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BloodyPenguin posted a topic in Cities: Skylines Modding - Open DiscussionYou can subscribe to these boats there: Steam workshop link
Overview The completion of Phase Two in early LC-68 PL was an eye opener to the opportunities found on this world. The soil is rich, and the air and water is clean. Humanity was just barely scratching the surface of this new frontier. Phase Two - Aerial photograph showing the completed Phase Two warehouses and commercial shops selling samples of products. Monteverde Farms - The Monteverde family farms awaiting their shipments of horses and cattle while their apple crop is in full swing. --- I think I used FrankU's modular warehouse pack to great effect here, forming a natural extension of the Cogeo logistics center. It takes quite a while to fill areas out with MMPs, so I will only be focusing on a few key points to show. Using MMPs is much like painting. You have to keep in mind the textures and colors you're laying atop one another, the shape of your 'strokes' when you move the mouse, and the end result you have in mind. Here, I used an overlapping jagged motion to fill out the grassy areas and the pastures, overlaying two types of grass MMPs and a clover field MMP. It will take me a while to find which files have which MMPs, so I will add the list in a later update. Chances are however, you already have them. Tree Farm Earth Green - The opening of the Val Rike experimental tree farm in LC-66 PL proved that some Earthborn strands of paper and ethanol trees could be grown on local soils without major genetic engineering, paving the way for sustainable paper and bioethanol production. Shown here is the lower half of the tree farm near the flour mill and abattoir, and the attached lumber yard that services the farm. The Earthborn trees stand out quite well from the native ones, as they are a brighter green. --- I just had to make up a quick story to explain the difference between the trees from the PNW tree controller and Cycledogg's ploppable trees lots from the ones that show up on the tree farm. Flood Wall Conceptualization - An artist's conceptualization of the flood wall's initial design. However, difficulties in sinking and securing the steel pylons into the soft riverbank meant that a wall-like structure sturdy enough to hold back the tides was a mere fantasy at best. A compromise was made through the proposal of a system of water locks that would separate Harmony Bay and its surrounds from the Slate River during the flooding season, though only time will tell if such a measure is effective. Defenses - Construction of the N-1 High Avenue extension flood wall began in early 68 PL to coincide with the completion of the Phase Two agricultural extension. Concrete barriers were erected and thousands of tetrapods were laid on the riverbank atop a layer of riprap for additional reinforcement. Meanwhile, botanists have cultivated various shrubs and grasses to help hold the floodplain's upper surface together in anticipation of the yearly floods. Rest Stop - Truckers make use of a rest stop built along the N-1 High Avenue, -- I had a little trouble with the floodwall. The set shown in the Conceptualization photo looks alright at this level of zoom, but some epic texture/rendering problems arise when I zoom out so I had to replace it. These were some walls I found while trawling through uki-sim's blog, by the way. They should be around 20-30 pages in. In the fourth entry, I will wrap up with Villa Grande with a short bit on how in-game events can be used to drive your story.
Version 1.0.0 Beta
418 DownloadsHello everybody! Please take some time to read this description! I know it is long but I promise it'll be WORTHWHILE. This mod automatically adds roadside decoration to Maxis roads in the game (so it doesn't affect streets, avenues, OWR, NWM, RHW, etc.). In additional to other details, it adds trees and bike parking to roads adjacent to commercial zones or ploppables, and car parking to residential or industrial zones. I carefully modeled it after the real life roadsides in Berlin but it should look great in any city. It is really beautiful but it has a lot of dependencies. So please go through them one by one (all the url links are up to date) and make sure you have all of them in your plugin folder. Each one of them provides one or more items for the mod (trees/ lamps/ parking meters/ etc.), so if a dependency is missing its corresponding items would be missing in the game, but the mod would otherwise function properly. Nevertheless, the download and installation of all dependencies listed are highly recommended. ALSO JUST A NOTE, even though sandstone and euro textures are in the screenshots provided above, they have absolutely nothing to do with this mod. THIS MOD FUNCTIONS PROPERLY REGARDLESS OF WHAT ROAD TEXTURE YOU USE OR IF YOU USE ANY TEXTURE AT ALL. BSC MEGA Props - CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Murimk_Bicycle_Props http://www.simtropolis.com/forum/files/file/25681-murimk-bicycle-props-with-mmp-bikers/ SFBT_Temroc_Props zzz_SFBT_Temroc_Props.rar BLaM-Glenni props http://www.simtropolis.com/forum/files/file/17578-blam-glenni-prop-pack/ LRM Prop Pack 01 http://www.simtropolis.com/forum/files/file/24502-lrm-prop-pack-01/ Porkie Props-Vol1 http://www.simtropolis.com/forum/files/file/11421-porkie-props-vol1-european-street-accessories/ BSC MEGA Props - DAE Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=475 I altered this dependency file slightly to group together some bike props for them to occur randomly, giving therefore more variation. I did my best to contact the author to get permission, but for now what you could do is to EITHER download the file from the LEX link above and have some glitches with bike parking OR go to the site below and scroll down to the middle of the page to see my alterations and get full support for this mod. http://www.SimCity.cn/thread-103084-1-1.html (google translate recommended) JRJ Street side mod http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=115 This dependency is a mod itself. I used the props in it to make car parking lanes.I made this mod four years ago when I still understood T21 (a technique most decoration mod is based on) pretty well. I only uploaded it to an obscure foreign website and didn't intend to put it on STEX or LEX due to the alterations I made to one of the dependency files. But yesterday I saw someone asking for my mod and went through great lengths and language barriers to get it. I feel like it is only fit and proper that I make it easier for SimCity lovers like him to use my mod by uploading it here. The game has been out for more than a decade but it is still as great as ever. I don't know for how long it is still going to stay in the spotlight and I know even the most devoted players couldn't play it forever. But I'm sure SimCity will always be a memory to cherish and a game to revisit and reexperience time and again. So for this reason let's keep both STEX and LEX well and alive. I will keep an eye on this mod and update it as soon as I have more free time. In the meanwhile, enjoy! zzz_SFBT_Temroc_Props.rar zzz_SFBT_Temroc_Props.rar
Nico Robin posted a file in Game Mods