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burlesona

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Everything posted by burlesona

  1. Hey Simtropolis, Way back in 2004, I created a BAT called "Electron Inc." which was intended as a higher density industrial building. Now that SC4 has been re-released for Mac, I'm playing it again. I was browsing through the STEX and saw that this lot was on the 4th page of the most popular all time BATs, which *blows my mind.* I also noticed that there are a bunch of comments on the lot indicated I screwed up the power and water settings for the lot. Since I'm playing again I'd love to correct this error and sort of atone for 10 years of having a water sucking vortex that apparently a lot of people downloaded! But I have a small problem: I don't have a windows machine, nor bootcamp, nor do I have the Maxis tools, nor do I remember how to use them after 10 years... :/ So, I was wondering if there are any active BAT editors out there who would be able to download this, fix the water and power settings, and post it so I can update the lot on the STEX? Please let me know if this is possible, and thank you very much for your help (or even for thinking about helping, that's nice too!). Cheers!
  2. The lot that won't go away!

    Got this problem on a Mac, can't download RJ's file because it comes as an .exe. Anyone have a zip version (aka manual install) for us Mac types?
  3. New info!

    I agree, this is totally a city life knock off, and that's a very bad thing.
  4. NAM: Requests

    I have a request: It seems that a lot of work has gone on in NAM development etc, but none of this has been added to the beta since September. Could we get an updated version of the beta NAM download listed on the mods page?
  5. Lake Point

    Now THAT is a damn fine building. I think this may be the most natural looking building I've ever seenon the STEX, excellent work. You should be very proud of yourself.
  6. Archico Office

    Nice try, it doesn't reeally look like a building to me but keep working on BAT and don't let some peoples criticism get you down. All of us had to learn somehow, you're making great progress in your BATs and I can't wait to see as you improve.
  7. MedCom16

    The front door is at the base of the atrium, plainly visable in the first screenshot, but a bit too blurry by virtue of SimT's recompression of pictures for it to be obvious. Its pretty clear in game IMO.
  8. MedCom16

    There are night lights in all my buildings, in this building there are normal window lights and the atrium is also illuminated.
  9. MedCom16

    The 'milky yellow' stuff is called EIFS, (External Insulating and Finishing System), basically a synthetic foam material. This material is the most common building material in commercial buildings due to its excellent insulation and cost effectiveness, which is why I picked it.
  10. MedCom16

    Plexiglass doesn't break, even in softball sized hail :)
  11. Red Light District

    I laughed my arse off when I saw this on your list of buildings, nice light-hearted fun :)
  12. MedCom16

    Version 1.0

    7,111 Downloads

    This is a CO$$ with 1750 jobs. It's 16 stories tall and takes up a 2x3 lot. The main reason for making this building is that *tons* of spaces in my cities fall into this category (2x3 CO$$) leaving much to be desired in terms of variety. As always the building is growable, but a landmark is included just for looks.
  13. Realism Project / Mod Development

    You should go with a southern or midwestern city in the 1 million people range, such as Austin, Atlanta, St. Louis, Albuquerque or Phoenix. Phoenix or Austin would probably be the easiest to recreate because of the limited connections into and out of those cities. Austin in particular would be a good test city because it's pretty small in land area, but it has the disadvantage of no light rail/subway. I think the reality of the project though is that there is not going to be a city small enough to model accurately which features all the transit options available. It might be better to try some smaller cities which rely more on roads and then when you have the system working in realistic equilibrium you could apply new transit to the city and observe/tweak the effects until you were happy with the results. If you were to take that route, I'd suggest modeling a city like Corpus Christi Tx. or Springfield Illinois. The biggest reason to go with a smaller metro like these is that the model could be completed in a few weeks as opposed to a few months, and I suspect it will be difficult to maintain a large number of contributors to a project which is stretched out over a long long development period. If you got a city's road model to perform highly realistically you could easily base the other MT values on the model roads.
  14. Electron INC

    jtportland: I know that jobs could be added, I don't want my buildings downloaded as cheats though. The landmark in all my buildings is purely so you can plop it and see how it looks without waiting for it to appear naturally.
  15. Electron INC

    Version 1.2

    47,606 Downloads

    My fourth building, 100% original content as always. This was an afternoon project for me, I just got sick of seeing the same I-HT buildings over and over again in my cities so I decided to whip out a little something to add some variety. I wasn't initially going to release this but it turned out pretty well, so here it is. If you like this building please check out my other three by clicking on my name in the STEX. As always there is a growable version and a landmark included in the zip, the landmark is just for looks. Minor change version 1.2: Corrected a small bug in the lot, added a readme with detailed stats. The important stat: gives 3250 I-HT jobs.
  16. Hey, a little late replying but this is the first time I've noticed one of my buildings in a City Journal (you used them as upperclassmen dorms). Probably I only noticed it because its like the center of your campus, but still I must say that's a very clever way to use the ploppable version, I love the way you made it look like a real university campus - very convincing. I am incredibly honored that my buildings are being put to good use. Thanks for the City Journal, I look forward to hearing more from you.
  17. ResLife Tower

    The lighting anomoly DarkMatter refers to is the light cast from the street level and appears normal in game, the coloration is exaggerated in the compressed image. Finally, the stats are R$$ with 5000 residents on the growable, the landmark is just for looks. The growable is a 2x3 lot.
  18. ResLife Tower

    I did make a version which included both, however this was too large and ST would not accept the file. The textures are all originals, I created them using Adobe Photoshop.
  19. ResLife Tower

    Ok, version 3 out this evening will include the file with the toned down lettering (which I like because of the nite effect) and a new version with no lettering at all.
  20. ResLife Tower

    PS. The above comment means track the lot so you get the update :)
  21. ResLife Tower

    I designed that sign as an experiment I was doing for nite lite effects which I'm making a tutorial on, just left it in the model without really thinking about it. I'll make an adjustment and offer a version 2 soon.
  22. ResLife Tower

    Version 3

    19,350 Downloads

    NEW! v3.0 has NO SIGN. If you like this tower PLEASE view my other buildings, you can see all three of my towers by clicking on my name under the pics of the building. I did not update the screenshots since I was trying to get this updated ASAP, possible version 4 on the way with minor adjustments to the lot itself and a re-touching of the base.
  23. Uptown Appartments

    :) Well Yossi, the whole point of the building is to NOT be a super-high rise building, there are already plenty of those. But thanks for the comment.
  24. Hey, all interstate highways with a 3 digit name (I-610) are interstate extentions. A loop is given an even first digit (such as 610) and a spur is given an odd first digit (such as I-395). These 3 digit interstates connect to and facilitate interstate commerce even though they detour from primary routes and that is why they are so named. A good example of why these really should be considered interstates is that when 610 was built ages ago it allowed people traveling from New Orleans to San Antonio to bypass the downtown Houston area without needing to stop inside. Now the city has grown so far out that thats not going to avoid traffic anymore but still, thats why it was an interstate. There is a spur in Northern Alabama which connects... two cities, I can't remember which... Anyway go look on a map and you will see this 100-200 mile stretch of interstate which basically just links a large city which is not really located on the way to anything else, so that people not wanting to go there can save lots of time but that city still gets access.
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