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Everything posted by JulianMIA
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Lovely work! The rooftop especially and those shadows of the support pillars on the rooftop walkway are perfect...
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Wondering whether anyone has come across a similar or same problem with the way textures are being displayed on lot foundations. I spent quite a bit of time making a bunch of new textures to serve as walls by applying them to lot foundations, even color-correcting them to comp for the 'purple' effect of the slopes/shadows. When I apply a texture, any texture, to a foundation and align the lot to say the X axis, it displays fine. However the lot's Y axis shows the texture duplicated as many times as the length of the lot - so if a lot is 5 squares wide and 1 deep the it will scrunch 5 squares worth of the texture into the 1 deep side. Worse is that when you try to align the lot to the Y axis it stretches it out - it displays only 1 square worth of the texture stretched over whatever the width of the lot is. The pictures demonstrate. Pic 1, displayed on the Y axis - the first picture shows the correct texture on the end (1 square) side of the lot, the width side of the lot, the part I really want to display, stretches a single square over the whole width (pic 2). The third pic shows the difference in how a texture is displayed on a 1x1 lot (correctly) v. the one behind it which bunchs 4x the texture into a single square. Fourth pic shows how the concrete wall texture displays properly on a lot that is 16 or 18 squares long when the lot is aligned to the X axis. The last pic shows how a lot foundation texture gets stretched. I have had to use a very plain concrete on these walls because of the stretching. The concrete on top of the lot and the foundation wall is the same but you can see the different in how it is displayed. Although on top of the lot it is laid out 1 square at a time whereas the foundation is just picked in the lot editor. This happens only on the foundation, never on retaining walls - at least for me. I realize I could make single lots but this would mean many more lots have to be created AND the seams that show up ruin the whole effect. I am not that knowledgeable on the most technical aspects of lots but I have tinkered with everything I can think of and have not been able to figure it out. Can anyone help?!? Thanks.
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Hey @rsc204, thanks for the note. I will definitely see what happens with this, I feel like I may have tried or possibly just seen it and ignored it - because it said TOP instead of SIDE. Thinking that my problem resolved around one side or the other side but not the top. I just started back to sc4 again and the problem still exists so thanks for this, I'll give it a try!
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I do have an Intel GPU - it looks like an IRIS(R) XE Graphics card. I don't think I use dgvoodoo because I am not sure what it is even - apologies I am not very well versed with this stuff. So are you saying there really is no solution as long as I have this Intel GPU? And if I get a new laptop with an Nvidia are there specifics do's and dont's for being able to run the game. I was just getting back to playing with SC4 after 5 years away and enjoying all the new things (including HRW!) so I would love to find a solution.
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Hi! I noticed that your comment said you were running 24H2. I just installed this the other day on my Dell laptop and now the game is lagging terribly - won't scroll the placement menus properly even. I have updated the Intel graphics drivers again (I think correctly) but same issue. I commented this on another area here as well. I am thinking that I have to 'restore' Windows without 24H2 as it does not to be able to be uninstalled completely. Do you think this is more or a graphics issue though?
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Has anyone else experienced a significant performance reduction running SC4 after the installation of the new Windows 11 24H2 build update that just came out? The game now will almost not run - grindingly slow with constant stops. Apparently, this is an update you cannot uninstall so I'm just trying to see how this has affected anyone else?
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I love that dual-network tunnel!
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Eventually I hope to but currently the project is not meeting my expectations and there is still a lot of work to do
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The night train... Progress on the station tracks with details and lighting.
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The detail up in the roof crown is amazing!
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That parkometer and ticket machine are just what I've been wanting
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The irony here is that originally I was going to make this a modular complex - 5 parts: 1. Main station buildings and HRW tracks 2. GLR tracks are on the north side, I thought to actually make this a separate station lot 3. Front driveway 4. North driveway 5. South driveway and pedestrian plaza. This would have eliminated the max prop issue. The issue that I was not sure about - that made me opt for a single lot for most of it - was how road traffic would interact with the station if it were surrounded by other lots, even if they were transit enabled. And of course I could have touched the road network to the main station lot, probably on the south side, but I wondered if that would force all traffic to go to that one small spot lol. I could not really find the answer to this, I do not know that much about how traffic flows so I decided to do the one big lot thing. I rebuilt a 2x16 front driveway lot last night, less than 30 minutes since all the hard work (the thinking, the textures, and the thinking) was already done. But I'm thinking now that I might remove the whole track side of the lot outside the station building (the back) and place it on another network enabled lot which should again solve the max prop thing. This is a major undertaking though haha.
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The GDN project has been way, way more time consuming than I thought it would be haha. In addition to the recoloring, I have also converted it to HRW and GLR and these two parts have worked great, I've now started on the rest of the lotting. BUT. I have now run up against the maximum prop count allowance which I did not know was a thing. So the entry circles and the parking lot and planted plaza are separate lots but I included the two front entry drives and the north side bus drive in the main station lot - which I now realize was a mistake as there is still much to complete in my original design. Now I'm going to have to cut 3 wide of tiles off the south side of the station and eliminate props from the track area The better solution is to probably cut off the whole front two entry lanes to their own lot. But I don't want to do so much work haha. Lesson learned about HUGE lots. Still, I like how it is coming out!
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S-T-U-N-N-I-N-G
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I actually agree about the number of vents, 2 would be ideal. The issue however is that since it's baked into the lot foundation texture, which IS the wall, it just repeats the texture and to avoid that you'd need to break up the lot into multiple pieces to apply a lot foundation texture with no vent. The really long walls ( -> 4 tiles) will not have them. I always find it easier to build these particular lots, what I call 'TunnelTops', as a single piece so you can texture and prop it all together (and you avoid unsightly seems!!). Soooooo much easier... Thanks for the compliment also!
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Such lovely detail, amazing work!
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Today I decided to give Gare du Nord station a power washing... Facade, roof, platforms, and sidewalks. I've always loved this station and I liked the original version but sometimes you just want to try something new. I was worried that the recolor might not be kind to the beautiful night-lighting of the original but tbh I think it has come out very nice. It has always been a stunning building. I also had this station in my city from 5 years ago, just for comparison. I didn't have a good full facade pic in the archives unfortunately.
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I tore all of this trackage and overpasses out today because I wanted to put in connections for all of the different lines to be able to access a new turnout and trackage that heads to a station in the south of the city. Only to end up putting the crossovers farther west and installing a simple turnout in this area (at the top of the pic) and doing a lot of rebuilding for no reason But it is still fun to drop that last piece into place...
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'Sector' is a good word! Traffic jam in Sector 7, pothole in Sector 22. Everything looks nice...
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So there are 5 trains showing in these pics because I swapped out the regular passenger train and the HSR train just to see different things run on the new tracks. I like to have more passenger trains (for some reason I'm not into freight right at the moment!) so I installed the brilliant TGV Duplex by @Girafe to replace the freight train. In pics 1 and 4 then you have what is possible at one time - the red LNER train is the regular passenger train, the Eurostar is the HSR train, and the TGV freight train replacement. In the other pics I had changed out the Eurostar for the bullet train and a put in a different passenger train.
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I continue to tweak the details of the east tunnel portals, I changed the vents in the side wall to get a more crisp look out of them but now I might have made them too big? I've also been working on the concrete texture for the high wall for quite a while and finally have something I like. It's going to look good... Originally, my 'rail walls' were just so I could run trains on the slopes - have higher and lower trains running right next to each other as they do in real life. A great byproduct of using these rail walls is the amount of detail it lets you get right up to the tracks - electrical and communications boxes (and weeds!) up against a vertical concrete wall only feet from the the tracks and a tunnel portal - again just as in real life. Down the hill, under the bridge, then over the bridge... I really like building stuff like this
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While still a work in progress, I got a lot of work in today on the west-end tunnel portals that get set to direct trains under the river and up along the west shoreline out of the station. I am definitely liking the look of things that are finally getting transferred from my mind onto the city map.
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Those bent railings! I love all the thought you put into your work
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Thanks, glad you liked them! The rail stuff is really my favorite stuff to build. The overhead lamps are both from the LRM light replacement mod, it includes all the lights as props. The whites are British Motorway Light "Industria" and the black ones are the British City Light "Generic". The big ventilation unit and both types of chimney vents that I have there are from different prop packs but I think are all now included as part of the BSC mega pack that is now at sc4evermore.com: SC4D LEX Legacy - BSC Common Dependencies Pack Version 9b (21 August 2024) Good luck and would love to see how your upgrades come out!
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My constant project right now is the station access tracks where three regional commuter systems, a long distance intercity line, and a high-speed line all need to converge to get into the station. Tonight I spent some time getting a few images of various trains running through these new areas. Here an intercity express passes in the background while the high-speed makes it's way off the bridge to the west heading into the station and a regional drops into the tunnel that will allow it to bypass this station alltogether... Another high-speed arrival and another regional bypass... Unfortunately, this tunnel will only carry traffic from the west and south-west regional and inter-city lines as I was not able to find a way to tie in the northern and north-western line that enters the area in the upper right of the pic. So I ended having to build a second tunnel to carry by-pass traffic from those lines. Good thing we don't really need to worry about the budget... Needing to split the northern bypass traffic off to the second tunnel gave me an excuse to use the cool, curved, double-connector turn-out for the first time... I feel like the overhead wires have added so much depth to the tracks since I was last building cities 5 years ago.. It is hard to resist sharing a pic of two fast beauties arriving at the same time!
