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CT14

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Everything posted by CT14

  1. Need some help first BAT!

    As WolfZe said, you'll need to back up to the version that worked in order to understand why it's breaking. I try to save lots of new copies of Gmax files as I work, since it's a little unstable sometimes.
  2. CT14's Railroad Lots and BAT

    I made the happy discovery that a building I've been working on, the Johnson Building, is one of the prominent facades in an old photo here. Can you spot it? Dilapidation/CS$ Fancy/CS$$ One CO$$ variation in the pipeline. Lots need alley/sidewalk junk and done, basically. Edit: Scrappy 2 story Johnson variation
  3. CT14's Railroad Lots and BAT

    Textures: JBSimio Smalltown USA My notes on making a lot that matches JBSimio's Smalltown USA releases, commonly used as a standard base for matching 19th and early 20th century lots. Textures used depend on wealth. Here is an example for CS$$ or CO$$: Front Pavement: 0x258f2000 (Maxis $$ sidewalk texture) Back Pavement (Lots with "Back Alley" areas): 0x258c2000 (Maxis R$$ gravel base texture) Setback: 2 tiles on the front pavement texture (3.2 meters)
  4. Silver King Coalition Mines Terminal

    @Tyberius06 yes, many prototypes I found had culm piles spilling above the end of trestles for culm dumps. Who needs wheelstops when you have a few tons of slate?
  5. Version 1.0.0

    390 Downloads

    The Silver King Coalition Mines Company Terminal Ore House, an industrial structure in Park City, Utah, was a terminus for a double ropeway Bleichert style aerial tram system. The mine sent ore from its shafts along the tram to the terminal building in Old Town. From there it was taken away in rail cars. The terminus building is now gone but most of the towers are preserved. This building has been the subject of a few model railroad kits and kitbashes by others. I used Sanborn fire insurance maps, elevation drawings, and many available photographs, to model the ore house, boiler house and tram towers in Gmax. Caveats: The structure has been widened on one axis to sit on two rail lines 16m apart properly in SimCity. One siding on the prototype was bent to pass around a building, so I've done the same here. There were scale houses near the terminal structure which I haven't found good reference for, and haven't included. The rail cars are East Coast coal cars, not Western ore hoppers. Credits: Big thanks to the Historic Harbor team and Simmer2 for all the props for people and stuff on the ground. The ore house, boiler house, steam pipe, tram towers are my own work. Installation: Unzip to plugins folder. Removal: Bulldoze the lots and remove "Plugins/CT14/Silver King Coalition Terminal". Lots: Ore House It may look old and grungy now, but it was real fancy back when it was built! Landmarks: 4x8 I-HT plop, 200 jobs, with 2 STR connections for visual only, no through rail. Place on a spur. Aerial Tram Towers The towers aren't especially tall (about 15m) but they have LOD to clear any small buildings, etc in the path. Parks: 1x1 tower plop, 3-tile overhanging prop for total of 4x1 size, no effects. There is an unnamed prop family for towers (0x5f85e970) with variations on ore buckets and tower textures. When placing the lots, the helper arrow points in direction of cables. Four lots are included for base texture variations: Grass, Dirt, IRM I-D, IRM I-M. Dependencies: RRW NCD BSC Texture pack (I-D tower base texture) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3350 Historic Harbor (Props) https://community.simtropolis.com/files/file/29880-historic-harbor/ SM2 Mega Prop Pack Vol 1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol 2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ SM2 Mega Prop Pack Vol 3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ RRW Lottex SM2 https://community.simtropolis.com/files/file/32997-rrw-lottex-sm2/ RRW Lottex SM2 R2 https://community.simtropolis.com/files/file/32999-rrw-lottex-sm2r2/ CT14 Norfolk and Western HL Class Hopper Car https://community.simtropolis.com/files/file/31479-norfolk-and-western-hl-class-hopper-cars/
  6. Kells Irish Pub

    I was lucky enough to eat lunch at Kell's right before the plague. Wonderful place, all dark wood inside. The stairs to the cigar lounge go through vaults under the sidewalk, lit by purple pavement lights. This model more than does it justice!
  7. Alpaca Scientific Instrument Corporation

    @nightbird615 as you can see the sign is from this source, perhaps the method could be adapted? If I made a casino it would be "Old Vegas" for sure.
  8. France

    The canal/river transition to paved over river in Nantes is really something. So many rivers and streams have been capped by sewers. We could really bring back many of them.
  9. Alpaca Scientific Instrument Corporation

    Thanks, how did I miss this? I had the model file he provided, I'll update the credits
  10. Barton's BAT & Lot Workshop

    The roads look fantastic. I'd use this override for sure.
  11. CT14's Railroad Lots and BAT

    I feel like I side by side tested Wild West with onlyplace4 at some point, since I used the BATs with the rest of the 19th century stuff in a full plugins folder. Wow, good find on that @mikeseith pack! Grabbing that for sure. Cars: I never found a good Model T or Model A on the warehouse that I could use. Streets with half model T, half JFF Horses/Carriages are one setting to try. Will make my own at some point. Road reskin sounds good - I had no plans to work with them yet. T and + connectors for ortho PEG/Trolca/Brick/Cobble would be welcome.
  12. CT14's Railroad Lots and BAT

    Last one for the day. Good luck with these...
  13. Version 1.0.0

    246 Downloads

    And did the Countenance Divine, Shine forth upon our clouded hills? And was Jerusalem builded here, Among these dark Satanic Mills? --William Blake, "And did those feet in ancient time" The F.A.U.S.T., or Fractional Angle Ugly Shed Towers, are designed to almost fit in those spaces where nothing will truly ever fit. They are as big as you can get with shed construction and not simply topple over. Their additions ooze and encroach on every easement. Despite the ramshackle mode, appearances can be deceiving - the workers inside these structures are employed in the most advanced mechanical and electrical engineering and will satisfy capacity for high tech jobs. If they don't seem to fit the FA3 road, move them down a tile or rotate and try again. 1x1 ploppable landmark lots Cost: 50 Dryland Doorknobs Kudzu Kabinets Sidelong Surveying Weevil's Wonder Works Dependency: Installation: Unzip the file into your plugins folder. Removal: Remove the folder "Plugins/CT14/Fractional Angle Ugly Shed Towers". Bugs: Please post at https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  14. CT14's Railroad Lots and BAT

    Released: Alpaca Scientific Instrument Corporation, a 1x1 FA3 I-HT and CS$$$ plop. FA3/D1/R only, for now.
  15. Newbie question on dependencies

    What @jeffryfisher said, in addition, if you have missed something: Missing building models = brown boxes Missing props = empty, lonely lots Missing textures = water bug And you can use the Dependency Checker tool in SC4tool to help find problems. https://community.simtropolis.com/files/file/21368-sc4tool-english/
  16. N666 Small Welcome Sign

    Cool idea! This might be the only welcome sign set on the STEX.
  17. CT14's Railroad Lots and BAT

    @Tyberius06 I am happy to hear you are enjoying the filler set. The prop pack is released: I still have a few old 'almost finished' models to work on, but this takes care of most of the release backlog for finished props. First lot up for release is the Alpaca Scientific Instrument Corporation, an I-HT and CS$$$ plop:
  18. CT14 Prop Pack Vol 2

    Version 1.0.0

    631 Downloads

    This prop pack includes a variety of building and vehicle props for old time cities, to be used as a dependency in upcoming lots. Credits: CT14: Buildings and Objects Wild West, Victorian Warehouse, FA Sheds, FA3 D1 Red Brick, Billboard Reefers, Conveyor props, Graffiti props @jtportland: Original 3d model for rooftop sign (not required for the download you're reading about) 3dWarehouse Imports: Vehicles Cargo Ship M.S. Munchen by @Eneroth3 https://3dwarehouse.sketchup.com/model/e72c59779e1a85f05308b39b1b1978d6/Cargo-ship-MSMünchen 1907 Cadillac, 1935 Ford are Warehouse imports which are no longer on the Warehouse. 1932 Dodge by @Marian87 https://3dwarehouse.sketchup.com/model/696fb708cb0ed4e21edf670070060123/1932-Dodge-Model-DL 1938 Delahaye 165 Figoni et Falaschi by @hotrod1 https://3dwarehouse.sketchup.com/model/88e814f1fcf6102ae4e4dcdb3dab5c16/1938-Delahaye-165-Figoni-et-Falaschi 1936 Cadillac by @eezerz .. https://3dwarehouse.sketchup.com/model/19ad90eb0defc9ceafe1d4530f4c6e24/1936-CADILLAC-SERIES-75-FORMAL-LIMO-Open-Drivers-Area Steam Locomotive 62 (4-6-4 of Japanese National Railways) https://3dwarehouse.sketchup.com/model/21655789dfe68c488e2c190e770fdce7/Steam-Locomotive-C62 Installation: Unzip to your plugins folder. Removal: Remove the folder "Plugins/CT14/Prop Pack Vol 2" Prop Family Reference Several prop families are included: 0x5F85E947: 1x1 Wild West (8m) 0x5F85E948: 1x1 Wild West (16m) 0x5F85E949: 1x1 Wild West (Corner) 0x5F85E96E: Graffiti 8m 0x5F85E96F: Graffiti 16m Offset 0x5F85E971: FAB FA3 D1 0x5F85E974: 1x2 W2W Victorian Warehouse Ortho 0x5F85E975: 1x2 W2W Victorian Warehouse 45 0x5F85E976: Billboard Reefers Bugs: please post at https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  19. CT14's Railroad Lots and BAT

    The PEG Tram-Ave looks really good! The textures are always a pain to match, I have to go back and forth a lot of times... most recently for the overhanging prop to match concrete base texture in the industrial filler set. For my work, I'm sticking with the idea of swappable texture overrides for now, for simplicity's sake. I don't have the capacity to handle pathing, etc. If AAM is possible, that'd be another 'avenue' to explore.
  20. CT14's Railroad Lots and BAT

    Ultimately I'd like to have both types of dirt road supported for Tram Street/Tram Ave/Ave - PEG and Trolca, along with some kind of gravel... These'd be overrides that drop-in, choose one. Unless AAM is possible, then it'd just use starter pieces. Did I mention we also need wooden railway crossings. I have a T21 mod also in progress. All this stuff has to change to make convincing 19th century scenes. Those warehouse models are already staged for inclusion in the next prop pack, too. They are as done as they will get.
  21. CT14's Railroad Lots and BAT

    That's great to hear you were able to use those BATs. I wasn't 100% happy with the lots I made for them, and will probably revisit them at some point to match Smalltown USA for those who don't have SCILT. And yes I will be producing larger ones if all goes well! I have a ton of unreleased Wild West BATs that are ready to go - just need lotting. Maybe I'll just publish them as a prop pack to get them out quicker. Here's a link to the map, courtesy of the blog that unearthed it - lots of other great stuff there. https://vintageportland.wordpress.com/2010/03/26/paving-map-of-portland-january-1-1894/ Your dirt texture looks good. I was planning to just 1:1 match Trolca's classic dirt streets.
  22. CT14's Railroad Lots and BAT

    @BartonThinks thanks for your comments! Likewise, I have always wanted more 2-4 story 19th century commercial buildings in game. In the past I have just gone full "New York" and enjoyed all the 3-5 story New York style buildings, but most cities are just a little bit smaller. Regarding Silver King - I am still looking for any drawings, records or pictures at all of the other end of the tram line - I'm assuming it was at the mines but the mines were sprawling and gigantic, the pictures available on that end don't show the tram's portal too clearly. I may just put something together based on other period mines in the area. Roads: I just use lots and lots of SAMs with road-blocks to change between them. SAM Stoppers are nice too, and there is a niche for someone to create stoppers for the transitions between the SAMs themselves (cobblestone to Trolca for example). I figured out the FSH stuff finally, here's a Trolca dirt Tram-Ave. I discovered the same textures are used for puzzle pieces and click-to-tram. Going to try adding an alpha so that the sidewalk doesn't show all the time: edit: the bright lines at edges is definitely an artifact of the way I stretched the ortho Trolca texture... going to have to redo with a different method. And here is some of my thinking around the prototypes, as well as some fun times figuring out what was in an old picture by cross referencing another old map. We will need Tram-on-Gravel-Street too: By the way, "Macadam" is just "Scientific Gravel Road":
  23. CT14's Railroad Lots and BAT

    Reference: Transit Texture Just a place for me to keep notes on texturing transit. Broad goal is to put dirt or cobblestones on everything. Avenues are the big missing piece for 19th century transit modeling right now. There's also a need for dirt tram-on-road, dirt streets, etc. I favor Trolca for cities; Peg's dirt is perfect for the country but too rutted/dried out for the city. A SAM-style AAM would also be nice - to switch between the two dirt styles, for example. Tutorial for transit texturing: https://www.wiki.sc4devotion.com/index.php?title=Tutorial:Creating_Textures Location of Tram-Ave textures: Network Addon Mod/2_Additional Network Features/Light Rail/Ground Light Rail Dual-Networking/NetworkAddonMod_GroundLightRailxAvenue_Plugin.dat
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