above: HH | R$ | S | C$ | HH Also, thanks for the inspiration via your CJ link! There are so many variations on these themes to be made. My feeling is that "going heavy" on the 19th century content also seems appropriate for a 1920s/30s prototype setting as well, before post-WWII redevelopments, but with trams and autos galore. -
@wournos - I believe they are the White Fences from the: They are a modular set, ploppable.
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Since this thread seems to now be about the Spyder Packing Company...
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Historic Harbor Support Thread
CT14 replied to Historic Harbor's topic in SC4 Modding - Open Discussion
Vortext: Thanks so much! I just got around to doing a 'clean room' reproduction of the bug, and then saw your message. I'm testing it again and will report when I'm sure of what I'm seeing. Unrelated to this issue: A few ideas that have come to mind while building with this set: It would be neat to have industry-specific addon sets like shipbuilding, lumber, or grain, to really nail the look and feel of 19th century company or colonial towns based around one large facility. Another interesting direction would be villages built out on wharfs - these lots would also be useful for hilly/swampy terrain on land, in cities where streets were laid out and built on hastily before level/fill of terrain, burial of streams and wells, and so forth. Basically, I am considering a mashup of HH with some 19th century BATs to get an antique version of this: To get something like this: Edit: I still don't get the plop on Diagonal Warehouse 2 with the patch, but I think I found how to fix it. Fun! -
Historic Harbor Support Thread
CT14 replied to Historic Harbor's topic in SC4 Modding - Open Discussion
Thanks - I will try to make a complete list. I don't know what the trick is either, but it's a good one! I found a clue in e.g. Fillers.dat, there are LTEXT files that contain just: #game.tool_plop_building(hex2dec("4F7EF18B"))# The thing is, all the LTEXT files do seem to have unique values in the argument to hex2dec, and these values match the Instance values for the named lots...so I'm not sure where the problem is arising. Back to making a list. -
Historic Harbor Support Thread
CT14 replied to Historic Harbor's topic in SC4 Modding - Open Discussion
I like the feature that gives you a plop of the piece you query for info. Very useful to save digging in menus... but I have a problem. Many of the lots (like the #2 building plop of a warehouse) just give me the Ortho Watchtower plop when queried for info. Suggestions welcome. -
Did you find this one yet? It includes a Trailer Park Boys reference - the "Sunnydale Park" 5x3 low density residential lot. Very easy to grow as this seems to be a rare lot size/wealth combination.
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Buildings many people didn't even know they were existing
CT14 replied to Toothless Stitch's topic in Architecture & Urban Planning
A discovery while researching 19th century dry docks: The docks at Sevastopol, Crimea. Destroyed by the victorious army's engineers during the Crimean War, after the fall of Sevastopol. Reading a contemporary travelogue revealed that the buildings on the right side of the image were army hospitals filled with wounded, and that the long structures top left and right were aqueducts, built by various emperors at various times...- 961 Replies
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Those small overpasses end up being a lot of work for freight trains to climb in real world settings. Starting an embankment about 20-30 tiles before 15m height is reached may be a more realistic option. Even then it is scaled down/miniaturized quite a bit from real world scale, where rail embankments may only be 8 meters high and tracks take hundreds of tiles equivalent to reach that height. In the last picture of the previous post, it looks like the bridge is unnecessary. A double crossover track in between the two wyes would serve to get trains to any point.
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Show us how you manage your plugin folder
CT14 replied to TakemeThere's topic in SC4 - Custom Content
Let's talk about ways to easily eliminate cruft! Documentation: I wanted docs gone. I was willing to re-download any package where I wanted to read them, so I did a Windows Explorer search for this giant wildcard set in Plugins folder - paste this whole thing into the search box: *.jpg OR *.png OR *.bmp OR *.txt OR *.pdf OR *.db OR *.doc OR *.docx OR *.js OR *.css OR *.htm It's possible to delete directly from the search results view, so it's quite fast to clean up docs this way - alternatively, search for only one file type at a time if you want more control over the process. Searching for *.zip and *.rar also locates anything you forgot to unpack. Duplicates: I've been using software called DupeGuru to identify and remove duplicate resource files, lots, etc. It's free/open source and cross platform. Works great for those times when you installed a classic lot three times from three lot exchanges into three widely separated locations (Paeng's Security Fences, I'm looking at you...). I also found a bunch of duplicated assets and some weird file types one team was using for docs, using this thing. https://www.hardcoded.net/dupeguru/- 62 Replies
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I'm not sure about the last Fisher plant, but most of those amazing BATs are by Jestarr, and can be found by googling the names for the LEX download. I like the black and white, it's immersive to the point where you can imagine you are looking at an old aerial survey photograph!
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Small town with JB Simio, Halifax BATs, Kingsway BATs, Mattb325 houses, Milwaukee Club, Simgoober, Simcoug, JMeyers, BSC commercials.
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By request, here is a loading platform on this industrial spur in the city of Masonjar. Foreground is a railroad embankment raised to elevated heavy rail level at 15.5m, background a sunken DTR line. The loading platform is created using Historic Harbor. I don't mind the seabirds on the posts. Industry is IRM W2W.
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Building Concepts for Hillside Development (Show me your Height Transitions)
CT14 replied to Plastic Manc's topic in SC4 Showcase
I made a test city using some of the terraforming techniques described above (15m terraces created with lifters, mayor mode raise tool). Some lots have custom foundations which look great at higher slopes, like these CP Chicago Tenement lots (CP_VictSt6Tenement$_Chi) with their brick daylight basements and smooth backyard fences: All of the residential zones were laid with CTRL to avoid re-sloping. I'm using Ennedi's Mount620 slope mod. The Troy swellfronts use a default foundation which looks very jaggy in the rear. The PEG alleys work fine, though - the textures work admirably on uneven ground. -
Gridbustin' with the Gridbusters, with some help from the Historic Harbor for loading docks.
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While working on improving my variety of high growth stage residential lots, I culled these lot sizes from the three readme files on the NYC Housing Projects: NYC Housing Projects Set 1: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1873 NYC Housing Projects Set 2: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1981 NYC Housing Projects Set 3: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2092 Size breakdowns to make it easier to get the lot you want: 4x4: Bedford-Stuyvesant Houses, Brownsville Houses, Frederick Douglass Houses 5x2: Hylan Houses, Queensbridge Houses, Redfern Houses 5x5: Riverdale Houses, Bennett Houses, Jacob Riis Houses, Breukelen Houses, Bushwick Houses, Marlboro Houses, Edgemere Houses, Mulford Gardens, Wyckoff Gardens 5x10: Gowanus Houses, Lillian Wald Houses 10x5: Mott Haven Houses, Highbridge Houses, Clifton Houses, Millbrook Houses, Patterson Houses 10x10: Bronxdale Houses, Boston-Secor Houses, Edenwald Houses, Castle Hill Houses, Randell-Balcom Houses, Ravenswood Houses, Marcy Houses, Nostrand Houses, Sheepshead Bay Houses, Astoria Houses, Cypress Hill Houses, Throgs Neck Houses 15x5: Melrose Houses, Soundview Houses, Vandeveer Houses, Woodside Houses 15x10: Linden Houses 15x15: Ingersoll-Whitman Houses, Harlem River Houses
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Missing texture at SAM8-FAR2 intersection at center left of image. I'm not sure if this one made it to the thread yet. My preferred workaround is on center right - extend road a short way into SAM street area.
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- NAM
- network addon mod
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An old freight loading platform in Millsville.
