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Everything posted by former_member 665840
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Version 0.9.0
217 Downloads
Format: .sct Dimensions: Large Place into SimCity 3000 Unlimited/Cities/Terrains/ to install. You'll find it in-game under Real City Terrains. Based on a heightmap taken from Abashiri, Hokkaido, Japan. Key word here is based; there are significant deviations from the actual location. It's also worth mentioning that the "salt on" command was used on this before converting it to a terrain, meaning that the game does in fact treat the northeast edge as a proper coast, complete with saltwater.- 1 Comment
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Advanced Research Center
former_member 665840 commented on former_member 665840's file in SimCity 3000 Files
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Northern Japan-style theme: Feedback and help wanted
former_member 665840 posted a topic in Cities: Skylines Modding - Open Discussion
At the moment I'm currently working on map theme based on Hokkaido (along with a fictional map to go with it), and I'm hoping I can get some feedback and assistance with finishing this. I'm also wanting to create a Japan-style network skin (mostly because not only is manually detailing countless roads tedious, but decals count toward the prop limit). I have some additional screenshots (from an older, now-broken save) that show off a few other things (like the concrete texture), although I had a different LUT active (rather than with the default temperate LUT seen below): https://imgur.com/a/cb2CK Would anyone be interested in kicking me in towards the right direction? Voice chat and screensharing over Discord is an option for whatever it's worth...- 3 Replies
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Northern Japan-style theme: Feedback and help wanted
former_member 665840 replied to former_member 665840's topic in Cities: Skylines Modding - Open Discussion
I'd post the texture in question here but I don't want to accidentally step on Textures.com's toes. Mind if I chat you up on Discord or something? I remember asking him about that a while back. I think he lost interest in that mod due the overwhelming number of roads, paths, etc. that would need working on. I should probably add that this was during the period where NeXT had forked over to NeXT2 and Mass Transit was around the corner, making things extra daunting. Now that I think about it though, I did figure out a workaround for one issue he was having with the skin (shoulder stripe markings aligning the wrong way).- 3 Replies
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Why is `SunnyProperties.SunnyRender.DayNightCloudsProperties` disabled by default?
former_member 665840 posted a topic in Cities: Skylines Modding - Open Discussion
SunnyProperties.SunnyRender.DayNightCloudsProperties is a boolean property that determines whether the sky has an actual skybox image applied to it or not: It doesn't look like a mod is disabling it (the property still defaults to false with "--noWorkshop --disableMods" appended to the launch options). Is there a reason for this? I always find myself using ModTools' scene explorer to re-enable it because of - to me - how much nicer it looks compared to the regular, empty, rather desolate-looking sky. -
Heads up: Turn off the music in SC3K if you plan to stream the game on Twitch
former_member 665840 posted a topic in SimCity 3000
Just recently found out the hard way that the entirety of the original OST (not the songs introduced in Unlimited such as Sixth Floor, Electric City, etc. for whatever reason) is on Twitch's "no-go" list: Bleh.- 5 Replies
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Heads up: Turn off the music in SC3K if you plan to stream the game on Twitch
former_member 665840 replied to former_member 665840's topic in SimCity 3000
Twitch has been using this overly-aggressive and hostile tactic for a while now. Just look up the phrase "Audio for portions of this video has been muted as it appears to contain copyrighted content owned or controlled by a third party." with your search engine of choice.- 5 Replies
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Solving an isolated single-rail deadlock
former_member 665840 posted a topic in Cities: Skylines Showcase
Herein lies the problem: The short section of elevated rail between stations A and B narrows down to a single (bidirectional) path. Is it possible to configure signalling for this section of track so that trains will only enter it if it's clear? Cheers. -
There are a few small things in SC3U that have always bugged me just a tiny bit. From left to right: There's another stadium (same functionality and all), but with the only difference that it's... well, just the Foosball Stadium from the Euro tileset. An additional "stadium" (it doesn't function as one in the game) for soccer is also present. There are three 1×1 recreational lots that, as far as I can tell, never grow or become available to place under standard circumstances. There's an unused 1×1 taxiway ("Runway Connector") for airport zones. I've never been able to trigger the 3×3 lumber mill to grow. I know agriculture in SC3U is a mess, but it's honestly the only farming lot I have never had appear. The scrapyard. It has its own animations and unique query sound, but I've never seen it grow (or appear under the utility menu). Is there light to be shed on any of these?
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Identifying the vertical-lift bridge from Inception
former_member 665840 posted a topic in General Off-Topic
(Spoiler-free) At one point during the main dream sequence in Inception, the driver of a van is pursued onto a vertical-lift bridge that had just started rising. One aspect I remember about that bridge was that it had retractable bollards built into the road for blocking traffic as a safety feature (one of the pursuer's cars had an entire wheel ripped from its rear axis when it drove over one of the rising bollards). I feel dumb for asking this, but I can't seem to find out what the name of the bridge is, or even its location (I was thinking it would be somewhere in the northeast United States). Does anyone have an idea? -
Identifying the vertical-lift bridge from Inception
former_member 665840 replied to former_member 665840's topic in General Off-Topic
Nope, not too late; Danke! -
Radio masts/towers: Aesthetics and practicality
former_member 665840 posted a topic in General Off-Topic
Lately I've been thinking about the relationships between telecommunications masts/towers and their surrounding environments. They can easily fall into the NIMBY category, but I believe that the positive possibilities they present are often not even considered. Considering the amount of vertical real estate they bring with them, I'm much more fond of masts that are not strictly limited to telecommunications purposes (compared to ones that are). There's a plethora of things to do with that space, ranging from commerce/leisure/tourism (e.g. shops, restaurants, theatres, observation decks), ecological integration (e.g. artificial nesting for birds and other flight-capable creatures like bats, sky gardens), electricity (e.g. PV1 panel arrays, potentially even small-scale CSP2), miscellaneous utilities (e.g. active closed-loop SWH3 systems for heated water, something that could be useful for urban areas situated in colder climates - especially so if most of the area's water mains run beneath roads and railways)... all sorts of nifty stuff. For practicality, two examples would be the Stuttgart TV Tower and the Tokyo Skytree. As for aesthetics, an example would be San Francisco's Sutro Tower; There was quite an amount of opposition from its proposal to after its completion, but today (for the most part) it's considered one of the Bay Area's landmarks. Personally - while I think there's a lot more to be done with it - I agree. It already gains points for its unique appearance (in other words, not looking like an excessively-long support girder jutting up from the ground with a plethora of cables tethering it to the ground). Heck, it's even colour-coordinated with the nearby Golden Gate Bridge courtesy of air safety regulations (even if the specific shades of orange slightly differ). If you don't know what to reply with, here's a question: What's your favourite telecom mast, if any (or multiple)? Ones that have been destroyed, demolished, or exist as concepts are also allowed. 1. Photovoltaic 2. Concentrated solar power 3. Solar water heating -
Cities: Skylines - Community Modding Requests
former_member 665840 replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Not so much a request for a mod as a request for content, but I would be overjoyed if somebody added in Banyan trees of the F. microcarpa variety; I'm working on a city with a generic southeast/east Asia theme, and having those in combination with the existing bamboo foliage by Shroomblaze (http://steamcommunity.com/sharedfiles/filedetails/?id=441825328) would have me jumping for joy. Heck, I'm even willing to commission (pay money) for somebody to do it. On a different note, RodolfoJunior's economy-related posts remind me of the City Industry info panel available in SimCity 2000 (for whatever it's worth): Note: Image is animated, but will appear static if your browser doesn't support animated PNG images. -
Aye, but it is:
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Show US your Created map !
former_member 665840 replied to Nico Robin's topic in Cities: Skylines Showcase
Working on a semi-arid desert map at the moment. Getting the textures to look right is hard enough, but what really hurts is the lack of fitting flora - ponderosa pines in particular. -
The code of this game is a nightmare!
former_member 665840 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
C is better when it's augmented rather than segfaulted. -
Link insertion is broken for me under Firefox 38.0.5 and 40.0a2, even when using fresh profiles (although automatic inline conversion still occurs, i.e. https://www.example.org). Essentially, upon clicking the Insert into post button, both dialog fields get blanked, the dialog itself remains, and the post isn't modified. Here's a video of the bug (apologies if it's a bit hard to follow, VLC didn't capture the cursor): https://www.youtube.com/watch?v=8Hx8Mt3PReM While I'm at it, I may as well ask: Are there plans to reintroduce a non-WYSIWYG, restricted HTML mode for the editor? It was available in the previous version of ST and was (for me) quite handy. Cheers.
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I found a small bug that's present under the status feed tab on user profile pages other than one's own: The sentence stating the feed is disabled is aimed at the wrong person ("Your") and the link to enable it shouldn't be there. Cheers.
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The only editing I did was cropping and shrinking. However, I could have captured it on video, and I'm a fool for forgetting that I could do so (VLC can capture and record the contents of the screen to a video file, something I've successfully done in the past with the Windows desktop, Just Cause 2, and Starbound. Never could get it to capture the respective audio though.)
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This is only your second upload, and I already want to throw donation money at you. You may want to consider setting up something like a Patreon account at some point! No issues with this so far. The only suggestions I can think of are arbitrary and left to your discretion: Change the colour of the paint squares behind the characters "F I R E H O U S E" to white and "1 3" to yellow, or vice versa. Change the "H" on the tower beneath the fire symbol to either "F" or "13". Also, on that note, I think it's clever how you changed the original unintelligible kanji/hanja/hanzi/other character into a fire symbol. PS: Cheers for the 1024x1024 version, and for adding it so quickly! You're on fire! Ugh, that joke was awful. I'll show myself out the door now.
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Fortune Cookie Corp.
former_member 665840 reviewed boldlybuilding's file in Cities: Skylines Buildings
It looks fantastic and you did well with the technicalities (e.g. LOD). Brilliant! Heck, it fits in with the stock (non-Euro) buildings in C:S perfectly as well! I've been so pleased with this that (on my end) I created a new asset based on it that's scaled down slightly to fit on a 4x4 lot and made into a growable L5 residential (via Mod Tools). Ooh! In the end it's all up to you, but here are some suggestions to peruse: https://imgur.com/a/k4zpC- 2 Comments
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