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Everything posted by CT14
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That is a talent! You make it sound simple. For MMPs these are some of my favorites: - SFBT Mayor Mode Ploppables (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2304) - Peg MTP Mayor Menu Logging Scenes, etc (https://community.simtropolis.com/files/file/20895-peg-mtp-mayor-menu-logging-scenes/) - NBVC Rocks and Stones (https://community.simtropolis.com/files/file/27092-rock-n-stones/) - Chrisadams RRP Pasture Flora (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886) - VIP Rural Pack (https://community.simtropolis.com/files/file/26806-vip-ruralpack/) There is also this list, some links are out of date but it's still a good reference:
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@Dreadnought great work there, very realistic sprawl for industrial facilities. The tank truck filling stations really draw you in! It could be an illustration for a textbook. A few comments: - Hide interface with minimize button/interface hiding mods and take screenshots with Ctrl-Shift-S, it gives even more immersion. - RRW will not fit with your NCD Railway textured lots, as you must already know. I think the NCD switches look great on this type of lot though - a lot of prototypical industrial rail has compact layout. - A few dirty industrial facilities and hermit shacks/MMPs around will really polish off those maps!
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@raynev1 glad you like it... I'm working on STR lots today but first few tries don't have STR texture working. Can't locate it in Lot Editor yet, overrides don't seem to apply to the lot even with full transit enabled and TE STR on lot edges. OK, I found the STR textures now but they're in RailwayAddonMod_STR_WideRadiusCurves_RRW.dat, as FSH files. Going to have to pull them out somehow... time to learn a little more. Figured it out, used FiSHMan to export PNG of the color and alpha layers, one PNG for each. Used SC4Tool to create new texture file (creating a new texture dat in this app is funny - you can only do it by opening a .dat that doesn't exist!). Found that new textures are automatically overlay textures only if they have an alpha layer. The STR textures seem to exist as transit textures (a third type beyond base and overlay) in the NAM dat. Once I was able to create my own texture .dat, I made it accessible to PIM-X and got it into the lot as an overlay texture. With base textures now clashing quite noticeably - here's the result. So I read https://www.sc4devotion.com/forums/index.php?topic=285.0, ignored all the vague warnings and removed the base texture from the lot using iLive Reader as described in that thread. It's getting closer, but: There is another problem... there is more than one straight rail STR texture in that NAM .dat, and I think I grabbed the wrong one... it doesn't quite match the STR override transit textures. I went ahead and made double track intermodal. Definitely need those 4 track tiles for yards...
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I agree that the double tracks don't look very realistic for large yards. 3 and 4-track textures like NCD but matching RRW would be amazing. Seems like a patch texture pack along those lines could be popular...just to bring all the old lots which use NCD up to date visually. I'm aware that not all NCD textures will have a 'true' RRW equivalent since they are not realistic to prototypes in terms of short-radius curves, etc, but this would be just for pretty picturing and rescuing legacy content.
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SimCoug: I'm glad you like it! I believe those are well cars which do sit the container down lower in its walls. It's the original prop from JES vol01. Here's a similar texture I found online: T-Wrecks: Thanks for confirming my hunch there... I ended up doing something similar with overhanging props and only transit enabling a single direction on the end of certain lots. Most of the lots are 'filler' without any TE. There are end lots for left and right, with versions for engines, yard mule+car, and just cars. Filler lots come in several overhang types and static railcar prop types to make a variety on the lines: overhang left, overhang right, chip car, boxcar, tank car, etc. I am happy with the result. Double lines of intermodal are probably next, and I also have to go back and add one more railcar to the main prop family - coal car, along with pieces for coal car plops. Maybe some more pieces to support creation of large unit trains for coal, juice, and even side-by-side unit trains. I'm also curious about STR but couldn't find any info on modding lots for it. Here are the puzzle pieces. I placed each one twice for clarity on the prop families. Clockwise from lower left, it's right and left TE ends for intermodal, right and left TE ends for mixed freight, mixed freight with 1 engine (yard mule), mixed freight with no offset, boxcars, mixed freight with left offset, tank cars, chip cars, mixed freight with right offset, intermodal filler. Engines left, right, double-sided TE. I want to extract/create props/prop families from the VDK NA engines but I haven't looked into it yet. For the entire set of pieces, the concept is that the second track (south track in the editor) is allowed to have overhanging props, but the north track's car is always flush with the puzzle piece edge, so that the end/transit enabled pieces can leave the south track empty, go flush with their non-TE edge on the north track and remain compatible with any of the filler pieces.
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Re-lotting SFBT Freight Car Sidings using Jestarr railcar props for a NA look. The SFBT lots' RRW compatibility made them a good starting point here. Aaand following the above re-lot, I spent half a day learning how to mod in earnest, originally motivated to get lots that were transit enabled on both ends for more flexible layout. As usual this required a lot of learning... Here's the result so far: transit-enabled original lots with Jestarr's props, using new prop families to group railcar types together. I have a 1x5 with intermodals, and a 1x2 with mixed freight. I'm trying to figure out how to get these lots to butt up against one another, suspect I'm missing something about game mechanics that may prevent it. Jestarr's intermodal props fit nicely 3 to a 5-tile piece, while the other railcar props are around 1 tile in length. Overhanging props don't seem to affect the inability to plop one of these lots next to the other in-line.
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Cornfields in a rural area of Bottlecap. Patches of extant PNW MMP Coastal Rainforest woodland are found behind the farms... and some weeds that may or may not be 'out of control'! I couldn't get the Brown Sand MMP to overlap the end of the SAM2 road, so I'm still looking for a more seamless transition. There are a few jaggies too with this sand plop.
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Residential repitition, featuring BSC, SG, TagOne, Cycledogg, Mattb325, JBSimio and more. Of course I had to green the GLR tracks when tram-in-road came to the neighborhood here.
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[2011] Lot Editor and Plug-in Manager - Forum Archive
CT14 replied to happyapple's topic in SC4 BAT & Lot Workshop
I had to both reset the plugins folder and change to software mode. Thanks for the clues!- 133 Replies
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I couldn't find ploppable embankments that were quite what I wanted, so I have been checking out different MMP ballast rocks for elevated heavy rail embankments. I'm using RVT Extra Lifters to get the 15.5m height correct, and Rivit's texture mods for the viaducts. Here, NBVC Dark Stones on the left and Grey Stones on the right. I favor both looks but figure darker will be best in industrial areas, lighter for residential or commercial. If anyone knows of ploppable embankments with this look, I'd love to hear about them. Another side-by-side, this one for wetter woodland areas: JRJ TC Moistured Small Rocks on the left, VIP Mossy rocks on the right. This shot also shows a double-height embankment (31m), which I created by using a 3-tile 15.5m embankment as the base for a normal 1-tile 15.5m embankment. Roads create Maxis-tunnels in the 31m embankments, which is handy. Here, the double height 31m embankment is intersected by a 8m sunken railway. I like the effect of the rock face around the tunnel portals (PEG Rock Mod II Mossy Granite). Slope mod is Ennedi's Mountain version, terrain seems to still be default Maxis. After noticing that I hadn't yet installed a terrain controller, I tested the Olympic Terrain Controller. It is a good match for my existing Cascadia Tree Controller. By default the Olympic Terrain Controller installs optional beach and cliff texture mods. I'm already using B98 Beach Extend and RVT Coastal Mod, which work well with default Maxis terrain. Unfortunately, testing with Olympic beach mod removed shows jaggies on the coastline; I'll need to test some more with permutations of Olympic beach enabled, beach extend/RVT coastal disabled. All the combinations I could think of to test show incompatibility with Olympic terrain controller and RVT coastal, which means I'll need to find a water mod compatible with Olympic terrain if I want to use it (PEG Brigantine?). With Olympic defaults, the cliff now appears as brown rock, equivalent to one of the PEG mods but overriding the old Mossy Rock appearance... here is how this all looks. As a side note, 15.5m sunken does not seem possible on sea level land. One could create large plateau areas to feature deep sunken railway systems.
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True. I've stayed with the Overcast texture for now. Here's another shore view...
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Trying to match the Pacific Northwest water. I'm using RVT Coastal Mod 2009. The way this mod works is you use a texture file for each part of the game's beach/water that gets blended to the final appearance, and you can mix and match them any way you like, to hundreds of possible combinations. After settling on Yellow Sand Foreshore/Beaches, Overcast Inshore, I looked at these three variations of Offshore texture: Green, Overcast and Turbid. I'm favoring Overcast right now, but I keep going back and forth with Turbid because the prototype color is somewhere in between the two.
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Elevated Rail is technically meaningless
CT14 replied to mayorgreener's topic in SimCity 4 General Discussion
A useful necro thread. Not sure if it's been mentioned but the Long Island Railroad (LIRR) still has a few freight cars in the subway stations, and here's an old picture from Chicago. This entire system (Illinois Tunnel Company etc) was abandoned forgotten until a flood burst into connected buildings. In Philadelphia, there's an active heavy rail tunnel under the city north of downtown where CSX trains spend a good deal of time underground. More well known is the City Branch, a 15-block, 6-track heavy rail tunnel under Broad Street, decommissioned by 1992: -
This one was recommended for the Historic Harbor, which needs a level surface at water's edge. It includes a 4x4 leveling tool. Should work fine for ponds, etc. https://community.simtropolis.com/files/file/4527-peg-cdk-leveler-v205/ I've slowly been assembling a palette of MMPs that work well together, and starting to learn how to use them. I read through all of SimCoug's New SorGun CJ (https://community.simtropolis.com/forums/topic/48762-new-sorgun/) and picked up some useful tricks, like matching dirt roads and farm lanes to draggable paths. The FAR dragged path in one of those towns (Steamer Bay?) simply transformed the whole look of the town, very interesting effect. I still need to turn off sidewalk mod (NAM?) Here's an attempt at terraforming a right angle corner on the map (intended for piers/waterfront) into a softer bend on the beach...
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Putting a township onto the Calidore map. (Old West USA - Townships and Ranges https://en.wikipedia.org/wiki/Public_Land_Survey_System). I wanted to try something small for an attempt at fictional realism. The pink squares are quarter sections with 1-tile easements (as described here: https://community.simtropolis.com/forums/topic/37578-district-of-wenzel-update-116-ouisconsin-county-morgan-town-rival-to-the-south/?page=32). The unshaded area is one township of 36 sections. I have been assuming that rail lines (like highways after them) mostly ignored the older section lines, and I checked on some old maps which seem to confirm that assumption. Laskey Rd and Westwood Ave have some parallel lines, but most of the railroads on this Ohio map don't follow section boundaries. Notice the numbered sections prominent at upper left. And here's what the quarter-section roads look like on the main city core map (basically sections 15,16,21,22 and the western parts of 17 and 23). Here's an old map that shows some of the effects I am going for: Deforestation patterns can be seen clearly in many of these old style maps: Here's what it looks like on that tile (development north of the river has only just begun)...
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The warehouses are part of CDK3. UDI notifications seem to come back on each time I start the game. Maybe I should spend more time on UDI.
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The Garden City tile got crash bugged from some conflict with new addons. Oops. Boom. Updating the config.bmp for modeling a real region is hard! Here, I am trying to make sure that bridges, highways, and highway interchanges, as well as major urban centers, towns, airports, railyards, ports are all on appropriate city tiles.
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Expanding a canal in Wallington to use Can-Am. With Can-AM and NAM puzzle pieces I was able to make a FLUP underpass that dips under the dual track rail and canal. I'm using the Diggis CAN-AM mod and I ended up with the no-wealth autodetect (not sure how to make it aware of other wealth levels?), so I had to change the banks to ASC. The end of the canal has a CAN-AM roundabout (a T and three L pieces). The freight train and the barge are both headed to neighbor connections. I'm using IRM W2W and Paeng's concrete lots here.
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Canal from the lake is great.
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Nice use of ploppable water and other MMP. That countryside looks very relaxing.
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I made a try at my own Vitruvian design, keeping in mind both SimCity's limitations and the constraints of the Garden City concept. I am looking forward to building this one.
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