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Everything posted by CT14
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Sure, just make sure you get it from Microsoft (they give it away free and nag you to activate once in a while)
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On a Mac, I tried for a while... I ended up setting up Bootcamp to run Windows 10 (available free from Microsoft these days) to run SimCity stuff. You could grab a Win10 ISO and set up VirtualBox to get a small virtual machine going, as an alternative.
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Same photographer
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Very quick low poly model of the Pearne Building, made from Street View snaps
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Here's a commercial view with more dirt and boards. 1873
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My first thought about street/road is that width should often be the distinguishing factor, failing that, heavier traffic on a road creates heavier rutting and darker color. I haven't tackled sidewalks in depth. They are difficult for many reasons. The inability to mix them up in a city is frustrating to me. I have researched historic sidewalks and apparently concrete was used from early times (late 19th century) before streets were paved, even. But all the Maxis sidewalk concrete textures are too 'new' looking, even for a new sidewalk. They look like glossy tile instead of typical concrete. My ultimate sidewalk mod would probably be a new texture of grungy concrete. For now, wood on the roads should be fine (or sandstone or brick...it really depends on the region and city - plank is a good compromise covering many small towns), and dirt on the streets sounds like an interesting experiment - I'll watch for that. Here's Superior, Wisconsin shortly after platting: Many R$$ and R$$$ neighborhoods had proper sidewalks by the 1880s according to contemporary illustrations, so dirt might just be for R$, I-D, I-M, I-HT. Wealthification is another part of sidewalks that makes my head hurt. So we can see that Superior had lots of boardwalks and graded dirt roads and streets. If anything, you could make your base texture darker and rougher. Trolca got the dark perfect IMO but not quite rough enough - PEG is rougher but too light for the city, again IMO.
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SANTANA ISLAND - Traditions die hard - Classic view on SC4 CJ
CT14 replied to Silur's topic in SC4 City Journals
Always a pleasure heading to Santana Island! The detailing is so strong in these posts. I appreciate that these are all functional systems as well, not just eye candy. Textures get better and better. Sand over the end of the road is a great idea. So many good lots, I'd use one like this on the mainland too:- 73 Replies
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It is looking great! Personally I don't feel that the dirt streets and road really need to look that different - after all, it was the same surface ("Graded" on the old maps...) I like the idea of having the progressive props get bigger for trees.
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Version 1.0.0
399 Downloads
Here's a fractional angle FA-3 building for your cities. It fits on the first of the 3 FA3 positions on one mirror only (see screenshots). Extravagantly modeled in HD with night lights, interiors and opening window casements. Included is a special lot with a large, lighted sign on top of the building. This sign is by @jtportland and you can check out the model file yourself at Lots (Landmark, balanced to 2 story average with PIM-X): I-HT randomized 1x1 plop with overhanging fractional angle FA3 (depth 1/right, D1/R) building prop. 9 jobs. Cost: 500 CS$$$ randomized, as for I-HT. Lots of CS jobs. Cost: 500 CS$$$ 4 story with sign. Twice the CS jobs. Cost: 1000 Dependencies: CT14 Prop Pack Vol 2 https://community.simtropolis.com/files/file/33730-ct14-prop-pack-vol-2/ Installation Unzip to Plugins folder Removal Remove the folder "Plugins/CT14/Alpaca Scientific Instrument Corporation". Bugs Please report bugs to: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/- 4 Comments
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That station looks like a ton of fun @WolfZe. Please keep its appearance compatible with ye olden days and I will be grateful.
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Testing an ice house lot with reefer maintenance area
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Chopping the LOD for the Ice Dock so workers can hang out
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Looking good. Out of curiosity, did you mean wider dirt roads for the road network? Dirt "roads" of course being "streets" here... I've always figured we need wider ones.
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Fisher 10 Detroit early testing and trench building concept/upper and lower levels of 7.5m grade separation. F10D will feature extensive rail docks and yes, worker entrances.
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Constructing LOD for a 32m curve filler. Boxes will be boolean subtracted from the cylinder that formerly served as the building's footprint. Cylinder becomes new LOD. Also note 8m offset from the main tile (a 16x16 portion of empty roof in this BAT) on X, Y for the model and LOD. This is so the prop can be pushed all the way to one corner of a 1x1 tile lot and sit properly as a 2x2 overhang. "Kahn" you dig it? @rivit here is the Model T in the only color anyone should ever need... this is simply 'colorized' with a grayscale>RGB transform and layer masking on the original for brass/canvas bits, and needs to be a bit darker... which ID do I make unique to add this to the green model T rather than replace it? And some more side by side testing for the Johnson Building - you can see two versions of one of the variations here, darker is newer. Massive shout out to @justforfun and @rivit for the horse drawn automata! And last but not least, I've just completed SCILTifying and de-automobilizing the Smalltown USA lots (and some Spa and SimGoober 19th century stuff) - more pictures soon in small town thread.
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Yes! Ice docks were found near stockyards or fruit packing plants (and fruit crate manufacturers!)
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Great work! I was just on the point of removing all the cars from the Cycledogg/SimCoug Relot Cycledogg lots, but I'd be happy to test what you've got instead!
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WIP inspired by the Walthers Ice House kit - this will accompany the Billboard Reefers from prop pack 2
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Side by side testing with a full 19th century plugins folder revealed the windows are far too bright. Re-rendering and fixing a few other minor things for the models. A lot of these buildings which survive are less their cornice - they tend to fall off at the worst times, or be removed before they fall off... With 5 variations for 3 and 2 story versions, I'm shifting gears to lotting now.
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[Solved] Game crashing while loading tile
CT14 replied to bakercity's topic in SC4 Bugs & Technical Issues
@bakercity What was the solution? Glad to hear it's working now. -
[Solved] Game crashing while loading tile
CT14 replied to bakercity's topic in SC4 Bugs & Technical Issues
The SC4Fix is for everyone - it fixes problems that the base game is still shipped with, as well as issues encountered when you push the limits with mods. The only CTD on tile loading I've heard of had to do with tree controller mismatches (different controller, missing files etc). I don't know enough about the NAM to comment on that part. -
[Solved] Game crashing while loading tile
CT14 replied to bakercity's topic in SC4 Bugs & Technical Issues
Any custom tree controllers? Do you have SC4Fix installed (highly recommended to rule out other causes of CTD)? -
I'm glad the texture changes worked out. I always have to darken my textures quite a bit to compensate for the in-game brightness. If not in the pre-processing step in GIMP, then by using values less than 100 for diffuse map bitmap textures, while setting the ambient/specular color to black. Removing the ortho sides from the baked-in part of the model sounds like a good compromise for the sidewalks. There is a 'Props by Name' list in the asset window in PIMX Lot Editor. Your prop will be in alphabetical order there - but only after you relaunch PIMX so it can read the new prop exemplar... Since the names tend to propagate all the way from the Gmax files, I try to name my Gmax like "CT14_Final_Project_Name_00.gmax", and the prop name eventually ends up like CT14_Final_Project_Name_23_0x0123abcd.sc4model. Then I can find all my props easily without editing every single exemplar to fix names. Oh, and HQ screengrabs should be possible using the BAT render preview windows? windows+shift+s to copy a part of the screen to clipboard on Win10 - can paste directly to posts here.
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Uncharted Island is such a beast!
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I would consider reducing the contrast on the roof texture and darkening it overall. The seams could be less dark in relation to the main surface. To work with custom sidewalks, you can remove the flat tiles around the very edge of the building. It really looks fantastic overall. That's a 2x2 base footprint?
