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Everything posted by CT14

  1. Version 1.0.0


    Here are four Old Time Power Plants using jestarr's various small Boilerhouse models. Thanks to jestarr for the great props. All capacity/plop/monthly costs are balanced to the standard Maxis coal power plant's numbers. These lots feature smoke effects and normal levels of pollution. The diagonal Boilerhouse Type A lot and the Owosso lot have concrete base textures from NCD Railyard Textures pack, matching @T Wrecks' Industrial Revolution Mod I-D fillers. Other lots have grass or dirt base textures. The Owosso Boilerhouse has an overhanging portion: depending on neighboring lots, the basement access stairs will be hidden in a W2W setting, or show on pavement with IRM fillers. Menu Location: Utilities > Power Menu Sort: Before Default Lots Stats: Smokehouse Power Station Size: 1x2 Capacity: 550 Plop Cost: 900 Monthly Cost: 40 Theme: Grassy Boilerhouse Type A Prop family: Sterling Brown/Empire Red Brick Variations Size: 1x3 Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: Dirt Boilerhouse Type A 45 Size: 1x1 with overhanging diagonal prop (Sterling Brown only) Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: IRM I-D Owosso Boilerhouse Size: 1x3 Capacity: 1750 Plop Cost: 2900 Monthly Cost: 100 Theme: IRM I-D Dependencies: BSCMegaProps JES Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSCMegaProps jestarr Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol05 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 Sterling Consolidated Manufacturing by jestarr http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1633 Railyard and Spur Textures, Mega Pack 1.02 by North Country Dude http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2177 Installation: Unzip the file "CT14 - Old Time Power Plants - jestarr Boilerhouses.zip" into your Plugins folder. If prompted, merge with "CT14" directory if existing. Removal: Demolish any of these firetraps which have not yet engulfed their neighborhoods, nay, your entire city in an inferno, and move the folder "Plugins/CT14/Old Time Power Plants/Jestarr Boilerhouses" out of your Plugins folder. Bugs: Please report any problems with these lots to the development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  2. Watkins & Sons

    Great model with details on all sides, and the 3m half-alley is appreciated.
  3. Welcome to the development thread for CT14 lots and BAT. Here's a quick list of current releases so you don't have to scroll through the thread to find them all: North American Freight Sidings Llama Terminal Company SABER LA River Troy Gasholder Building FAB Diagonal Industrials Lowrider Props In-N-Out Lowrider Show Old Time Power Plants - jestarr Boilerhouses --- North American Freight Sidings original first post: Inspired by the lack of existing lots representing protypical North American freight railroad sidings, I've created a system of lots that can be used to create eye-candy rail sidings. They are transit-enabled for appearance. I have been encouraged to share my progress in a dedicated thread by helpful feedback in the Show Us Your Railroads general thread, especially from SimCoug, T-Wrecks, raynev1. And the whole thing wouldn't exist without the Jestarr props. Features: 18 ploppable lots for different railcar types on double track rail Transit enabled connections to make the lots fit in seamlessly anywhere Three prop families to provide a variety from Jestarr's boxcars, intermodal and general merchandise freight ("Junkers") RRW compatibility Known issues: Transparent texture bug as described here http://community.simtropolis.com/forums/topic/42425-transparent-texture-issue/ The lots need custom icons created and added, through Reader as described here: http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Inserting_a_custom_menu_icon_with_the_Ilive_Reader Future development ideas: Single Track Rail lots don't match exactly when using textures extracted from the RAM .dat, and I probably need permission to use them separately in any case. So, STR sidings may be a separate release at some point. Four-track lots would be prototypical for large yard trackage, but don't exist in RRW. Custom textures might allow some eye-candy four-track lots in future, this would resemble an updated subset of NCD. Dependencies: BSCMegaProps JES Vol01 (v1.0) - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 For RRW, you need the NAM with RRW enabled. Download: Please report bugs here. Thanks!
  4. Town Gasworks and the somewhat reluctant abandonment of true scale for vehicles While working on the Town Gasworks lot, I ended up playing with scale for some new, imported car models. The small ones are true 100% real life scale, and obviously look too small next to Sims (I guess so does the entire Lowrider pack...) The larger models are just a tiny bit too big at 133% of true scale, so I will rerender to 125% to see how that looks. An entire 20s-30s car pack will follow, but these versions will have unique colors found only on the Gasworks lot And yes, the pack will contain plenty of French Streamliners like the Talbot Lago Delahaye below... Transit enabling power plant lots, and a good TE reference for lotters If anyone knows how to get TE squares to function on a power plant, please share... for now, the Gasworks will be an I-D landmark lot with a freight railroad pass through. This thread by Mott at SC4D is a good run-down of TE mechanics for lot builders, and has been very helpful: TE Lots, Transit Switches, and You :) Note that the TE hover crash, described in Mott's thread, is now a thing of the past thanks to SC4Fix (all praises due to simmaster07). All the other info seems current though. For example, according to the above thread, only one route ought to be used per lot... additional TE squares won't function. This also means only one TE type can be used per lot. It gets even stranger when I tried to add some "cosmetic" TE pieces for appearance, one tile only of a large lot, and the game wouldn't recognize them! I will try with PIM-X transit editing instead of SC4Tool, since I seem to have done this somehow for the earlier version of the Gasworks lot. Here's the link to the essential patch to fix TE hover crashes (not just for NAM, but all of them!) edit: more Town Gasworks WIP shots Side by side with a previous version: Details:
  5. Show us your city's detail/close-ups

    @Thin White Duke More malaise, righteous! I would love to see the strip mall or big box store that is surely next door to that subdivision... @DavidDHetzel There's one at top right, too! And it looks like the recently released RDQ Victorians at lower right. @korver In that last South American scene, the utility poles (electric?) with the building drops look perfect - exactly what I was imagining for a streetside mod. Did you model those, by chance? My thought was to do T21s with prop families where some of the poles have drops, and you can click the street to shuffle the poles to match up to your buildings.
  6. Does it work after pressing "w" key twice to reset 3d driver, etc?
  7. @Tyberius06 Hey, thanks. That gasworks lot isn't released yet. I made it rely on another big, complicated unreleased set (FAB ortho) so I guess I'll change it a little, update it to use my NW coal hopper props, and release it. Norfolk and Western hoppers update to 1.1 I've just now updated the hoppers to use a single .dat file, and added cohort exemplars for the prop families, so they have names in the Lot Editor now.
  8. Catching up here: The jestarr Boilerhouse power plants are ready, and released. Please post here if you find any problems with them. I had a lot of fun figuring out the sint64 numbers for the capacity/monthly cost values...turns out the Windows calculator in Programmer mode gives you the correct hex values after you enter decimal numbers and switch to 'hex' view. Historic Harbor lot factory I've created a tool with AutoIt that lets me zip through creating new HH lots - it updates all the IID references, increments placeholder names, etc so I can 1-button create new lots which follow HH standards: Plop on water or land Conform to same level as other HH lots Custom UI including plop on query Menu sort appropriately This has increased my productivity quite a bit in that area - I've nearly completed a set of dock rail puzzle pieces with custom icons, a dock road set, and dozens of dockside industry pieces. Pending quality control and compatibility testing, the dockside industry buildings will be released in packs for each set of BATs' creators... JMeyers is first in line for release, with SimGoober and jestarr packs not far behind. @Angry Mozart train prop testing During the last month, along with other folks, I've been helping test parts of Angry Mozart's amazing new train set. Progress is steady, and I can say that release will be a game changer. Much of the rolling stock which is represented in the set has never been seen before in SC4. A multitude of angles is represented for every car, textures worked and reworked to perfection, and we're at the stage of shaking out remaining bugs in the prop exemplars. Over thirty bugs have already been filed and over 90% fixed on the portion I've tested - we want this set to be a consistent, high quality experience for lotters. New BATs I haven't forgotten about the DeKalb coaling tower, or Goober's Stores - haven't had big chunks of time to spend on anything recently, so the lotting/modding projects have been easier to work on.
  9. Show us your city's detail/close-ups

    A busy day at the dock yard...
  10. Show Us What You're Working On

    @11241036 Check out Glenni, JMeyers, CP, onlyplace4, SG props. I like the direction! Here's another Historic Harbor project: Dockside Railways. Shown are @Simmer2's RRW NSB Tex pack, and Jestarr's train props.
  11. Poutine City

    Parks and diagonals are looking great!
  12. Sharing Plugins Folders - Discussion

    I guess that is an awkward construction - "apt-get" being the classic "make me a sandwich" command for Debian Linux. Y'all have a name for it already anyway.
  13. SM2 RRW nsb Tex

    5 stars as it stands Thanks for all the updates and additions!
  14. Sharing Plugins Folders - Discussion

    @matias93 @Cyclone Boom and all, I am in full agreement! Some sort of APT/RPM-type system has been the clear solution to the organization and distribution of plugins, for years. I have experience packaging software for both dpkg (apt-get) and RPM Linux package managers, as well as development of various tools, and might be interested in prototyping something at some point. "sc4get" sounds like a beautiful paradigm shift. I'm not sure if it's been discussed, but the much-longed for "Packs" are expressed through simple dependencies in such a system, so they exist as empty-ish packages which contain only documentation and many dependencies (which themselves have dependencies of (prop) libraries, more packs, etc). This can be cascaded, so if Pat makes a Mega mega pack containing every package in the plugin folder, the new mega pack's package "Pats_fun_but_messy_plugins.sc4pkg" can specify "Pats_favorite_CS_mega_pack.pkg" in its dependencies, which in turn contains familiar lots, etc. Package managers always have tools to print out information about all currently installed packages, to make it possible to build packs like this. There is also reverse dependency listing, files belonging to specific packages, caching, and other good things. The real pain will be going from an unmanaged plugins folder to a managed one, but getting your favorite content available will be a great motivator to be a package maintainer, so content availability shouldn't take too long! Bandwidth is traditionally handled by mirroring the package sets around different servers (volunteers/donors) and having the client software use a random mirror/closest mirror/fastest mirror. ST wouldn't have to shoulder the whole load.
  15. Historic Harbor Support Thread

    While finishing up UI for the JFM Medium Factories lot, I found this bug in UI affecting many/all Historic Harbor lots. The issue is that "(246" is not a valid fillcolor property value. The format is "(r,g,b)". If we can figure out which one was intended, the fix can be automated across all UI... as an example, the other IGZWinGen element uses "(0,0,0)" for fillcolor value. Query-to-plop functionality is working now for dockside industry lots. There were a couple of IDs missed by the above script, an update will be forthcoming. edit: better picture
  16. Hyatt Ziva Tower Two

    This is a very beautiful building! Have you by chance rendered a mirror version of it?
  17. Car-Free Industrial Area Issues

    Yep, as long as the industrial zone touches the rail tile and is contiguous, freight will go through it to be shipped on rail as you describe.
  18. Car-Free Industrial Area Issues

    In addition to the bit about it not being a seaport with incoming freight, if that CDK lot is a freight rail station, it wouldn't be shipping any freight along that rail line since it's at the end of the line. Industrial tiles adjacent to a rail line have direct access to freight rail, so they don't need to ship through the station. There is probably a way to get it to ship some trains out of the CDK lot, maybe by making the industrial zone not next to the rail line but still next to the freight station.
  19. Historic Harbor Support Thread

    I am almost ready for some testing to make sure I have the exemplars right. I created a tool to make new lots, because it was just too much clicking! It uses a template file, plus AutoIT to automate the process of duplicating the exemplars then updating IDs. The tool leaves me with a complete generic HH lot that I can customize easily in PIM-X with a real name, props, etc. Creating and debugging the script probably took as long as doing 20 or 30 new empty lots by hand, but I'll never have to do it again! Now I can just churn out a lot with a keystroke. Here is a 1 minute video of the "Lot Factory" in action (warning, 30MB animated GIF): https://imgur.com/a/6T1J5 And here is the AutoIT code used to run it. This probably only works on 1920x1080 displays.
  20. SimCoug's BAT Den

    Thanks for clarifying - I had a feeling I was missing something. The new roof textures are much easier to distinguish as that type of tile, to my eye. If they are now over-scaled there is probably still room to take them back down in scale and keep the clarity.
  21. SimCoug's BAT Den

    Maybe just my screen, but the roof tiles for the first four models look like they are on a 30 degree diagonal instead of horizontal rows? If they are, and the texture is normal, you can straighten them out, using the Rotate tool on the appropriate axis of the Gizmo in the UVW Mapping modifier on the roof object. It might be necessary to click the "+" next to the UVW Mapping entry in the right side panel's Modify tab, to show the Gizmo. Make sure the Gizmo is deselected when done modifying it (i.e. make sure the UVW Mapping modifier is selected again), or weird things happen. edit: Using the Rotate tool in the Top, Front or Right view gives you control over which axis the Gizmo is rotating on. I kept trying to use Perspective view for this at first. edit 2: I was wrong, they are octagonal fancy-butt shingles
  22. Show Us What You're Working On

    Time for some Dockside Industries for Historic Harbor! Marcszar McCormick & Co: Marcszar Domino Sugar Plant: onlyplace4 Slaytfork Mill: SG Longfellow's Factory: SG Rand Textile Mill, JFM Sheds: JFM Medium Factories, SG Hansons Hosiery:
  23. Historic Harbor Support Thread

    @vortext @SimCoug I made a relot for Historic Harbor, with more planned. Is there a process for reviewing HH-compatible content? I'm still figuring out the custom query, but I'd really appreciate some sort of testing before release - or a development checklist I can follow if one already exists. Here is the JMeyers Bender Building for Historic Harbor:
  24. In addition to more work on the above BATs, I've recently done this quick Historic Harbor-compatible relot of JMeyers' Bender Building: The plan is to trawl through the rest of JMeyers BATs and grab a few more that fit the theme, then release a lot pack. I've also noticed another Jestarr boilerhouse variation BAT, which will be added to the boilerhouse power plant pack before release.