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Everything posted by mcdrye
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Version 2
7,135 Downloads
VERSION 2 RELEASED PLEASE UPDATE: I have managed improved the quality of this model and it looks much better ingame, less 'grainy', as has been reported. Make sure you delete V1 files before placing the new files in your Plugins folder. Found in the fictional city of Liberty City, this huge ferris wheel is a huge landmark to the faded theme park on Firefly Island. Despite being declared unsafe to open to the public, this static ferris wheel still shines bright in the night. It's important that credit is given to Rockstar for the initial model and textures, which I remodelled to look right in SimCity. Stats: Landmark 2x4 lot 2000 to plop 150 a month to maintain 100 to bulldoze 60 units of power consumed No dependencies Have fun! -
If you remember me I left some unfinished projects behind some time ago. I hope to finish them along with some other projects no-one knew about till now.. First up is Churchway Station, a fictional Circle Line station on Churchway, Camden, London situated in between Kings Cross and Euston Square stations and would be within walking distance of Euston for interchange. It once had 4 platforms but as you can see a refurb demolished the rarely used platform 4, a stub left for emergency detraining. It's not finished as yet...What are your thoughts? What can I improve?
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Version 1.0
13,766 Downloads
Here is a fictional station called Churchway Station, based on stations found on the sub surface lines of the London Underground eg the Circle & Metropolitan Lines, where track occasionally sees sunlight as it passes through London. If it were to exist in real life it would have opened in 1876 and would be situated on the long stretch of track between Euston Square and Kings Cross St Pancras stations, with the building leading out onto the road Churchway, Camden. The station obviously behaves as a subway station ingame, and has no dependencies. Its costs 1000 to build and 50 per month to run, with a capacity of 8000, using 100 units of electricity and 20 units of water. Enjoy! -
Version 1.0
74,246 Downloads
Here is an underground car park with a little novelty where you can choose one of 5 nitelite neon colours (or a 'non-neon' version if you wish)! All you have to do is unzip the folder, delete the colours you don't want (each filename includes the colour) and place it in your Plugin folder. Stats: Function: Garage/Car Park with 10000 capacity 3x3 lot 500 to plop No dependencies Have fun! -
Shroomblaze's Assets (Update 4/3 Brooklyn Bridge Arrives!)
mcdrye replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
Fountain looks great! I haven't had a chance to check it out in game yet, have you managed to animate the fountain? -
RyanJamesofLondon's Buildings Thread (mcdrye returns)
mcdrye posted a topic in Cities: Skylines Modding - Open Discussion
Hi all! I thought it was time for me to return to Simtropolis and share with you my building creations for Cities: Skylines. I originally released content for SC4 a few years back as mcdrye and have recently started creating assets for CS. My first asset was the Sunken Plaza which you probably have already downloaded, as it was the most popular item on the Workshop for several weeks. You might notice I have a penchant for Las Vegas style architecture which I think CS is sorely lacking. Below are some recent creations. Today I just released the High Roller Casino which can be downloaded here -
RyanJamesofLondon's Buildings Thread (mcdrye returns)
mcdrye replied to mcdrye's topic in Cities: Skylines Modding - Open Discussion
It's back! Currently working on remodelling the Lucky Penny Casino. Originally a laughable 900,000 tris, now around 5000. Actually looking forward to texturing. -
RyanJamesofLondon's Buildings Thread (mcdrye returns)
mcdrye replied to mcdrye's topic in Cities: Skylines Modding - Open Discussion
Unfortunately the max file and textures were lost as far as I'm aware but I'm in the process of finding the old stuff so hopefully yes. I intend to remake the Lucky Penny anyway for CS which would make it easy to convert to SC4 also, the old model was ridiculously inefficient, like 100,000 tris and took hours to render. -
RyanJamesofLondon's Buildings Thread (mcdrye returns)
mcdrye replied to mcdrye's topic in Cities: Skylines Modding - Open Discussion
Thanks guys, back in the day it took several hours to render a BAT on my old computer, partly because I modelled so inefficiently but partly the computer. I lost interest and had some RL problems (Father passed away) and left behind many unfinished buildings, some of which I hope to redo for CS. For the newer members of the forum I've put up some old images of stuff I released/never finished. Modelling for CS is much different and I had to learn a lot about Poly Editing (should have done for SC4BAT really) but it's much easier and less time consuming. -
Version 1.0
17,160 Downloads
London Underground Station - by mcdryeHere is a subway station like that found in some parts of Central London, including Piccadilly Circus. You can now put it in your cities and enjoy the first underground transport system in the world (although not the best).The station has a capacity of 4000 whilst having a monthly cost of- 46 Comments
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Version 1.0
17,705 Downloads
NOW IN HD. Here is a curved stairway that provides a different entrance to your subway system, based on entrances to the London Underground, examples being Bank Station and the Trafalgar Square entrance to Charing Cross station. These look best when placed on each corner of a 4-way intersection, where in real-life cases, they would lead to the station ticket hall directly underneath the intersection. Stats: Function: Subway Station with 8000 capacity 1x1 Lot 200 to plop No Dependencies Have Fun! -
....into a neat 3dr file that you can import into 3dsmax, then you delete the stuff you dont want to just leave the object you want which you can use in any scene. Here is the spotlight in a 3dsmax scene file http://www.2shared.com/file/EIyQHeii/LuckyPennySpot.html
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Hi harishna, to get flora along with any model from GTAIV, you need the PC install, SparkIV to access the models, then you need the SL_IV scripts to get them in 3dsmax.
Thankfully the method for other games is simpler, just download '3D Ripper DX'. It loads with the game you want stuff from, and you hit F2 or whatever and it copys everything loaded onto memory into a neat 3d...
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Here's a night shot, need to sort out the pool lighting I think. Also not sure if I mentioned before, but if you look at the bulb lighting there are some bulbs that are out.
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Thank you! The flora is just a bunch of models I've 'borrowed' from GTAIV and Dead Rising 2, previous attempts to do it myself were crap so I looked to the pro's. They don't transfer to 3dsmax perfectly though, took alot of work. EDIT: Another view
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Thank you murimk but what I really need is for base textures to have both solid and missing bits on the same tile which I don't think is possible. I've also been playing with a kinda 'sunken wall' version of it as a means to overcome these issues, as suggested long ago, but that in itself presents problems with NAM overpass networks passing level over the 10m deep railway, I don't want humpback bridges all over the place. The easy route is to just have eye candy lots, but I would rather they had moving trains. Now I'm still working on the casino, and, as I said earlier, I had to rearrange the parking ramp. Here is it's current status, BUT please ignore the palm trees, I've no idea why they rendered like that but it's not intended, plus, the roof texture needs work, plus other little tidbits. P.S. Boy does this casino take forever to render, like 30mins, annoying when you change one thing and want to see how it looks, I've tried to optimise parts but I think its all the fancy reflections and such.
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Help!... It seems Simcity does not like my SSR curve. The lot is using invisible base textures (or is it just hiding base textures?) so I understand why the lot looks black, but I'm not sure how I'm going to get this working. The curve needs a large lot (4x4) for pathing (I don't know how to path mutliple tiles btw).
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Thanks for all the great support guys! I'm still here! Spent two weeks trying to work out why everything in my viewport was semi-transparent. Turned out it was viewport anti-aliasing that was the problem. Meanwhile in an effort to fix the issue I changed the display driver in Max to DX10. Big mistake! All it did was crash and corrupt my files! Thankfully I had backups. So back on DX9 with anti-aliasing off, I'm carrying on. Below is the curve for SSR, a few glitches but you can get the general idea from the picture. Also my casino has to be rearranged slightly so that the parking ramp aligns to the game grid, I'll post a picture shortly.
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The red could easily be toned down, I'll try that. The ramp texture is actually the games texture, just modified in size, also the roof textures are the Bellagio's from satellite view, just colour altered and resized. I can understand why palm trees aren't too welcome but this is a casino, it's decoration is supposed to stand out, and you won't be placing 20 of these in your city, I just do think generic bushes will do it any favours. Here a picture of the front, please bear in mind its a bit grainy like the one above as I lowered some settings to speed up rendering for preview purposes. Also the front canopy texture isn't really that dark, theres an error there, that strange line underlining the big sign is it's shadow but it looks weird.
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DocRorlach as I said in my post, alignment issues should be ignored as they will be fixed for the final version, also the train dipping is unfortunely due to the NAM piece that connects the 2 end pieces uses a different pathing height, which I'm trying to sort out. Currently I'm (re)working the 90degree turn piece to fit in with the new height and design Also as promised, here is a look at my Lucky Penny Casino As you can see, it's nearly done, but I'm open to critique!
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Yay I managed to get trains flowing through using FLUP from NAM! Works like a charm now, except the FLUP piece has slightly lower pathing, would it be possible for them to provide a piece with a higher path? (Please ignore misaligned pieces as this is still in testing)
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Thank you all for the positive comments! armpit43: Yes I do somewhere on my old backup, I'll dig it out at some point as the old link is dead. Right, I've been working on the end piece for the SSR but I've hit a wall (and so have the trains) with regards to visible automata. When automata reach the end of an end-piece and appear to enter a tunnel/arch, they disappear, as to be expected since it is leaving the lot. So I tried placing 2 end pieces in a 1x4 lot with an avenue passing through the middle so that trains would seem to pass underneath. I don't think it is possible though to transit enable a lot with 2 modes of transport (it already has El-Rail to display automata). Is there a way around this? I was thinking of having bridge arches as props so trains could pass freely underneath but that still wouldn't allow roads etc to cross over it. I could just have a 1x1 lot with the end-piece but automata would appear and disappear, and U-Drive would be unusable. On a lighter note, I'll be posting a picture (or two) of the Lucky Penny Casino very soon...
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Version 1.0
3,059 Downloads
Here is the famous Las Vegas Welcome which you can now place in your cities! The following is from the Neon Survey website: "The famous Welcome to Las Vegas sign sits alone at the South end of the strip and is often the very first sign a traveler encounters when entering the strip. It casts a surprisingly powerful glow over the barren median which it stands. It stands as a gateway to the extravaganza that is Las Vegas. When leaving the main drag headed south the sign has an equal effect of being a lone gateway in and out of the Strip...This sign has become perhaps the most copied icon of Las Vegas, as it was never copyrighted. It is a ubiqutious symbol of the city." Stats: Cost to Plop:500 simoleons Power Consumed:100 MWh Cost to Bulldoze:100 simoleons -
armpit43, this station I made a while back is a very similar style to a City Thameslink station expect the signage is London Underground. Update! I got a normal quality render in with my walls and it looks okay, obviously I'm going to need to do some tweaks and put them on my own lots (NOB's pathing is non-UK for a start)...
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DocRorlach it's hard to explain so I'll quote the Simtropolis Omnibus: "SimCity is not a 3d game, and all the models in SimCity are only "semi-3d." A LOD is a box shape that your model is "projected" onto. that is what shows up in the game, not your full polygon 3d model. Anything inside the LOD will not show up in the game. " So if I have a square building and want it to show in SimCity I must enclosed it inside a box shape called an 'LOD', I render the building and the game takes the rendered images and places them onto the 3d LOD, this gives the impression of a 3d building with things disappearing behind it etc. The problem is, say I have a station and I want trains to pass through it, if I just cover the whole station with a box shaped LOD the trains will disappear into the LOD and you won't see them. So I have to make an LODshape that takes into account the platform, the canopies etc so that the train will be seen but also hidden by canopies, basically copying the shape of the building in more detail as opposed to a box. Have a read of the full Omnibus article. Here is a picture of the model in 3dsmax, firstly with LODs hidden, second with the LOD I currently use, and the third being a more detailed LOD that I'm gonna test to see if I should that instead. It's not much more effort and at least then the set would could be pathed in the future without re-rendering. EDIT: And here is the result of the test, I was a bit naughty and used NOB's lot but it was the quickest way to test this out, the render was intentionally quick and dirty.
