SC4 Devotion Forum Archives

City Showcase (All games welcome) => SC4D Mayors' Diary Hall of Fame => Topic started by: Battlecat on February 10, 2009, 06:39:50 PM

Title: Adara - Update 184 - March 26, 2012
Post by: Battlecat on February 10, 2009, 06:39:50 PM
Update 1: Introduction and Table of Contents

Hello there!  Thanks for stopping in.  Welcome to my Mayor's diary and my first run at playing SC4 in about 2.5 years.  I'm not much of a story teller, my preferences lean towards the visual.  And with all the recent improvements to the game through the community efforts, I've got a lot of tools available thanks to the amazing efforts of all the SC4 communities on the web!  My intent here is to step through my very gradual development of this region, both terraforming and development, in what you will all find to be an entertaining manner.  Failing in that, I hope you at least all like pictures!  Comments and criticism are greatly appreciated.  Now with all that out of the way:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F6780%2Fadara0101df6.jpg&hash=ed72aa016b9e6a74b75b011d89480d3570dc384a)
Vanilla terrain graphics?  No way!  While it can be appealing if treated right, even 2.5 years ago there were some beautiful alternatives that I love! So, adding my old favorite gems plus a new one:

Olympic Terrain by Cycledogg with the beach texture correction by Swamper77
AubracRock, By Orange_o_ of the TSC Team
Brigantine Water, By Pegasus

A touch of terraforming in a test area to make sure I like the result and:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F8645%2Fadara0102rb7.jpg&hash=c61a2858026eeaf8f2a3967f5738d4aeca390415)

Much better!  Ok, now so as not to completely bore you all, here's where I'm going to get started, the future site of Delmar Junction:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F9233%2Fadara0101gm6.jpg&hash=283ef8f0ed2a9e019860999b81472baccd9fe413)

Boy, with nothing else here it sure is tough to see what the terrain looks like in the screenshots!  A quick bit of work with the NAM and the new wide angle curves where the future downtown will be.  And of course a couple of land bridges.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F847%2Fadara0102dp8.jpg&hash=888170c6b2a86d5c89754f0ab345a75028fdef27)

Plopable water was just coming into use when I last played the game.  Imagine my surprise when I started looking for it and found the latest version:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F2368%2Fadara0104gs0.jpg&hash=1d2fd04057c052ad990a89ba1cf9c1a8a0849585)

This new clear plopable water by Jeronij is quite amazing.  It looks quite convincing at this level of zoom even without any of the details that will be added.  It certainly produces better small streams that we could ever get with the normal game water.  The road through town climbs up a steep slope through a pass in the mountains next to a lake.  Again putting the new curves to work, looking great.  I really like this trick with combining the old and new plopable water to give the illusion of depth. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F8913%2Fadara0105tb0.jpg&hash=70476aa370c7ed441ac513de82603ecf451a7c69)

Anyhow, that's all for now.  This maps going to need some serious work and detailing to really achieve my visual goals.  I'm aware there's not a lot to comment on here yet but I'm just blown away by this water.  I'm going to have to contemplate some blending methods for it.  I'll be putting up the second update in a day or two.  Enjoy!

Table of Contents:
This is new as of Update 35!  Each link goes directly to the post. 


    Update Link     Update Title
    Update 1          Introduction and Table of Contents
    Update 2           (http://sc4devotion.com/forums/index.php?topic=6976.msg221733#msg221733)Delmar Junction – Farms and Streams
    Update 3           (http://sc4devotion.com/forums/index.php?topic=6976.msg223022#msg223022)Delmar Junction - Trails
    Update 4           (http://sc4devotion.com/forums/index.php?topic=6976.msg224294#msg224294)Delmar Junction – Farms and Forests
    Update 5           (http://sc4devotion.com/forums/index.php?topic=6976.msg225058#msg225058)Delmar Junction - More Farms but also with some new stuff!
    Update 6           (http://sc4devotion.com/forums/index.php?topic=6976.msg225611#msg225611)Delmar Junction – Grid Removal, Farms and Polish
    Update 7           (http://sc4devotion.com/forums/index.php?topic=6976.msg226872#msg226872)Delmar Junction -  Agriculture and Industry
    Update 8           (http://sc4devotion.com/forums/index.php?topic=6976.msg228432#msg228432)Delmar Junction – Finishing up the Farmland
    Update 9           (http://sc4devotion.com/forums/index.php?topic=6976.msg230009#msg230009)Delmar Junction – Mountain Rivers and Recreation
    Update 10          (http://sc4devotion.com/forums/index.php?topic=6976.msg230976#msg230976)Delmar Junction – Concerning Maps
    Update 11          (http://sc4devotion.com/forums/index.php?topic=6976.msg231859#msg231859)Extra – Method Used to Create Adara Maps
    Update 12          (http://sc4devotion.com/forums/index.php?topic=6976.msg233371#msg233371)Alexandria – First Look
    Update 13          (http://sc4devotion.com/forums/index.php?topic=6976.msg235300#msg235300)Alexandria – Back on the Farm
    Update 14          (http://sc4devotion.com/forums/index.php?topic=6976.msg236231#msg236231)Alexandria – Wandering Down the River
    Update 15          (http://sc4devotion.com/forums/index.php?topic=6976.msg237747#msg237747)Alexandria - Enter Suburbia
    Update 16          (http://sc4devotion.com/forums/index.php?topic=6976.msg239184#msg239184)Alexandria – Farming for Ideas
    Update 17          (http://sc4devotion.com/forums/index.php?topic=6976.msg240427#msg240427)Alexandria – An Urban Crop
    Update 18          (http://sc4devotion.com/forums/index.php?topic=6976.msg241782#msg241782)Alexandria - Details
    Update 19          (http://sc4devotion.com/forums/index.php?topic=6976.msg245118#msg245118)Alexandria – Closing the Gap
    Update 20          (http://sc4devotion.com/forums/index.php?topic=6976.msg247507#msg247507)Alexandria – Farming Again
    Update 21          (http://sc4devotion.com/forums/index.php?topic=6976.msg248183#msg248183)Alexandria – Farmer in the Corner
    Update 22          (http://sc4devotion.com/forums/index.php?topic=6976.msg248954#msg248954)Alexandria – Fill Sites and Farmland
    Update 23          (http://sc4devotion.com/forums/index.php?topic=6976.msg250655#msg250655)Alexandria – More work on the Urban Edge
    Update 24          (http://sc4devotion.com/forums/index.php?topic=6976.msg252501#msg252501)Alexandria – Where the Rich People Go
    Update 25          (http://sc4devotion.com/forums/index.php?topic=6976.msg253900#msg253900)Alexandria – Completed!
    Update 26          (http://sc4devotion.com/forums/index.php?topic=6976.msg254583#msg254583)Alexandria – Mapping Away Once More
    Update 27          (http://sc4devotion.com/forums/index.php?topic=6976.msg255485#msg255485)Vavenby – Welcome to the Third Stop
    Update 28          (http://sc4devotion.com/forums/index.php?topic=6976.msg257499#msg257499)Vavenby – Roads, Rails and Towns
    Update 29          (http://sc4devotion.com/forums/index.php?topic=6976.msg259088#msg259088)Vavenby – Farming Once Again
    Update 30          (http://sc4devotion.com/forums/index.php?topic=6976.msg260991#msg260991)Vavenby – The Old Crossroads
    Update 31          (http://sc4devotion.com/forums/index.php?topic=6976.msg262355#msg262355)Vavenby and Delmar Junction – Boundary Issues
    Update 32          (http://sc4devotion.com/forums/index.php?topic=6976.msg264119#msg264119)Vavenby – Farming and Lotting
    Update 33          (http://sc4devotion.com/forums/index.php?topic=6976.msg264743#msg264743)Vavenby - Ponds and FARms
    Update 34          (http://sc4devotion.com/forums/index.php?topic=6976.msg265652#msg265652)Vavenby – Agriculture Amusement
    Update 35          (http://sc4devotion.com/forums/index.php?topic=6976.msg266467#msg266467)Vavenby – Two Birds and One Stone
    Update 36          (http://sc4devotion.com/forums/index.php?topic=6976.msg267023#msg267023)Vavenby – Small Town in Need of a Name
    Update 37          (http://sc4devotion.com/forums/index.php?topic=6976.msg268154#msg268154)Vavenby – Detailing the Dam
    Update 38          (http://sc4devotion.com/forums/index.php?topic=6976.msg269022#msg269022)Vavenby – Farming Near the Dam
    Update 39          (http://sc4devotion.com/forums/index.php?topic=6976.msg269668#msg269668)Vavenby – The Joy of River Details
    Update 40          (http://sc4devotion.com/forums/index.php?topic=6976.msg270578#msg270578)Vavenby - Williston Dam Version 2
and More Farms of Course
    Update 41          (http://sc4devotion.com/forums/index.php?topic=6976.msg271768#msg271768)Vavenby – Farming and Camping
    Update 42          (http://sc4devotion.com/forums/index.php?topic=6976.msg274041#msg274041)Vavenby – Back to Town
    Update 43          (http://sc4devotion.com/forums/index.php?topic=6976.msg275336#msg275336)Vavenby – Housing for All
    Update 44          (http://sc4devotion.com/forums/index.php?topic=6976.msg276609#msg276609)Vavenby – The Last Spots
    Update 45          (http://sc4devotion.com/forums/index.php?topic=6976.msg277138#msg277138)Vavenby – Mosaic Day
    Update 46          (http://sc4devotion.com/forums/index.php?topic=6976.msg278124#msg278124)Vavenby – Mapping
    Update 47          (http://sc4devotion.com/forums/index.php?topic=6976.msg279579#msg279579)Jackson Pass – Getting Started
    Update 48          (http://sc4devotion.com/forums/index.php?topic=6976.msg281674#msg281674)Jackson Pass – Initial Townsite
    Update 49          (http://sc4devotion.com/forums/index.php?topic=6976.msg283152#msg283152)Jackson Pass – Terrain Stylings
    Update 50          (http://sc4devotion.com/forums/index.php?topic=6976.msg283810#msg283810)Jackson Pass – Picture Blowout
    Update 51          (http://sc4devotion.com/forums/index.php?topic=6976.msg284741#msg284741)Jackson Pass – Delmar Junction Boundary
    Update 52          (http://sc4devotion.com/forums/index.php?topic=6976.msg285250#msg285250)Jackson Pass – Greenspace
    Update 53          (http://sc4devotion.com/forums/index.php?topic=6976.msg285814#msg285814)Jackson Pass – Lower Density Homes
    Update 54          (http://sc4devotion.com/forums/index.php?topic=6976.msg286672#msg286672)Jackson Pass – Going around the Mountain
    Update 55          (http://sc4devotion.com/forums/index.php?topic=6976.msg287466#msg287466)Jackson Pass – Nighttime in Salmo
    Update 56          (http://sc4devotion.com/forums/index.php?topic=6976.msg288379#msg288379)Adara - Classics Celebration Nighttime Tour of Adara
    Update 57          (http://sc4devotion.com/forums/index.php?topic=6976.msg288893#msg288893)Jackson Pass – Lakeside Exurbs
    Update 58          (http://sc4devotion.com/forums/index.php?topic=6976.msg289325#msg289325)Jackson Pass – Finishing Touches
    Update 59          (http://sc4devotion.com/forums/index.php?topic=6976.msg290008#msg290008)Jackson Pass – Mapping Odds and Ends
    Update 60          (http://sc4devotion.com/forums/index.php?topic=6976.msg290480#msg290480)Adara – Long Term Plans and First Look at Winfield
    Update 61          (http://sc4devotion.com/forums/index.php?topic=6976.msg291583#msg291583)Winfield – Transportation Time
    Update 62          (http://sc4devotion.com/forums/index.php?topic=6976.msg292224#msg292224)Winfield – Westside Town Core
    Update 63          (http://sc4devotion.com/forums/index.php?topic=6976.msg293671#msg293671)Winfield – Vavenby Border
    Update 64          (http://sc4devotion.com/forums/index.php?topic=6976.msg294033#msg294033)Winfield – Time for some Modds
    Update 65          (http://sc4devotion.com/forums/index.php?topic=6976.msg294323#msg294323)Winfield – The Edge of Westside
    Update 66          (http://sc4devotion.com/forums/index.php?topic=6976.msg294757#msg294757)Winfield – Southern Shore Blast
    Update 67          (http://sc4devotion.com/forums/index.php?topic=6976.msg295571#msg295571)Tutorial – Tahoe Style Plopable Water
    Update 68          (http://sc4devotion.com/forums/index.php?topic=6976.msg296072#msg296072)Winfield – Bits of Polish
    Update 69          (http://sc4devotion.com/forums/index.php?topic=6976.msg296471#msg296471)Tutorial – Cross Border Photo Prep Technqiues
    Update 70          (http://sc4devotion.com/forums/index.php?topic=6976.msg297207#msg297207)Winfield – Going to Town
    Update 71          (http://sc4devotion.com/forums/index.php?topic=6976.msg297816#msg297816)Winfield – Urban Growth
    Update 72          (http://sc4devotion.com/forums/index.php?topic=6976.msg299184#msg299184)Winfield – Small Stuff
    Update 73          (http://sc4devotion.com/forums/index.php?topic=6976.msg300229#msg300229)Winfield – Water Ways
    Update 74          (http://sc4devotion.com/forums/index.php?topic=6976.msg300744#msg300744)Winfield – Tourism Area
    Update 75          (http://sc4devotion.com/forums/index.php?topic=6976.msg301183#msg301183)Winfield – Apartments and Businesses
    Update 76          (http://sc4devotion.com/forums/index.php?topic=6976.msg301886#msg301886)Winfield – Back to Suburbia
    Update 77          (http://sc4devotion.com/forums/index.php?topic=6976.msg302536#msg302536)Winfield – Slumping Demand
    Update 78          (http://sc4devotion.com/forums/index.php?topic=6976.msg303404#msg303404)Winfield – Building Demand and Detailing Distractions
    Update 79          (http://sc4devotion.com/forums/index.php?topic=6976.msg303919#msg303919)Winfield – More Industrial Growth in Westside
    Update 80          (http://sc4devotion.com/forums/index.php?topic=6976.msg304300#msg304300)Winfield – Jackson Pass Border Details
    Update 81         (http://sc4devotion.com/forums/index.php?topic=6976.msg305013#msg305013)Winfield – Vote for the Future
    Update 82         (http://sc4devotion.com/forums/index.php?topic=6976.msg305435#msg305435)Winfield – Streams and Shores
    Update 83         (http://sc4devotion.com/forums/index.php?topic=6976.msg305774#msg305774)Winfield – Higher Education
    Update 84         (http://sc4devotion.com/forums/index.php?topic=6976.msg306341#msg306341)Winfield – Mosaic Day
    Update 85         (http://sc4devotion.com/forums/index.php?topic=6976.msg306820#msg306820)Winfield – Maps
    Update 86         (http://sc4devotion.com/forums/index.php?topic=6976.msg307183#msg307183)Ellison Flats - Introduction
    Update 87         (http://sc4devotion.com/forums/index.php?topic=6976.msg307878#msg307878)Ellison Flats - Back to Farming
    Update 88         (http://sc4devotion.com/forums/index.php?topic=6976.msg308386#msg308386)Adara One Year Anniversary and Ellison Flats Shorelines
    Update 89         (http://sc4devotion.com/forums/index.php?topic=6976.msg309462#msg309462)Ellison Flats - One more Set of Farms
    Update 90         (http://sc4devotion.com/forums/index.php?topic=6976.msg309930#msg309930)Ellison Flats - Railways
    Update 91         (http://sc4devotion.com/forums/index.php?topic=6976.msg310309#msg310309)Ellison Flats - Industrial Plans
    Update 92         (http://sc4devotion.com/forums/index.php?topic=6976.msg310928#msg310928)Ellison Flats - Suburban Diversion
    Update 93         (http://sc4devotion.com/forums/index.php?topic=6976.msg311300#msg311300)Ellison Flats - Building the Industrial Area
    Update 94         (http://sc4devotion.com/forums/index.php?topic=6976.msg311768#msg311768)Ellison Flats - Water Detailing Day
    Update 95         (http://sc4devotion.com/forums/index.php?topic=6976.msg312393#msg312393)Ellison Flats - Suburban Blitz I
    Update 96         (http://sc4devotion.com/forums/index.php?topic=6976.msg312834#msg312834)Ellison Flats - Suburban Blitz II
    Update 97         (http://sc4devotion.com/forums/index.php?topic=6976.msg313264#msg313264)Ellison Flats - The Other Side
    Update 98         (http://sc4devotion.com/forums/index.php?topic=6976.msg313826#msg313826)Ellison Flats - Forest Details
    Update 99         (http://sc4devotion.com/forums/index.php?topic=6976.msg314219#msg314219)Ellison Flats - Forest Details
    Update 100         (http://sc4devotion.com/forums/index.php?topic=6976.msg314587#msg314587)Ellison Flats - Staying the Course
    Update 101         (http://sc4devotion.com/forums/index.php?topic=6976.msg315230#msg315230)Ellison Flats - Putting on the Finishing Touches
    Update 102         (http://sc4devotion.com/forums/index.php?topic=6976.msg315573#msg315573)Ellison Flats - Maps and Composites
    Update 103         (http://sc4devotion.com/forums/index.php?topic=6976.msg315886#msg315886)Greenwood - Roads and Rails
    Update 104         (http://sc4devotion.com/forums/index.php?topic=6976.msg316456#msg316456)Greenwood - Border Startup
    Update 105         (http://sc4devotion.com/forums/index.php?topic=6976.msg316723#msg316723)Greenwood - Farmers Moving In
    Update 106         (http://sc4devotion.com/forums/index.php?topic=6976.msg317060#msg317060)Greenwood - Detailing Some More
    Update 107         (http://sc4devotion.com/forums/index.php?topic=6976.msg317538#msg317538)Greenwood - West Side of the Highway
    Update 108         (http://sc4devotion.com/forums/index.php?topic=6976.msg317898#msg317898)Greenwood - Last Day of OSITM
    Update 109         (http://sc4devotion.com/forums/index.php?topic=6976.msg318941#msg318941)Greenwood - Farming Fillers
    Update 110         (http://sc4devotion.com/forums/index.php?topic=6976.msg320039#msg320039)Greenwood - Detailing
    Update 111         (http://sc4devotion.com/forums/index.php?topic=6976.msg321097#msg321097)Greenwood - Simply Farming
    Update 112         (http://sc4devotion.com/forums/index.php?topic=6976.msg322161#msg322161)Greenwood - Wind Farm
    Update 113         (http://sc4devotion.com/forums/index.php?topic=6976.msg323667#msg323667)Greenwood - Fun with Gravel Trails
    Update 114         (http://sc4devotion.com/forums/index.php?topic=6976.msg324696#msg324696)Greenwood - Townsite
    Update 115         (http://sc4devotion.com/forums/index.php?topic=6976.msg326171#msg326171)Greenwood - Rolling Along
    Update 116         (http://sc4devotion.com/forums/index.php?topic=6976.msg327775#msg327775)Greenwood - Hiatus Update
    Update 117         (http://sc4devotion.com/forums/index.php?topic=6976.msg334001#msg334001)Greenwood - Back to River Business
    Update 118         (http://sc4devotion.com/forums/index.php?topic=6976.msg335057#msg335057)Greenwood - Prep for Game Water Detailing
    Update 119         (http://sc4devotion.com/forums/index.php?topic=6976.msg335973#msg335973)Greenwood - The Real River Details
    Update 120         (http://sc4devotion.com/forums/index.php?topic=6976.msg337011#msg337011)Greenwood - Still a Lot of Farms Left
    Update 121         (http://sc4devotion.com/forums/index.php?topic=6976.msg338893#msg338893)Greenwood - Shoreline and Farm Details
    Update 122         (http://sc4devotion.com/forums/index.php?topic=6976.msg339978#msg339978)Greenwood - Final Farms for this Side
    Update 123         (http://sc4devotion.com/forums/index.php?topic=6976.msg340372#msg340372)Greenwood - The Other Side
    Update 124         (http://sc4devotion.com/forums/index.php?topic=6976.msg341100#msg341100)Greenwood - One Shore Wrap
    Update 125         (http://sc4devotion.com/forums/index.php?topic=6976.msg342278#msg342278)Greenwood - Detailing Poplar Grove Farms
    Update 126         (http://sc4devotion.com/forums/index.php?topic=6976.msg342729#msg342729)Wednesday Night Technical Detour
    Update 127         (http://sc4devotion.com/forums/index.php?topic=6976.msg343595#msg343595)Greenwood - Detailing Poplar Grove Farms II
    Update 128         (http://sc4devotion.com/forums/index.php?topic=6976.msg343914#msg343914)Greenwood - The Joy of Mosaics
    Update 129         (http://sc4devotion.com/forums/index.php?topic=6976.msg345501#msg345501)Greenwood - Shoreline Detailing
    Update 130        (http://sc4devotion.com/forums/index.php?topic=6976.msg346400#msg346400)Greenwood - Detailing . . .
    Update 131        (http://sc4devotion.com/forums/index.php?topic=6976.msg349740#msg349740)Greenwood - The Final Day
    Update 132        (http://sc4devotion.com/forums/index.php?topic=6976.msg352929#msg352929)Adara Rapid Fire Revisions - Delmar Junction
    Update 133        (http://sc4devotion.com/forums/index.php?topic=6976.msg353060#msg353060)Adara Rapid Fire Revisions - Alexandria
    Update 134        (http://sc4devotion.com/forums/index.php?topic=6976.msg353230#msg353230)Adara Rapid Fire Revisions - Vavenby and Jackson Pass
    Update 135        (http://sc4devotion.com/forums/index.php?topic=6976.msg353379#msg353379)Adara Rapid Fire Revisions - Winfield
    Update 136        (http://sc4devotion.com/forums/index.php?topic=6976.msg353482#msg353482)Adara Rapid Fire Revisions - Wrap Up
    Update 137        (http://sc4devotion.com/forums/index.php?topic=6976.msg353882#msg353882)Dunster Bend - Welcome to Tile 8
    Update 138        (http://sc4devotion.com/forums/index.php?topic=6976.msg354668#msg354668)Dunster Bend - Straight to the Border
    Update 139        (http://sc4devotion.com/forums/index.php?topic=6976.msg354953#msg354953)Dunster Bend - Farming First
    Update 140        (http://sc4devotion.com/forums/index.php?topic=6976.msg355286#msg355286)Dunster Bend - Finishing Farms
    Update 141        (http://sc4devotion.com/forums/index.php?topic=6976.msg355718#msg355718)Dunster Bend - Urban Start and Something Extra
    Update 142        (http://sc4devotion.com/forums/index.php?topic=6976.msg357709#msg357709)Dunster Bend - A Touch of Details
    Update 143        (http://sc4devotion.com/forums/index.php?topic=6976.msg361033#msg361033)Dunster Bend - Back from an Unexpected Holiday
    Update 144        (http://sc4devotion.com/forums/index.php?topic=6976.msg362080#msg362080)Dunster Bend - Lakeshore Phase 2
    Update 145        (http://sc4devotion.com/forums/index.php?topic=6976.msg363155#msg363155)Dunster Bend - Another Swath of Residents
    Update 146        (http://sc4devotion.com/forums/index.php?topic=6976.msg364424#msg364424)Dunster Bend - Random Developments
    Update 147        (http://sc4devotion.com/forums/index.php?topic=6976.msg365444#msg365444)Dunster Bend - Detailing Here and There
    Update 148        (http://sc4devotion.com/forums/index.php?topic=6976.msg366803#msg366803)Dunster Bend - Lakeshore continued
    Update 149        (http://sc4devotion.com/forums/index.php?topic=6976.msg367655#msg367655)Dunster Bend - Bit of This and That
    Update 150        (http://sc4devotion.com/forums/index.php?topic=6976.msg368750#msg368750)Dunster Bend - Detailing Day
    Update 151        (http://sc4devotion.com/forums/index.php?topic=6976.msg369843#msg369843)Dunster Bend - Dunster Lake Complete
    Update 152        (http://sc4devotion.com/forums/index.php?topic=6976.msg370824#msg370824)Dunster Bend - Valley Flood Fill
    Update 153        (http://sc4devotion.com/forums/index.php?topic=6976.msg371495#msg371495)Dunster Bend - Swamp
    Update 154        (http://sc4devotion.com/forums/index.php?topic=6976.msg372338#msg372338)Dunster Bend - Farms
    Update 155        (http://sc4devotion.com/forums/index.php?topic=6976.msg373420#msg373420)Dunster Bend - Golf Course
    Update 156        (http://sc4devotion.com/forums/index.php?topic=6976.msg374371#msg374371)Dunster Bend - Getting Close to Completion
    Update 157        (http://sc4devotion.com/forums/index.php?topic=6976.msg375311#msg375311)Dunster Bend - Golf Course Revisit
    Update 158        (http://sc4devotion.com/forums/index.php?topic=6976.msg377358#msg377358)Dunster Bend - River Wrap Up
    Update 159        (http://sc4devotion.com/forums/index.php?topic=6976.msg378105#msg378105)Dunster Bend - Regional Context
    Update 160        (http://sc4devotion.com/forums/index.php?topic=6976.msg379074#msg379074)Lehman Valley - Slow Start
    Update 161        (http://sc4devotion.com/forums/index.php?topic=6976.msg380385#msg380385)Lehman Valley - Bridge Headaches
    Update 162        (http://sc4devotion.com/forums/index.php?topic=6976.msg381322#msg381322)Lehman Valley - Exploring Details
    Update 163        (http://sc4devotion.com/forums/index.php?topic=6976.msg382545#msg382545)Lehman Valley - Boundary Issues - Vavenby
    Update 164        (http://sc4devotion.com/forums/index.php?topic=6976.msg384732#msg384732)Lehman Valley - Lowland Farms
    Update 165        (http://sc4devotion.com/forums/index.php?topic=6976.msg401792#msg401792)Adara – A Long Overdue Update
    Update 166        (http://sc4devotion.com/forums/index.php?topic=6976.msg401959#msg401959)Deroche – Highway Interchanges
    Update 167        (http://sc4devotion.com/forums/index.php?topic=6976.msg402120#msg402120)North Delta – Railway Crossover
    Update 168        (http://sc4devotion.com/forums/index.php?topic=6976.msg402281#msg402281)Deroche – Revisiting the Interchange
    Update 169        (http://sc4devotion.com/forums/index.php?topic=6976.msg402655#msg402655)Saltery Bay – A Simple Start
    Update 170        (http://sc4devotion.com/forums/index.php?topic=6976.msg402801#msg402801)North Delta – Fractional RHW6
    Update 171        (http://sc4devotion.com/forums/index.php?topic=6976.msg402892#msg402892)Delta – Ferrying Around
    Update 172        (http://sc4devotion.com/forums/index.php?topic=6976.msg403050#msg403050)Seabird Island – Flight Plan
    Update 173        (http://sc4devotion.com/forums/index.php?topic=6976.msg403377#msg403377)Riverside – Complicated Simplicity
    Update 174        (http://sc4devotion.com/forums/index.php?topic=6976.msg403591#msg403591)Savona – Future Suburb
    Update 175        (http://sc4devotion.com/forums/index.php?topic=6976.msg403836#msg403836)Sailor Bar – Not That Kind of Bar
    Update 176        (http://sc4devotion.com/forums/index.php?topic=6976.msg404066#msg404066)Upper Lehman Valley – Heading to the Hills
    Update 177        (http://sc4devotion.com/forums/index.php?topic=6976.msg404420#msg404420)Natalia Bay – Coastal Cliffs
    Update 178        (http://sc4devotion.com/forums/index.php?topic=6976.msg404682#msg404682)Southridge – Williston Lake Expands Some More
    Update 179        (http://sc4devotion.com/forums/index.php?topic=6976.msg404937#msg404937)Rosedale – A New Row of Tiles
    Update 180        (http://sc4devotion.com/forums/index.php?topic=6976.msg405316#msg405316)Adara – Small Touch Ups
    Update 181        (http://sc4devotion.com/forums/index.php?topic=6976.msg416438#msg416438)Seabird Island – Rumors of My Demise . . .
    Update 182        (http://sc4devotion.com/forums/index.php?topic=6976.msg417303#msg417303)Kinswater – A Step Towards an Experiment
    Update 183        (http://sc4devotion.com/forums/index.php?topic=6976.msg418202#msg418202)Seabird Island – Budget Deliberations
    Update 184        (http://sc4devotion.com/forums/index.php?topic=6976.msg418784#msg418784)Bickerton Hill – Last New Tile for Now
Title: Re: Adara - Rediscovering Simcity 4
Post by: Tarkus on February 10, 2009, 06:49:47 PM
Battlecat, amazing start here!  You've done amazing work with the ploppable water and the forest shot there is absolutely stunning.  And I really like that curvy road there--you've put the NAM curve and fractional angle pieces to good use. :)

-Alex (Tarkus)
Title: Re: Adara - Rediscovering Simcity 4
Post by: threestooges on February 10, 2009, 11:49:38 PM
Excellent start Battlecat. I like that you are showcasing some of the recent community developments but, even better, that you are taking a methodical approach to the region and showing step by step development. You may not have played in 2.5 years, but you would hardly know it from looking at what you've shown so far. Your little terraforming pic looks like it's just giving a taste of what's to come. Very well done.
-Matt
Title: Re: Adara - Rediscovering Simcity 4
Post by: JoeST on February 11, 2009, 05:03:10 AM
Im going to be keeping an eye on this, looks like its going to be good, thanks battlecat :)

Joe
Title: Re: Adara - Rediscovering Simcity 4
Post by: Sciurus on February 11, 2009, 06:52:16 AM
Good start, but I wait more :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4
Post by: art128 on February 11, 2009, 09:56:52 AM
Wow ! very nice start there.
That nature looks exceptional. :thumbsup:
Can't wait to see more,

Arthur.  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4
Post by: Battlecat on February 12, 2009, 06:54:51 PM
Update 2: Delmar Junction – Farms and Streams

Hi everyone!  As promised, here is the second update.  From here I intent to shoot for once per week to update for now unless I start getting a significant backlog of updates.  But first looks like I actually have some readers!   ;D

Tarkus:  Welcome and thanks for the kind words!  The plopable water is absolutely superb to work with, I hope you like my efforts with the details along the edges as much. 

threestooges: Thanks for all your kind words.  The honest truth is that it's the amazing developments all across the Simcity community that's inspired me to return.  I prefer to give credit where it is due wherever possible although that can be quite hard with the sheer number of plugins I like to use. 

JoeST: Hello!  Thanks for stopping by!

Sciurus: I appreciate you enthusiasm!  Wait not more, here's update 2!

art128:  Thanks for stopping in, I hope the nature will look even better after today's update.

Finally, to all the lurkers who kindly took the time to stop in raising me to over 100 page views in 2 days, thanks for visiting, hope you enjoyed it and choose to stop in again soon! 

Ok, back to the update!  Time to start getting some farms and details on the ground!  I spent some time messing around in a practice area with zoning and farms and decided quite quickly that it would be a lot less work if I did everything at once in on portion of the city square.  Zoning, roads and detailing will all be done simultaneously to save time and pain with the intent of not going back and destroying too much of this.  At least that's my hope.  I may change that plan in the future.  So without any further babble from me, here are today's pictures!   

2-1: This is the area I'll be working today.  Here there will be a small urban core, plus the start of establishing the farming in this area.  High density urban development is quite a long ways out and far off in another part of the region.   

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3692%2Fadara0201ol8.jpg&hash=8920eb67de4c95d1dee3d7a3fc35f2b4aae50399)

2-2: My first attempt at zoning out the city.  It's been a while so I'm not happy with this layout.  Also, looks like I used the wrong streetside mod, no offense to Jeronij, but I really like the way Cycledogg's trees look on roads sides. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F3354%2Fadara0202xh5.jpg&hash=d4a200908219928b3d6fc53a71602cbf385d8874)

2-3: A much better result after a quick bit of mod replacement using the Cycledogg Streetside and the maxis tree replacement mod, both created by Andreas plus a quick redesign of the urban core.  Not to mention the added bonus of the trees on lots matching the style of the street trees.  No worries though, Jeronij's amazing trees still have an important place here!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F9774%2Fadara0203sd9.jpg&hash=b12c0170d227a33ea3977dd6d29eaec3dc80bd3a)

2-3, 4 and 5: And now for some messing around some more trying to get a feel for techniques to make aesthetically pleasing farms.  You may notice in the following pictures: Darmok's dirt trails, a wide variety of farms from many talented artists, plopable fields from Dedgren and of course the amazing pieces of the Rural Renewal Project from Chrisadams3997.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F7240%2Fadara0204azn6.jpg&hash=2ab1c4c2262ad9382b3d13da76930df59a5accd4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F8163%2Fadara0205om9.jpg&hash=e065c804205d99b9af7a85a2ffa86638b46cc44d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F2856%2Fadara0206dl4.jpg&hash=20966ec1ffabe6d06212485ecfbfad67f1f63971)

2-6: Now to start work on a section of the river.  First, I need to bring a road across the river here, but I'm tired of bridges.  Jeronij's Culvert and a whole bunch of plopable rocks to simulate rip-rap slope reinforcement looks pretty good to me. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F1065%2Fadara0207uf0.jpg&hash=1482556deb294435733f5a57a9588b9c8d0a1f16)

2-7: And just to the north, the initial detailing of the first waterway.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F8242%2Fadara0208hq0.jpg&hash=df28ebfa8ad6108b900cd915e538b3d1292f4879)

2-8: The finished waterway complete with trees, shrubs, flowers, water plants and a short trail just for kicks (Chrisadams3997).  I've chosen Jeronij's Riparian tree controller for the waterways, it produces a nice mix of trees.  The yellower willows were added separately for color. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F2840%2Fadara0209zr9.jpg&hash=0d4ffa74b6fe5e53ed1f7d5e507c1b5f4f9474a2)

2-9: And the culvert.  Hmmm, this farmer seems to have build a random wall (Jeronij's).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F5016%2Fadara0210mo0.jpg&hash=f88d2e1dac9e7963334b23ccd84c12511e54b2d0)

2-10: One more farm and the finished town core at this point. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F870%2Fadara0211pf9.jpg&hash=4888368da04472ad434bcf17920177ca45339d78)

2-11: I'll pick up here next time.  Putting in a walking loop trail here around the bridge near the train station that's going to be removed because it just doesn't quite fit in here.  I'll add one nearby on the other side of the river later. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F5043%2Fadara0212tw5.jpg&hash=1e06369d3105cf7b34662ac09a468441e53a5db3)

I hope you all enjoyed this, if you have any questions or want a closer shot of something, just let me know, I'm happy to oblige!  Have a great day!

Modified to add picture numbers
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: Tarkus on February 12, 2009, 06:59:58 PM
Battlecat, another fine update here.  You seem to have the rural side of things figured out very well.  Absolutely masterful use of Chrisadams' RRP flora and some of the other recent rural content here--I'm learning a fair amount from your Ploppable Water usage as well. 

The town looks quite nice as well, and I really like the way you've worked in all the FAR and FARR pieces in.  I'd concur with your plans with the train station as well.

-Alex (Tarkus)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: Sciurus on February 13, 2009, 05:49:18 AM
Good developpment, but when will you do a big city? ;D
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: bat on February 13, 2009, 10:42:58 AM
Two wonderful updates there with great pictures! Your region looks really great!
Nice start! Looking forward to more... ;)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: threestooges on February 13, 2009, 12:08:10 PM
Things seem to be progressing quite nicely here. The culvert crossing looks pretty darn good and I like the addition of the willows. It's small touches like that, above the single level that the already great tree controllers provide, that helps to add that extra little something. The cattle farm (with Chrisadams' stuff) turned out pretty well and what really caught my eye was the walking trail that passes under the rail bridge. I'm looking forward to seeing the results when it's all detailed and done. Nice work.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: LE0 on February 13, 2009, 12:29:04 PM
 &apls &apls :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: FrankU on February 14, 2009, 05:14:36 AM
Battlecat, this is a very nice development.

You brought me to the idea of using Andreas' street tree mod. It looks indeed so mouch more realistic to have the same trees in the streets as on the lots....
I have installed Andreas' tree replacement mod, but forgot that there is a street tree mod that fits with it. Thanks for the tip.

And the first overlook of your rural area: I think there are too many different farm types, resulting in too many colours. I can see mediterranean farms (one with lavender), but also flower fields that fit into the northeren european region (Netherlands, Danmark). The fields, but also the buildings do not match.
I do make the same mistake. Some time ago I downloaded almost all farms I could find and dropped them in my plugins. So I ended up with lavender, tomatoes, pumpkins, tulips, corn, fukitol, whatever. I later realised that selections are the start of beauty: I'd advise you to select just a small group of farms that fit together in coloring, but also in type. Every climate has its own farming types, and I think the rural areas in game also look better when the farms are combined in some realistic way. I myself did not have the time to select my farms, so I now play a large urban region with ports etc. Farming will come later, some day.

And do I see it right that you can get a farm growing at the end of Darmoks transit enabled streets? I didn't know that that was possible.

Did you terraform your complete region in one run, or are you going to do that step by step as you need more room?

And as my last remark: you have a very good eye for detail and it is a real pleas to the eye looking at your pictures. The details of your farms and the small streams look gourgeous!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: kbieniu7 on February 15, 2009, 02:53:05 AM
Great nature you have made.  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 2)
Post by: Simpson on February 15, 2009, 04:17:15 AM
Incredible work there, you small city look super.
I really love the river  :thumbsup:. I'm looking forward to the update 3.
Take care,

David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3)
Post by: Battlecat on February 17, 2009, 07:27:23 PM
Update 3: Delmar Junction - Trails

Greetings everyone!  Welcome back and thanks for visiting!  I've got an update for you shortly, but first: 

Tarkus: Thanks for your kind words!  I'm glad you are enjoying the project so far!  I just love rural areas.  I'm really trying to play around with all the tools available these days to see what is even possible.  So many tools, so little time!

Sciurus: Glad you liked it!  I'll be on rural development for a fair while here, but I've got plans for urban development in the future!  Once I get the hang of things the rural development should start moving faster though.

bat: Welcome!  Glad you're enjoying your visit so far!

threestooges:  I originally intended to use the Rural Renewal Project culvert but it was a bit too tall for that location.  I'm please that Jeronij's culvert worked out so nicely though.  Hope the trail appeals now that it's done! 

LE0: Welcome and thanks for the applause!  Not positive I'm worthy of it, but I appreciate it none the less!   

FrankU: Welcome to Adara!  You're absolutly right about the proliferation of extra crops and medeterranian buildings in my region.  I hadn't actually thought about it until you mentioned it I'll be working on reducing the number of them some of them in a future update and going forward I'll be watching a bit more carefully what develops.  Bannanas in a temperate climate just doesn't work.  I've put a bit more information at the end of the post on this topic. 

As for Damonk's roads, you're absolutely right about things not developing at the end of the transit enabled street.  Some time back, Damonk posted a tutorial about this in his Anduin Valley Revisited thread.  The basic concept isyou run a normal street into the middle of the parcel, and then destroy it once the farm is developed.  A transit enabled piece of the trails must touch a portion of the farm lot (even just crops), then the rest can be built as eye candy pieces. 

Finally, to answer your last question, I'm using SC4 terraformer to create the region.  Only this tile is finished at this point, I'll terraform more of it in the future as necessary.  Thanks for your visit and comments! 

kbieniu7: Thanks for visiting!  Glad you like it!

Simpson: I really love the waterways myself!  Come back again soon! 

Now, on with the update!

3-1: As I mentioned last time, I'm going to get started on this update with the waterfront trail.  Here is the area now that the train station is gone.  A small number of homes are on this street now instead.  I guess living next to the railways needs to have some benefit such as a nice walking trail.  Also, as noted by FrankU, that lavender field will have to be dealt with in the future.  Unfortunately, not today though!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2817%2Fadara0301lk7.jpg&hash=b66baeb9609cd042872cca2dd2ffbb36876e58b1)

3-2: Getting started with the details, a trail head, leading though a flower filled meadow
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F7594%2Fadara0302ux1.jpg&hash=bd1dc38c2b32f8523b1aab390a624a8de7f8a4fc)

3-3: And then down to the river through the forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F6919%2Fadara0303jy0.jpg&hash=5319fee82c73f239ebb8c8f5baab3c9f3a3abd2b)

3-4: Here is the final result in this area.  I'm very pleased with how this looks now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2249%2Fadara0304yf2.jpg&hash=0072ed09f14cfa63992a9fc19bc27dd6463e5a0a)

3-5: Moving right along, I need new train station.  Additionally, I also have added an industrial area in and a garbage transfer station.  Not the nicest area, but it's necessary for now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F174%2Fadara0305tp0.jpg&hash=375180f925ad707bca5707900e1d3a30bc44d2e7)

3-6: I'll come back to this urban area here in a future update, but first some more farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F1536%2Fadara0306sd8.jpg&hash=f6463a293c43d40fd34cd58c1049f6ad3b5eed75)

3-7: The farm on the far side of the road is great but I'm going to replace the fields with something nicer.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F973%2Fadara0307if8.jpg&hash=0a99793a89f5502afdc2caaad2f2266d8e8c0242)

3-8: Getting close to being finished here, the river needs some work next.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F5427%2Fadara0308fh5.jpg&hash=f3c4d07345b895dcf0d7db82f66a7aeb9f265827)

3-9: So starting with the further detailing of the river.  I added this farm as I was working on the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F6629%2Fadara0309zv8.jpg&hash=e15df017382eeda76f89bf48b7e97626ca3d8b33)

3-10: Finally, here is an overview of the developed area of Delmar Junction to date. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F387%2Fadara0310vw5.jpg&hash=6f0bcca4bcb7c7e42545aa4450abd9ea6c599c6a)

This is starting to come together quite nicely.  Before I head out, I just want to revisit the farm fields a bit.  This region will tend to emulate the area I live in in real life a bit, the Greater Vancouver region of British Columbia.  As such, I've got to be a bit careful about crop.  This region's climate is called a transitional region.  It means that some crops are just on the economic boundary here.  Fruit trees and wine grapes are rare, but present in this area as are bulb farms, corn, most livestock, hazelnuts many berry crops and even one or two real oddities such as soy.  However crops like lavender, olives, bananas and melons don't thrive here at all.  Other crops such as tomatoes and peppers grow here, but only in greenhouses. 

Anyhow, hope this helps clarify the situation as well as it has for me.  I'll start enforcing this strictly by update 5!  Thanks for reading, I'll see you next time!

Modified to add picture numbers
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: dedgren on February 17, 2009, 10:55:05 PM
My friend, this is a great start!

I can't wait for the map.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F5108%2Fterramap09021701cw2.jpg&hash=a56f2dc651e1af295940b50b136ea98f07c76144)


David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: antimonycat on February 18, 2009, 07:30:58 AM
Looking good, especially the overviews, meadow and river. I haven't really made any rural areas yet but seeing this makes me want to give it a go  :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: io_bg on February 18, 2009, 07:41:25 AM
Great use of the ploppable water! Your rivers look realistic. I also particularly like the second picture with the trail and the flowers. Can't wait for the next update!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: rooker1 on February 18, 2009, 07:56:07 AM
I have to agree with some of the others, great start and your river look great.  Definately up there with the best.  &apls Your second and third picture in the last update is awesome.  I hope you can find some time to enter the SC4 Picture Competition.  ;)

Robin  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: nova vesfalo on February 18, 2009, 08:49:06 AM
some prettty rural pictures ! Love the details ( the cow-feeder,...) really great !
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: Sciurus on February 19, 2009, 02:19:23 AM
It's a very beautiful rural place, I love your river, but I don't really like the industrial estate, and good luck for the continuation :thumbsup:

Guillaume
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: Feroxx on February 20, 2009, 12:11:15 AM
Lovely photos, beautifull details :) More photos please :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: Simpson on February 20, 2009, 01:18:07 AM
Hi!!
Nice update 3 there, this is looking so beautiful. The river is incredible my friend, it's superb :thumbsup:
Also the general picture is fantastic  :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 3 - 2009/02/17)
Post by: thundercrack83 on February 22, 2009, 03:03:17 AM
Hi, there, Battlecat!

Adara is off to a great start! Your farm areas and the ploppable streams are just exquisite, my friend!

I'll be keeping an eye on what's happening here, that's for sure!

Dustin
Title: Re: Adara - Rediscovering Simcity 4 - (Update 4 - 2009/02/22)
Post by: Battlecat on February 22, 2009, 08:18:45 AM
Update 4: Farms and Forests

Hi everyone!  I think as of this update I've almost finished half this map tile.  All the map tiles are going to be largest size, I really do prefer them that way.  Anyhow, on with today's messages:

Dedgren: Welcome to Adara!  Ahh yes, the maps!  I haven't decided how I'm going to handle them this time around.  The big problem I'm facing is make sure it doesn't feel like I'm back at work when I'm building them, since I'm employed making maps for work as well.  But I'm sure I can figure something out, I think I've got some better software for the job this time.  But I think I'll hold off until at least this map tile is finished.  Thanks for visiting! 

antimonycat: Thanks for your kind words!  Ironically, seeing your urban areas in your journal makes me quite enthusiastic about heading in that direction later in my diary here! 

io_bg: Welcome!  The transparent water is a real pleasure to work with, especially when combined with the Rural Renewal Project flora!

rooker1: Thanks for stopping in and for your kind words!  Thanks for your glowing assessment, I'll be trying hard to continue to please!  I'll have to look at the SC4 pictures contest at some point in here.

nova vesfalo: Welcome to Adara!  I've always found that the details really bring out the best in a region.  And these days there are so many potential options for details it's almost overwhelming!  Those cow feeders are one of my favorites though!

Sciurus: Hello again!  Glad you stopped in again.  You're absolutely right about that industrial estate; I appreciate your honesty about its appearance.  Honestly, aesthetically pleasing industrial estates have always caused me grief, especially when demand is still low.

Feroxx: Welcome to Adara!  I'll try to up the photo quota, but I'm shooting for a minimum of 8 per update here.  Thanks for your enthusiasm! 

Simpson: Glad you're enjoying all the picture!  Thanks for stopping by again!

thundercrack83: Welcome!  Thanks for your kind words! 

On another note, it would appear that this diary received it's 500th  view sometime on February 19th.  Thanks to everyone for visiting!  Now on with the update!

4-1: First of all, here is the area I plan on developing today.  You can already see the first farm is in place here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6518%2Fadara0401vd3.jpg&hash=e76cd6249c10aa82fbafd5e5136903d2718b5ff4)

4-2: The treed areas are intended to be a small pair of streams that are completely forested over.  Of course, by the end of the update these will be completely blended into the edge of the farmland, but that's about how these areas would look in the real world, at least in the area I live in!  Here's a small pond just up in the hills along this hidden stream.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F7772%2Fadara0402yn2.jpg&hash=5eee7b31822b87fb1f2fb25d53066116f58b009f)

4-3: The issue I've encountered recently is what should the mountain forests look like?  I like diverse forests, we've got those here in the Vancouver area of BC, but in terms of gameplay, my goal is blending many types of lots together in the mountains.  I'll be particularly making use of Mountain Theme Pack components created by the talented Pegasus (http://sc4devotion.com/forums/index.php?topic=7066.0) in the future.  As such, it is necessary to include some of his pine trees in the area so they don't look completely out of place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F1509%2Fadara0403zl1.jpg&hash=7fcf76966fdaa47ed857a438004f4d30dd06c5b1)

4-4: Combining the above  trees with Jeronij's Elm Forest controller that I've been using on the lowlands (except the streamsides) yields the following. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5378%2Fadara0404bh6.jpg&hash=d6128aa597263d892bf31ad3542ad7486c008e3b)

4-5: And higher up in the mountains, I'll be using the west coast rainforest controller by cycledogg, to get this result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F2452%2Fadara0405am5.jpg&hash=4534b789391e570b47e1735aeea7acc64f9da13c)

4-6: Naturally the style above is fairly involved but strangely the blend you see there does occur along the boundary between human impacted land and natural landscapes in this part of the world.  It's even more common in second growth forests where logging occurred in the past 100 years. 

4-7: Anyhow, with that being sorted out, its time to zone some farms in the valley.  As FrankU pointed out a while back, the Mediterranean style homes don't quite fit this region, at least not in large numbers.  It hadn't quite clicked when these shots were taken.  As I mentioned, I'll be allowing a couple of oddballs, but not to many.  The one visible in this shot will stay.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F4867%2Fadara0406xh3.jpg&hash=69ba6e71fb73e02de3fb1e89be1ceefed428bbe8)

4-8: And on to the detailing of the farm. This is the farm I showed in the first shot.  The power supply for the valley runs up a right of way beside the farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F4700%2Fadara0407vl5.jpg&hash=caac4f6f3614b8270e21bdf896ff8912d5db8499)

4-9: And here is a shot of the finished valley from a different angle.  I'll be revisiting the two Mediterranean style farms in the upper left corner of this image in a future update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F8885%2Fadara0408gi9.jpg&hash=b92fc916ca7d55c07b9a134dfe786ec5de8ae5a7)

As always thanks for all your comments and suggestions!  See you all again soon! 

Modified to Add Picture Numbers
Title: Re: Adara - Rediscovering Simcity 4 - (Update 4 - 2009/02/22)
Post by: Simpson on February 22, 2009, 09:51:54 AM
Hi!
Again a fantastic update my friend, those fields are looking superb.
The last picture is incredible  &apls
I'm looking forward to the next update

Take care,
David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 4 - 2009/02/22)
Post by: Sciurus on February 22, 2009, 10:36:17 AM
That's a very beautiful place!
An I love the Olympic Terrain Mod, which is very good with those fields ans trees &apls

Guillaume :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 4 - 2009/02/22)
Post by: Battlecat on February 24, 2009, 07:21:28 PM
Update 5: More Farms but also with some new stuff!

Greetings everyone!  Welcome to the fifth update.  You all many have noticed that I've been managing two updates per week.  I'll try to keep it up as long as possible, or at least as long as my picture buffer holds out!  Today I've finally managed to get the opportunity to show a couple of new things in Adara.  Before I get to that, first things first:

David (Simpson): Greetings once again!  If you like that last image, I have high hopes that you'll also like what's coming up in the next update! 

Guillaume (Sciurus): Thanks for the kind words!  The Olympic terrain mod has been my favorite from the day it was released.  I actually live in the Vancouver region of BC and the mod does an excellent job of approximating the ground texture around here. 

One more thing before I get started today.  I've noticed that many of you use your real first name (I'm assuming that's the case at least ;)) in your signatures at the end of your posts.  As such, when I respond to your comments, I'll use your real name if you are providing it just like I did above.  If you would prefer I didn't do that, just let me know either in the thread or by PM and I'll edit it out.  Now with that all done, here goes the update:

5-1: Today I'm going to move along the railway track away from the urban areas, and in the upstream direction along the meandering river on the valley bottom.  First things first, I'm continuing to detail the waterway.  I'm particularly happy with how this one looked prior to the trees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F9052%2Fadara0501ig6.jpg&hash=8a33aa8a407c52a7a5fe0e2e92eb68e69601b055)

5-2: And here is that area now that I've finished up the details!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F91%2Fadara0502ma0.jpg&hash=34fac998b3a38d68ab4521dbfca7e523c9256d3f)

5-3: Moving further upstream to parts of the river that aren't done yetThis street here is a long gravel access road to a number of farms in the area. Here are two of the farms in this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5373%2Fadara0503ym4.jpg&hash=30f9a1f2ac107f7a4dd6a4dd9f00f12670083461)

5-4: Near to those farms, there is a small residential community.  The distance to the main highways is large enough that a small, profitable freight station can operate here.  The traffic is high enough that there are some issues with getting cattle across the railway, so that field in the middle of the junction hasn't been used in a while.  Oh and hey, doesn't that single track railway there look cool!  This will certainly be used more by me in the future!  Thanks very much to the RAM team for all their hard work on the STR, it's just too awesome not too use and I'm certainly looking forward to future incarnations of it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F2574%2Fadara0504dj8.jpg&hash=3e9b2c2fadedb7103ef23451597e122f8f6e7ccb)

5-5: Wondering where that STR branch line leads?  If one was to follow that railway along the road that parallels you, you'd find yourself on a forest service road (MTP logging roads by Pegasus (http://sc4devotion.com/forums/index.php?topic=7066.0)) and eventually at a loading station where raw logs are loaded onto trains.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F9378%2Fadara0505dk3.jpg&hash=2caf92ba2fc824ff509075963d9092a6f3da9793)

5-6: The log loading area is quite a classy lot by Pegasus (http://sc4devotion.com/forums/index.php?topic=7066.0). The fact that the rail is double track through his lot doesn't matter much, with the switches available with STR, it starts to look quite a bit like a pair of sidings to me.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5171%2Fadara0506bx3.jpg&hash=68f11bcdef2a095f66f6ed2f4cc5e1689f291041)

5-7: Of course, we need some more trees to start blending this all together, here's the start on in, along with a bit more of a forest service road that leads to a relatively new cut. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5949%2Fadara0507ev7.jpg&hash=21580add4ee8a17ce7a92b60d1a59535f9c1e5f4)

5-8: And to wrap things up, here's the new logging site, with plopable logging scene details again from Pegasus (http://sc4devotion.com/forums/index.php?topic=7066.0).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6022%2Fadara0508ni9.jpg&hash=4e1c1d1da535e9ffeefa73ff912b1e27aea2350c)

As always visits, comments and criticisms are greatly appreciated!  Thanks for taking the time to stop by! 

Modified to Add Picture Numbers
Title: Re: Adara - Rediscovering Simcity 4 - (Update 5 - 2009/02/24)
Post by: thundercrack83 on February 25, 2009, 12:49:26 AM
Wow, you've got the ploppable water use down to a science, my friend! Excellent work! And your forested areas are equally as beautiful. One request, though, and I apologize if someone brought it up already--I'd love to see some of your wonderful shots without the grid on, if you think of it. I just know they'll look all the more stunning!

Can't wait to see more!

Dustin
Title: Re: Adara - Rediscovering Simcity 4 - (Update 5 - 2009/02/24)
Post by: dedgren on February 25, 2009, 12:56:17 AM
Ploppable water goodness and the STR- I've died and gone to heaven!

I should've guessed you were in the carto trade- I still head over to Terra every so often to look at those maps.


David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 5 - 2009/02/24)
Post by: rooker1 on February 25, 2009, 07:33:30 AM
Super job on the ploped stream.  The farms and the curved rail pieces all fit together real nice.  Sorry to sound like a broken record, but it is too bad that you left on the grid.  Ctrl g to turn it off.  ;)
Anyways, I look forward to the next update and mybe some higher views to get a better idea how everything fits together with your town.

Robin  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 5 - 2009/02/24)
Post by: evanator on February 25, 2009, 05:03:33 PM
Great job here Battlecat! Your rural areas are most impressive.  &apls

I like how you manage to tie everything together, ie; STR, Rural Renewal and Pegasus, seamlessly.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: Battlecat on February 26, 2009, 01:44:50 PM
Update 6: Grid Removal, Farms and Polishing Older Material

Hello once again!  You know that sinking feeling you get when you realize you've forgotten something?  When I looked at the recent replies I realized I completely forgot about turning the grid off for most of my updates.  I can't go back and fix everything but at least I can fix it going forward.  I've managed to fix about half of todays update with grid free pictures.  I've also added a couple of bonus shots of older material sans grid at the end.  So there is a ton of pictures today! 

But as always first things first:

Dustin (thundercrack83): Thanks for stopping in and for reminding me about the grid.  I can't believe I didn't even notice it again.  Glad to hear you're still enjoying everything.  Hope you like the clean shots below! 

David (dedgren): Couldn't have created that scene without the efforts of you and the rest of the RAM team!  Thanks for your efforts and for your comments! 

Also, thanks for your kind words on Terra particularly the maps.  I recently have had some ideas on an improved method to make maps.  With any luck I might be able to figure something out soon! 

Robin (rooker1):  No worries about sounding like a broken record, I'm more worried about my broken brain!   ;D Apparently it takes a few pokes to get concepts through my thick head.  :-)  I'll try to remember going forward, thanks for mentioning it.  Coming up is the reward for your efforts to pound the idea in to my skull!  Thanks very much!  Also, I'll be putting up an overview of the area in one of the next updates. 

evanator: Welcome to Adara!  There are so many fantastic options for creating excellent rural regions now it's hard to restrain myself! 

6-1: Alright then, here we go!  First on the list, here is an overview of the second urban area.  You can see the ugly industrial area on the right side of the picture, that's going to be fixed up later.  The commercial center of town is built around a roundabout.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F6842%2Fadara0601.jpg&hash=a02c9cde663ab54a186ec4b2e2938845a2048700)

6-2: Here's a closer look at some of the residential subdivisions in this area.  An asphalt pathway provides a walking route across town.  One section of it is in the center of this picture in the trees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9830%2Fadara0602version2.jpg&hash=9a668fe31b19db0abd6239ae3efb4eee9269a12f)

6-3: Here's the first draft of the commercial area.  It's not bad, but I want to tweak a few things.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2889%2Fadara0602b.jpg&hash=8bb287310e1e4afe03ae08f5cea16fe35b7b980b)

6-4: A couple of parking lots and street connections improve the area significantly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9492%2Fadara0602cversion2.jpg&hash=02eeedeba782a84318fcebe0a42f8187790501de)

6-5: I'll come back to the urban core in a future update, just outside of town on a dirt road there is a bulb farm.  Looking at it now, I think I could improve the appearance of that entrance area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F3112%2Fadara0603.jpg&hash=b0a9be351865802f5c07925c8552299ccf74ae28)

6-6: And a bit further down the road there is a pair of dairy farms.  One is accessed through town, the other off the highway outside of town.  This is the one on the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5236%2Fadara0604version2.jpg&hash=db297dc29162f4ece5975a9b45b7bec59037f631)

6-7: And here's an overview showing the bulb farm and one of the ranches next to the urban area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F4043%2Fadara0605version2.jpg&hash=190ee382bff97a65fc026e5c8af7f85cb7d620d6)

6-8: Continuing onwards, on the highway, there are a couple more farms that just got zoned.  They still need some tweaks and details of course though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F9485%2Fadara0606.jpg&hash=afe7ce72d9ebebfb1d05363b960c10be6b469b6d)

6-9: The finished details along the highway near the ranch.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9531%2Fadara0607version2.jpg&hash=405d3ceaa33824f2dd0955bb94628d97e19962a0)

6-10: And here I've finished up another section of the river between the highway and the railway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F3038%2Fadara0610version2.jpg&hash=9552ee84c95d5b07b61a8f5cf68a3f2669deaf2f)

6-11: Another farm near the edge of the detailed corridor.  The fruit farm from earlier has now been detailed with birch trees as a windbreak.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F5213%2Fadara0611.jpg&hash=37bd620a2a52c607287c87da7603fff4f0192d10)

6-12: Next, I finally got a chance to replace a few of the farms that were out of place.  First, the lavender farm from one of the first updates . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F7353%2Fadara0612.jpg&hash=27f1da135e45fa5a3a32f5d2d023caa33ae5d5cc)

6-13: . . . becomes a nice little fruit farm.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F5199%2Fadara0614.jpg&hash=99702308d17c063df24b289d40f12eefcc099c50)

6-14: And the Mediterranean winery . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2796%2Fadara0615.jpg&hash=cfdcee5b144c419359b4b86f9b35528672bcbe69)

6-15: Is transformed into a much more appropriate cattle feed supplier.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F8404%2Fadara0616.jpg&hash=ea1553e047e1797dd77ac99e3be20b1910a6fcff)

That would have been all for this update.  However, as I promised, here are a few fresh versions of earlier shots, this time without the grid active!

6-16: A random bit of forest, just because the terrain is so much nicer without the grid.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F1216%2Fadara06bonus01.jpg&hash=e6e1f752e2e0a1284ddbe4112f3e7aa9a9f08bbe)

6-17: This is the original urban core.  I'll be revisiting the second one next time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F6227%2Fadara06bonus02.jpg&hash=820c2166f391162bc1b52e05297c2fe48ffa3654)

6-18: And finally, from update 5, this is a shot of the small community near the STR.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5747%2Fadara06bonus03.jpg&hash=425f22e3d22f65188ace1bc66b281576216b0628)

I was hoping to do more, but I don't want to tip my hand on a few areas coming up too soon!  There's still a fair bit more to do on this map tile, but it's coming along faster now that I'm getting the hang of the detailing techniques.  Thanks once again for visiting everyone and for peeking in!

Modified to Add Picture Numbers
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: thundercrack83 on February 26, 2009, 01:53:16 PM
Just as I suspected--no grid makes things look that much more spectacular!

Though, I have to say that even with the grid on, things are looking mighty great here, my friend! And don't worry about forgetting, I do it all the time. I've even caught pictures once I've uploaded them that I went back, retook, re-edited, and re-uploaded! I don't suggest you go that far, I'm quite strange!

I can't wait to see more of you work here, my friend! You're doing a splendid job!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: Albus of Garaway on February 26, 2009, 04:50:22 PM
Fantastic couple of updates! This is a very inspirational MD, and I think you should be crowned ploppable water god! (Maybe after David...Ha ha!) Great work, and I really look forward to seeing more. :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: guurgkud on February 27, 2009, 12:52:43 AM
Wow... that nature... so realistic!

Looking forward to more!  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: FrankU on February 27, 2009, 12:24:21 PM
Oh Adara, your ruarl area is really getting perfect!
Beautiful details.

I have one advice: the windmill. I don't know where you got it, but I advise you to take a trip to Simcity Central and download the winmill there: it is by Oppie and it is, in my humble Dutch opinion, much more realistic. But that is maybe only becaus Oppie's mill is a Dutch one....
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: Swamper77 on February 27, 2009, 12:39:02 PM
Quote from: FrankU on February 27, 2009, 12:24:21 PM
Oh Adara, your ruarl area is really getting perfect!
Beautiful details.

I have one advice: the windmill. I don't know where you got it, but I advise you to take a trip to Simcity Central and download the winmill there: it is by Oppie and it is, in my humble Dutch opinion, much more realistic. But that is maybe only becaus Oppie's mill is a Dutch one....

If you are referring to the big windmill with tulips around it, that is a building on a farm lot, not a park/landmark. Oppie's is a park/landmark lot and can't fulfill the same function as the farm one.

-Swamper
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: io_bg on February 27, 2009, 01:41:37 PM
Really nice work. Every time I check your CJ I get inspired! I'm looking forward to more!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: threestooges on February 28, 2009, 01:50:56 AM
Very nice work. I like the new farms that you've put in, and your pastures are very well done. I really like the overview of the first pic. Your neighborhoods really have a natural design to them. My only real critique (if you can call it that) is that some areas seem a bit too detailed/colorful. For example, in the last pic, there are numerous small patches of bold colored flowers amid other things. It's not necessarily a bad thing, but it seems to make some areas look overgrown. If that's the look you're going for, then you got it. The only reason I mention it is that the fenced pasture across the road from the cattle farm seems to be overgrown too which seems odd for a farm. Bits like the 6th pic near the water look much better in my opinion. Still color, but not as dense. One last suggestion (and then I'll leave you alone, heh heh) is that you should consider numbering your pics as it makes commenting on specific ones easier (1.01, 1.02, etc). Really nice update though. Looking forward to more.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: GMT on March 01, 2009, 08:09:05 AM
not a bad rural development I must say. good use of the rrp  &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: Schulmanator on March 01, 2009, 11:10:54 AM
Very nice work. I am glad to see it here to enjoy.  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: FrankU on March 02, 2009, 04:06:16 AM
Quote from: Swamper77 on February 27, 2009, 12:39:02 PM
If you are referring to the big windmill with tulips around it, that is a building on a farm lot, not a park/landmark. Oppie's is a park/landmark lot and can't fulfill the same function as the farm one.

-Swamper

Swamper, yes indeed. I am aware of that. But I was not sure wether the farm was of the growing kind or of the plopping kind and secondly, there will surely be a way to change the Landmark building into a growable building? If the NAM is possible, and ploppable seasonal trees are possible and all the enourmous amounts of BATs and LOTs and.... you know what I mean... is possible, then this should be a piece of cake.
And in the worst case, there is alway the possiblity of plopping the windmill and letting the farm grow around it.

Anyway: the lot that surrounds the windmill is not really of a farming kind, but that is very easily edited in LE.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 6 - 2009/02/26)
Post by: Simpson on March 02, 2009, 10:04:51 AM
Fantastic update my friend, the city is looking superb, as well  &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: Battlecat on March 02, 2009, 01:10:18 PM
Update 7 – Agriculture and Industry

Greetings and welcome back to Adara!  Today I'm going to put the finishing touches on one corner of the map which will include finally fixing up that industrial area.  But as always:

Dustin (thundercrack83): Glad the improved pictures are appealing to you.  I probably won't go back and fix the old images, partly because most of them are a work in progress format and partially because this remains a learning experience for me.  :-) Thanks for stopping by!

Albus of Garaway: Welcome to Adara!  Thanks for you very kind words, it means a lot to me. 

guurgkud: Welcome, thanks for stopping in!  I'm definitely shooting for realistic nature, so I'm glad you like it!

FrankU: Thanks for stopping in again!  Glad you like the results.  As Swamper77 has mentioned below, that windmill is part of a farm lot and can't be replaced.  I'll have a look at that lot you mentioned for future use though! 

Swamper77: Welcome!  Thanks for taking the time to let FrankU know about that lot!

io_bg: Welcome back!  Glad to hear you're enjoying the journal! 

Matt (threestooges): Hello again and thanks for all your comments!  You're right about some areas seeming a bit too bright.  I'll admit, I've been experimenting to see how different textures blend together, and what the final product looks like. 

In that last picture and the field surrounded by STR, I was going for the feel of an overgrown pasture, so I'm glad to hear I've succeeded.  I figure the owner has sort of given up on that pasture and has just let it go fallow.  There are some farms near my home that have done exactly that for whatever reason. 

The larger ranch in the sixth picture is more along the style I'm going for although I'm still experimenting.  And yes, you're absolutely right, the pictures should be numbered to make them easier to find, I had enough trouble finding the pictures you mentioned so I could make my reply!  Thanks for all your suggestions!

GMT: Welcome to Adara!  Thanks for stopping in!

Schulmanator: Greeting and welcome to Adara! Glad you enjoyed your visit!

Simpson: Greetings once again!  Please to hear you are continuing to enjoy this! 

Ok, now on with the current update, now with numbered pictures!

7-1: First of all, here's the finished valley with the logging facility.  As you can see, the operation is just getting started. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6117%2Fadara0701.jpg&hash=41776a9167ccfdff40fb7c54d01b09fd9fa9a13f)

7-2: Here's a second site where trees are just starting to get chopped down.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8343%2Fadara0702.jpg&hash=b59d82b607872f08bb960aefc67f59ee9f7237a9)

7-3: Alright, on with the farms for today, here's the first pair of farms for today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8264%2Fadara0703.jpg&hash=cebf108915fa2fdbd6b7c0f434bf4cd7997de824)

7-4: And moving on here's the rest of the farms I'm going to work on today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7651%2Fadara0704.jpg&hash=1e74fe30b05143b70d471d05a87c3d2272d25d25)

7-5: Here's a second trail in the works.  People just park on the side of the road to access this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6765%2Fadara0705.jpg&hash=9274871e96b177795b20910226e08bb0a84d32bf)

7-6: Here are the finished farms, first the final version of the farms shown in picture 7-3.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7037%2Fadara0706.jpg&hash=dbc7729d95bd39656fb08b1a0143c574c54ccce7)

7-7: These farms are the ones first shown in picture 7-4, now with the final details.  You can see the trail in the bottom right corner near the covered bridge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7493%2Fadara0707.jpg&hash=a6d090e6fc6a260332c4dd5f44a6cd9a5385b91e)

7-8: And one more set of farms, this area had it's detailing finished up finally.  The farm in the upper left corner was added today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7096%2Fadara0708.jpg&hash=ffb626f76df4eec6a55f4a9fd9f90fc2f8a9b360)

7-9: Here's the farm that I pointed out in 7-8 in more detail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9282%2Fadara0709.jpg&hash=83d428d676d653559cc339cd185dff8c67b7c7aa)

7-10:  Now to move on to the urban area.  Here's an overview of the urban area as it stands now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F1880%2Fadara0710.jpg&hash=16c3a548e1a8d18238d2a63a257951f2591fa12b)

7-11: And here's the industrial area that needs some work.  The parts that will be staying include the large warehouse (Simgoober plopable) between the streets and the railway and the red brick building on the other side of the road
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F497%2Fadara0711.jpg&hash=604e06e724bb43cb28432dca91449983d7f00b4f)

7-12: First things first, a tractor dealership seems quite appropriate for this city. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4689%2Fadara0713.jpg&hash=1a88b6b4d2e16bf07d5ceb61b23e853dab0efd20)

7-13: Moving right along, I've fixed two problems in this picture.  The industrial has been removed from the main access to the city, and instead some more commercial buildings.  Secondly, I've re-developed the industry just opposite the railway tracks with some parking lots and some better buildings. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9410%2Fadara0714.jpg&hash=567349cf4c7fe0f7cabb84523634ae4854a0072f)

7-14: On the opposite side of the road, now there are a couple warehouses, an equipment storage lot and a large animal vet. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8088%2Fadara0715.jpg&hash=d19a08f0b74023ae8d17c6321beb6db96c4a5050)

7-15: Here's an overview of the upgraded industrial area and commercial strip. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4529%2Fadara0716.jpg&hash=6760cc6a3cc119dc70c22d30982682651442ef6c)

7-16 To wrap things up, here's an overview shot of half this map now with the finished details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4144%2Fadara0717.jpg&hash=43334c6a18f73339d58452063c0b165174440b4c)

So, this map tile is just about done.  I've got one more batch of farms coming in the next update and then something completely different in the next one.  Hope you all enjoyed this update, see you next time! 

Edit: No idea how I missed that double paste there, thanks for pointing it out FrankU!  I archive all my writing just in case, I guess I hit the paste button accidently while I was posting the update.  It's now corrected
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: Albus of Garaway on March 02, 2009, 04:24:48 PM
Woo hoo, new update! ;)

I want to start by saying that I love the industrial area! You use the perfect method for sprucing it up. Very impressive, and that logging area is very nice! I like how you blended the pines with some of CP's trees. It's a very nice effect. Oh, and that last picture is stunning! Submit it to the SC4D Picture Competition!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: Nexis4Jersey on March 02, 2009, 07:40:22 PM
Excellent work on the Farms and rural landscaping!  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: FrankU on March 03, 2009, 01:18:43 AM
Ha, I also see that you rediscovered the copy-paste buttons  $%Grinno$%

Excellent work. So much detail. &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: threestooges on March 03, 2009, 08:56:20 PM
You certianly got the overgrown pasture look. I've seen it many times in RL around here too. I suppose I tend to think of citys in SC4 functioning with 100% efficiency that I seldom think of having rundown/unused areas like that. Your ranches (like in the 6th picture of last update) are really looking good. I really like the one in 7-8. This is some of the first uses I've seen of the lumber lots and they look like they're off to a good start. I love your inclusion of dirt paths and telephone poles (7-6 shows a great example of them). The area turned out well in 7-15, and I like the use of the curves to bring the tracks alongside the the road. Graceful, gradual, and a great little town. I also like the covered bridge (then again, I would). My only critique is that the grid still seems to be showing up in a few of the pics. Not bad in prep pics, but in pics like 7-11 - 7-14 it seems out of place. That's more of a personal thing though. It looks great overall. Very well done.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: DarkLoki on March 04, 2009, 01:58:37 AM
Amazing detailing, you spend a lot of time making everything perfect &apls. The city has a very nice rural feeling.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: thundercrack83 on March 04, 2009, 03:56:55 PM
Looking good, Battlecat!

Once again, your ploppable water looks wonderful, and the forest areas look great, too!

Keep up the good work!

Dustin
Title: Re: Adara - Rediscovering Simcity 4 - (Update 7 - 2009/03/02)
Post by: CommodoreTech on March 07, 2009, 01:56:32 AM
Amazing! I wish I had your patience and attention to detail. The ploppable water and forest areas and especially the farms are amazing. Very nice.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/08)
Post by: Battlecat on March 07, 2009, 08:20:51 PM
Update 8 – Finishing up the Farmland

Hello everyone!  Today will be the second to last major update for the current map tile.  This has been coming along very nice, and it's been a great learning experience.  As always though, replies come first:

Albus of Garaway: Hello once again!  I'm glad my efforts to spruce up the industrial area helped!  I glad you like that last picture so much, the only reason I'm not going to submit that specific image is that it's not done quite yet.  There is still one valley left to detail on the right side!  But still thanks for you kind words!

Corey (Nexis): Welcome to Adara!  Thanks for your kind words and the thumbs up!  :-)

FrankU: I did indeed discover the copy-paste button although rather unintentionally!  Thanks for letting me know I'd made such a huge error, it probably happed when I was copying the forum code to an archive document.  Thanks for stopping in again! 

threestooges: Hello again, glad the number helps you out!  The beauty of Simcity 4 is that when it comes to farms you can have overgrown areas and still have your farms operating at 100%.  An oddity I've noticed is that I can remove all the fields from a farm just leaving the core farm building and it still offers the same number of jobs.  So I can create a farm that looks worn out visually, but in terms of gameplay it still provides job demand.

Thanks for all your other kind words!  As for the grid still showing up on occasion, it would appear I missed a few more images there.  Some of them are in progress images, but I should have replaced 7-14.  Getting better though! 

DarkLoki: Welcome!  I spend a great deal of time on the details, I'm glad to hear you like it! 

Dustin (thundercrack83): Hello once again!  The new plopable water is so easy to work with, I don't think I'm ever going to get tired of it!  Thanks for stopping in!

CommodoreTech: Welcome to Adara!  Thanks for your kind words. 

Now then, on with the update!

8-1: So the first thing that occurred to me today is that I have forgotten to put any sort of school in this town.  So, I'm going to add one at this location.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2342%2Fadara0801.jpg&hash=9af97b95d70cb21561b71149faa70f3db9ecca91)

8-2: One quick plot later and a few details to improve the overall appearance of it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F1473%2Fadara0802.jpg&hash=50c4b0e93b2c2cb293f11a5e0ee7129d7e0561fc)

8-3: Now moving along with the farming, first a batch of farms near the STR surrounded field.  The details are about half finished here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F1158%2Fadara0803.jpg&hash=27d69cfb3bb9103d49ea125cd3e76f0b42994232)

8-4: More new farms, this time along the highway out of town.  The details are mostly done here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2556%2Fadara0804.jpg&hash=4b1a9bc61a53ca093d53ef4a281d72fe3a3263c7)

8-5: And the opposite side of the river from picture 8-3, the rest of the undetailed farms to the edge of the tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4084%2Fadara0805.jpg&hash=dd9d617eacab036fcf5c53d44ed4e9acdacf550a)

8-6: Continuing from 8-5, I decided I liked the farm building but not the field, so I replaced it with fencing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4377%2Fadara0806.jpg&hash=e28108c5f57096852536e2d08636e2032a3b12f1)

8-7: This is the area with the completed details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8272%2Fadara0807.jpg&hash=ddfc7c314f9f64f695ff92709b3850b3b7816a61)

8-8: I had an idea to try using the rye grass from the Rural Renewal project to blend the farm building in with the surrounding fields.  This was my first attempt in this image.  I'm actually fairly happy with the effect. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4601%2Fadara0808.jpg&hash=73728e533ecd99ed49fe7b45052f3fc8e0ad083d)

8-9: Moving on to the last block of farms between the STR and the edge of the map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2797%2Fadara0809.jpg&hash=1f8d31ba2d2a468d1bc5a5a39ac92e42cd22fbd7)

8-10: Developing a batch of farms.  I'm going to remove the fields from the pale green lot nearest to the edge, and the dirt field next to it.  I think I can do something interesting here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7348%2Fadara0810.jpg&hash=9456964959b2c205efba06de856a66e231f46e6b)

8-11: Carefully dezoning all the farm tiles without killing the main building. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F9751%2Fadara0811.jpg&hash=4614ed478740550ca9e6af4dd993b88748b05b1f)

8-12: Add in the fences and the details.  I'm making a second attempt at blending this farmhouse here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2040%2Fadara0812.jpg&hash=cc90b272db0b643e5d514464ad351dd477ce880e)

8-13: And here's the final result.   My goal here was to have the pale green portions of the lot fade into the Rural Renewal Project farm.  What do you all think of the results? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F3664%2Fadara0813.jpg&hash=6e8dd24b789ca17d00b4e6bc018b91a4af5bb341)

8-14: Here's another finished pair of farms in the same area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F928%2Fadara0814.jpg&hash=c5e9b936b2efc75bbd9e47cc247d67071d33db98)

8-15: An overview of many of the farms I worked on today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F6338%2Fadara0815.jpg&hash=1dfa81e2571d67d09da5a96155a3c908d385c1a0)

8-16: And to match the last update, here's a global shot of the other half of the map.  All three small urban areas are visible on this map.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F5716%2Fadara0816.jpg&hash=564cd1d1c2f26e67e73239efeae9f69e5af8d5e8)

Ok, that takes care of this update, and almost the entire map tile.  Next time, I'll be wrapping up the map by working on this valley:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4149%2Fadara0901.jpg&hash=f18c6b1edd5b23cd0ddad20c2c685ff4dcddeeeb)

Thanks for stopping in!  See you all next time!

Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: Nexis4Jersey on March 07, 2009, 08:42:46 PM
Too bad my region doesn't have an airport or i would fly in and take some fresh produce back, nice work again, it looks so peaceful and relaxing   :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: Youcefk69 on March 08, 2009, 03:39:43 AM
very good job !  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: jmyers2043 on March 08, 2009, 05:33:35 AM
Quote8-13: And here's the final result.   My goal here was to have the pale green portions of the lot fade into the Rural Renewal Project farm.  What do you all think of the results? 

Well, well. That worked out very good. I also like the aerial view called 8-16. This was in enjoyable update to read and look at.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: Sciurus on March 08, 2009, 07:26:50 AM
Waow :shocked2:
I can't believe it!! One day, you must explain me how you can do city as beautiful!! ;D

Guillaume
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: FrankU on March 09, 2009, 03:37:00 AM
The blending in of the farm in 8-13, but also in 8-8 is great! Very good result.
Also your trick of bulldozing all farm tiles and replacing them qwith cattle on the base texture is very useful. I never thought of that.
Also I must compliment you with your choice of farms. You apparently cleaned up your plugins in a very balanced way. The farms fit together very nicely and the overal view is convincing.

You almost make me start a new rural region, but at the moment I am trying to develop an urban region, so I won't do that.

I'll visit your CJ MD (sorry) instead!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: Boernie on March 09, 2009, 04:21:22 AM
Really nice urban aerea, as an grown-up country-guy I love it..
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: BarbarossaS on March 09, 2009, 04:21:33 AM
Really beautiful rural area you've created there, Battlecat.
I like the amount of detail you use on the riverside and such.

Big  :thumbsup: for this one.

I'll definitely be stopping by here more often  ;)

Edit: In picture 7-9, in the lower right corner, you use some kind of trail in that pasture. What is that exactly,
because I've looked everywhere, but haven't found it yet  :(
Title: Re: Adara - Rediscovering Simcity 4 - (Update 8 - 2009/03/07)
Post by: rooker1 on March 10, 2009, 05:07:13 AM
Hello Battlecat,

This is a fantastic picture.  If you could cover some of those corners on the farm land with trees, just to round it off a little and get rid of the map edge, I would be willing to call it just about perfect.  &apls

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F5716%2Fadara0816.jpg&hash=564cd1d1c2f26e67e73239efeae9f69e5af8d5e8)

Awesome work in here and I will be back for more for sure.

Robin  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: Battlecat on March 13, 2009, 10:11:05 AM
Update 9 – Mountain Rivers and Recreation

Hello everyone!  Welcome back once again.  Sorry it took so long to get this one ready, it's been a busy week!  As I mentioned in my last update, today I'm going to finish off the Delmar Junction area, specifically the valley indicated at the end of the last update.  But of course, first:

Corey (Nexis4Jersey): Glad you're continuing to enjoy the project!  I'd sure like to visit Adara in person as well!

Youcefk69: Thanks for stopping in and for your kind words!  Glad you like it!

Jim (jmyers2043): Welcome to Adara!  Thanks very much for all your hard work in creating many of the farms I've been using here.  I'm very glad you stopped in, and even more glad you approve of my alterations to that farm!

Guillaume (Sciurus): Hello once again!  Thanks for your kind words.  I'll quite happily put together some more detailed descriptions of how I'm creating all this and the methods and materials I'm using!  But the one key thing I've found is that using all the new plopable stuff makes a huge different particularly for rural areas.  Between the water, grasses, flowers shrubs and trees, incredible details are possible when compared with 2.5 years ago!

FrankU: Glad the improved farm selection works for you.  I actually haven't cleaned out my plugins folder, I'm just demolishing any undesireable farms that come up.  It does leave me space for an oddity once in a while! 

I was actually quite surprised that it was possible to remove the extra tiles from farms without disrupting the farm function.  It allows a great deal of flexibility in detailing.  Glad you like the blending!  Oh and don't worry about that little slip, I come close to doing the same thing in here every once in a while.

Boernie: Welcome!  Thanks very much for your kind words.

BarbarossaS: Hello!  Thanks for stopping in!  I sent you a PM on this one, but for anyone else who's wondering, the fences and gravel paths are part of the Rural Renewal project by ChrisAdams3997 and can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1888).  The lots appear in your water utilities menu. 

Robin (Rooker1): Hello once again!  Glad you like it, at this point the edges are hard to avoid.  Hopefully I'll be able to do something to deal with them in the future, but in the meantime I've got a new image in the same vein I see what you mean about a few of those square spots on the farms though.  I'll have to see what I can do about that in the future!  Thanks for stopping in!

Now, on with the update.  This mountain river posed several challenges and I've actually been creating and erasing details in this area since I started this journal.  After all, that lake was specifically pointed out in the very first update and yet I haven't come back to it until now.  I've finally figured out a style I like, I hope you all like it as well.  So here we go:

9-1: Here's the area that I'm going to work today.  First, I'll pick up where the details already exist in the lower valley.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4149%2Fadara0901.jpg&hash=f18c6b1edd5b23cd0ddad20c2c685ff4dcddeeeb)

9-2: And detailing the valley.  It's hard to see with all the other details, but if you look carefully you can see some river rocks scattered along the riverbanks to indicate the higher energy this stream has coming out of the mountains. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F2924%2Fadara0902.jpg&hash=3f721624466665ac9f533032fe8cfc5ef7bb0d9d)

9-3: Before I move any further up the river, I left this area clear specifically for some sort of detail other than trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9682%2Fadara0903.jpg&hash=fb92dc45ed932800b35952480b58f845642337d2)

9-4: One small campground straight out of Pegasu.s Productions Mountain trails set.  I actually tweaked the layout a touch after creating this picture.  I moved the furthest out yellow tent up one tile further to make room for some more details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4223%2Fadara0904.jpg&hash=2877bc2fd7c6289cb5c997111939bdf8ef553a65)

9-5: Here an example of what's been plaguing me with this area for so long.  I've been having a great deal of difficultly figuring out how to detail these shorelines so they are distinct from the rivers in the valley bottom.  I decided on a much rockier shore for this lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6219%2Fadara0905.jpg&hash=069b7e2d49e24c73cdd64ee9e2d614e1300cfef0)

9-6: Continuing on with the details, I'm using a mixture of the west coast rainforest controller and the spruce trees controller (same one used for the edge of  watercourses in David's Three Rivers Region project).  And as I mentioned in 9-3, I moved the tent to create a trailhead for the lakeshore walk to the head of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7550%2Fadara0906.jpg&hash=8489cee885543e555f630bda3ccb6506d774cc25)

9-7: And here's the finished campground from another angle.  A gravel road makes it's way up to the main highway.  There are some rapids downstream from the lake in the upper right corner (Created by Dedgren for the 3RR project). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F1918%2Fadara0907.jpg&hash=6314b6edb12773001726fb0f439286a53c882a53)
9-8: Looking from another angle reveals a better view of the rapids and a waterfall on this river.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9918%2Fadara0908.jpg&hash=24cd4aaf5a65b37384dc2ddd5f54b6ed9a816b25)

9-9: Halfway there now that trees are planted all along the highway side of the valley, just need to do some more work on the lakeshore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9974%2Fadara0909.jpg&hash=f55f32a63c5c08754f24e63d34999901ef30f004)

9-10: At the upper end of the lake, a small stream flows out of the mountains. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F7176%2Fadara0910.jpg&hash=9ac324014c092d6811890663cb889d6e65770fb3)

9-11: Here is the outflow of the lake, now with the completed trees and details.  I added several more logs to the bottom of the lake as is often seen in mountain lakes around my region. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F1474%2Fadara0911.jpg&hash=aa7a0b7fe7ace821f48f79b1e757c8878b536bb2)

9-12: And one more overview of the now finished lake area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8030%2Fadara0912.jpg&hash=00606d09b7ab5792b321e0ca901deebd06554304)

That's it for construction in the Delmar Junction tile for the moment.  I might come back and tweak some things in the future but for now I'm happy.  Before I leave you today, here's one more picture for you, a composite showing the entire finished map tile.  Click on the picture below to load the full sized .png image that is 2.69 megabytes in size. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6881%2Fadaradelmarjunctioncomp.jpg&hash=c64be5891e31b581d0a75379be983b50f361803c) (http://img116.imageshack.us/my.php?image=adaradelmarjunctioncomp.png)

If the picture doesn't work for any reason, just let me know and I'll upload an alternate version.  Next time, one more Delmar Junction related update, and then your first look at Delmar Junction's new neighbor.  Thanks for visiting, hope you continue to enjoy your visits to Adara.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: LE0 on March 13, 2009, 11:48:32 AM
This looks like a great place to go camping :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: Neofita on March 13, 2009, 12:39:37 PM
 &apls

Great rural area :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: BarbarossaS on March 13, 2009, 01:57:14 PM
Wow, excellent update!
I'd love to go camping near that lake, it's beautiful  ;)

You're the first person (besides pegasus himself of course, LOL) I know who puts the
mountain theme pack from pegasus to good use  :P

Keep those awesome updates coming!

Stijn

btw: thanx for the pm, explaining the trails to me a little earlier than you did here  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: Simpson on March 14, 2009, 01:39:27 AM
WOW  :o
The two last updates are incredible, some of these pictures could be in HoF  &apls
The river is looking excellent, as well, nice wok with the TPW :thumbsup:

I'm looking forward to the next update
Take care,
David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: FrankU on March 15, 2009, 05:34:30 AM
This is a really nicely detailed picture. Wow, indeed! :thumbsup:

I like the way you made the lake and the surroundings of it. You really put an effort in every part of your work. Make me jealous and you almost convince me to do a rural region myself.

But at the time I am working on an urban region with lots of seaport stuff. And now finally I want to get some skyscrapers. After having played SC4 for four years now I never got that far that I had skyscrapers growing.  :'(
Always being distracted by other interesting stuff.

This is really an endless game. &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: Sciurus on March 15, 2009, 07:35:38 AM
Just impressive!! &apls :o :o

Guillaume :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: io_bg on March 16, 2009, 02:40:04 AM
Very detailed and great looking, as always! :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 9 - 2009/03/13)
Post by: Mulefisk on March 16, 2009, 05:00:33 AM
Excellent work. Probably some of the best stuff I've seen on Sc4D in a while. (Not that I'm here that often though).

My favorite area is probably the campsite. I really like the feeling you managed to create. The rocky shoreline works really well, and the way you make waterways in general is very impressive.

I don't really have much else to say except keep up the great work.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: Battlecat on March 16, 2009, 11:39:54 AM
Update 10 – Concerning Maps

Hello everyone!  As you may have gathered from the title, I'm going to take a look at creating some maps for Adara.  However, there are some replies to check up on first!

LE0: Hello, thanks for stopping by again!  I would love to go camping at that lake; it is very similar to some campgrounds I visit during the summer. 

Neofita: Welcome to Adara!  Thanks for your kind words!

BarbarossaS: Hello once again, glad I could help you find those fence and path parts.  I've seen Mountain Theme Pack components in a few journals, but you are right that they are pretty rare.  I quite like it though, helps round out the rural theme I'm working on here.  Thanks for the kind words!

David (Simpson): Glad you like the last two updates so much, I think they represent some of my best work to date.  Thanks for your kind words about the picture competition.  I actually entered picture 8-13 from update 8 last week, and was pleasantly surprised to discover it made the Hall of Fame!

FrankU: Hello!  Thanks for your kind words!  You are absolutly right about this game being endless.  There are so many ways to approach construction in this game; it's really hard to pick just one.  I've had trouble developing large cities in the past as well, it's probably at least part of why I lean towards rural areas. 

Guillaume (Sciurus): Thanks very much!

io_bg: Thanks for stopping in!  Glad you like it!

Mulefisk: Welcome to Adara!  Thank you very much for stopping in!  I'm happy to hear the campsite turned out so well, that whole area has been a challenge for me right from the start! 

Now then, before I move forward with new mapping for Adara I'm going to revisit some of my very old maps from Terra to refresh my memory on where I've been so far.  I've seen a lot of amazing efforts with maps since I returned to the game, so I'm going to start with where I've been so far.  My first attempt at mapping used the oblique shots from Region Census with either the transportation layer (with zoning) or the image view.  Here's what came of that in my old City Journal, Terra way back in 2006.

10-1: Terra Oblique City Boundaries in 2006
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F2199%2Fday13terraboundaries2nj.jpg&hash=7cd3401f9e98f4733bd635b607bc787597e01a76)

Oblique maps present a fairly major problem with mapping.  When you draw features on an angle like this it's nearly impossible to get an accurate scale.  Plus, it limits the amount of information you can put on the map.  Also, I like to measure things.  Call it an idiosyncrasy of the job; it makes my fingers twitch when I do all this work and can't get scale information out of a data set.

The problems above lead me to the second and third map styles from Terra. 

10-2: Terra Map - Flat Style
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg117.imageshack.us%2Fimg117%2F8273%2Fday16sanguinebendmap7xo.jpg&hash=c4b767779aa6d349be5e00229256a7e1f30bb635)

10-3: Terra Map – Topographic Style
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F2262%2Fday205colby3cs.jpg&hash=48fa10354f925a5f570d8208149eb40910875212)

As a cartographer, these maps make me much happier.  The top down view means that the data can be measured and compared to the real world.  Most of the issues I had with these maps were behind the scenes with the styling, and the ease of updating. 

So, for my return to mapping, here are the first drafts of the Adara map.  Yes drafts!  I've been brainstorming various styles for the terrain on these maps and other theming techniques.  These particular are intended to be comprehensive topographic maps for each map tile.  I'll produce some smaller sized stuff in the future.  Each of the following maps links to a larger, more legible version of the map (about 1.5 megabytes).  Let me know if you have a preference, since I don't intend to produce all these styles on a regular basis going forward!

My apologies for the size of the images here, they're ever so slightly larger in size than the recommended image size (800 x 715).  Please let me know if it's breaking anything and I'll see what I can do about changing them to smaller versions!

10-4: Adara Map Style 1: This map just uses a white background.  Some of the improvements over Terra include improved contour lines, point features and more detailed road classifications. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F4637%2Fdelmarjunctionmapstyle1.jpg&hash=cc9e90a1a25bcece027dd624af22f035560470f9) (http://img520.imageshack.us/my.php?image=delmarjunctionmapstyle1.jpg)

10-5: Adara Map Style 2: Theming the black and white .png from SC4 terraformer gives us this map style.  Still going to need to work on this data though, it's a bit blocky right now.  Hmmm, actually I just had an idea on how to fix that while writing this.  I'll shoot for it in a future update!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg164.imageshack.us%2Fimg164%2F161%2Fdelmarjunctionmapstyle2.jpg&hash=a2c30f088af6cccd0b18489dc89a9f63d8a09e39) (http://img516.imageshack.us/my.php?image=smallsizedelmarjunction.jpg)

10-6: Adara Map Style 3: Finally the green wash.  This is the style used on the British Columbia Topographic maps.  The real world versions of these maps don't show details like zoning, but it seems to have worked out fairly nicely here.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F3140%2Fdelmarjunctionmapstyle3.jpg&hash=4ce704d8544e0da40d295489dbb06421df248e41) (http://img208.imageshack.us/my.php?image=delmarjunctionmapstyle3.jpg)

You might be interested to know that I used the exact same software and techniques that I used in my job to create this information.  If enough people are interested in hearing the details about how I've gone about this, I'd be happy to show you all the methods and software I'm using to do this. 

I'm still not entirely happy with all the line styling on the maps, the minor contour lines are a bit to thin and the major ones thicker than I expected.  Also, I'm going to have to look for a method to create more legible maps that will fit within the 800x600 image limits so I don't force you to link to every map I create.  But I'm generally happy with the start on this.  Besides, now that I've got maps, I can put them to use:

10-6: This is the next tile I will be developing.  I'm going to start creating the same free form city boundaries I used in Terra, I just like the organic feel it gives the region.  The working name for the entire tile and the main community on it is Alexandria. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F4822%2Fadaracontextmap1alexand.jpg&hash=11a1d05c7b5af30ff6434a53ba9ce2d2bef885df)

I believe I'll wrap it up here today.  It's been a productive update but there's still so much more to come.  Hope you all continue to enjoy your visits to Adara!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: Simpson on March 16, 2009, 01:27:54 PM
Hi !
The region is looking fantastic  :o this update 10 is, as well, superb.
I also want to congrat you for the picture in HoF

Take care,

David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: BarbarossaS on March 16, 2009, 03:30:44 PM
Yeah, congrats with the HoF, I helped to make sure you got there  :P

Like the maps a lot, but seeing as you're a cartographer, that shouldn't really come like a suprise  ;)

Keep those great updates coming, I'll be in the first row!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: knuckleball on March 16, 2009, 07:32:21 PM
Nice work on this region!  I'm working on a region that's very similar to this so I will be sure to check back on this.  Looking forward to seeing more! :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: dedgren on March 17, 2009, 10:16:17 AM
Mmmmmmmmmm!- maps.

OK, I'm officially green with envy.  I always wanted to be a cartographer.  Urban planner was about as close as I got, but I always made sure that I had a hand in developing the maps for whatever project I was assigned to.

What carto software are you using?  You always gotten great results with it.  Again, I'm jealous...


David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: threestooges on March 18, 2009, 03:10:16 PM
Sorry I've been a bit quiet in here lately (perhaps I could say I was rendered speechless by the pics). The little split in the river in 9-10 is really well done. At first glance it looked like it was three dimensional, and 9-12 just looks realistic. Vaguely reminds me of Donner Lake when driving past on I-80 (the top-down point of view). Very well done.

Now the maps... the maps are just incredible. I'd love to know how you made them (and perhaps if you're open for comissions, heh heh). Splendid work, I'll be keeping an eye out for more.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 10 - 2009/03/16)
Post by: RBC on March 19, 2009, 10:10:29 AM
I'm so much in awe of your work, Battlecat!

In some way I wish I had your skills, but in another way I'm happy I haven't - if so I wouldn't find time to do anything else than play SC4. Damn this is good...
Title: Re: Adara - Rediscovering Simcity 4 - (Update 11 - 2009/03/19)
Post by: Battlecat on March 19, 2009, 02:07:18 PM
Update 11: Method used to Create Adara Maps

As the title indicates, I'm going to continue discussing maps today.  Specifically, the core of the method I use to create the maps.  First though:

David (Simpson): Thank you for all you kind words, and for the congrats! 

BarbarossaS: Greetings and thanks for your vote in the competition!  Glad you like the maps, I've got a bit more on that today. 

Knuckleball: Welcome to Adara!  I'm glad you've found some inspiration here, hope to see you post your work someday in the future!

David (dedgren): Thanks very much for your kind words.  After seeing your work in 3RR it means a lot to me.  Your work there is easily on par with many professional cartographers simply because you pay attention to details.  I've written this update to help answer your question about how I'm making my maps. 

However keep in mind once you get past the tools that I use to make this easier for me to manipulate the data, catography really comes down to careful decisions about appropriate colors, line styles, lable placement and the overall layout of your map.  I've seen some utterly hideous maps made by professionals using the very software I'm working with since they were never taught how to make careful choices about style.

Matt (threestooges): Hello, and thanks for your kind words!  I was really surprised at how that small river turned out in the end.  You're right about it resembling Donner Lake (near Lake Tahoe right?).  My personal inspirations were the lakes in Cathedral Lakes Provincial Park in southern BC although they don't have a highway nearby. 

Also glad you like the maps!  I hope I've managed to answer your question about how I make them in this update.  As for the possibility of comissions, I'd have to think on that.  The biggest challenge in data creation from SC4 is that you really need to know what you're looking at on your maps.  There might be one or two things I could provide to help with your traditional map making, but further experiments will be necessary. 

RBC: Welcome!  Thanks for your kind words!  Most of the work I've done here just require patience and a willing to use the bulldozer tool when something doesn't look right! 

So, the most commonly asked question after the last update seems to be "how did you make those maps?" or "what software did you use to make those maps?"  This is not an answer easily provided in a single sentence.  So today I'm going to go through the processes and programs I use to do this.  I'm using the same software that I use to do my job on a day to day basis simply because it's the easiest solution for me. 

WARNING: The following is a fairly technical description of methods I use to manipulate map data!!

Part 1: Creating the Map Data

I break map creation into two separate parts.  The first part takes the raw data from Simcity 4 and turns it into something I can work with. 

11-1: First I use printscreen to obtain the data view screen shots from Simcity 4.  So far I've been using the transportation view and the zoning view.  Then I crop them down to size in the same way everyone else does.  Additionally, I also export the black and white .png file from SC4 terraformer for later use. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F8817%2Fadara0101.jpg&hash=bce9bdb635de658060a80fb1659702fe94ece969)

11-2: I then fire up Autodesk Map, which is effectively Autocad with mapping tools included.  I use it because it's the software I'm most comfortable doing data entry in.  First I create a series of tiles 4000 meters x 4000 meters (the size of a large map tile).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F9996%2Fadara1102.jpg&hash=ec0499e86dc12b0dc8a089d4bed67e432968621d)

11-3: Next I insert the picture into the drawing and scale it so it fits into the appropriate map tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F8697%2Fadara1103.jpg&hash=58a59043848fa1746a1596e88a548818c5af7fab)

11-4: Now it's just a simple case of tracing all the edges and boundaries using the line tools in Autocad.  For some things such as the plopable water, I refer to my screenshots to make sure I'm getting it right.  Each class of thing I create is put on a different layer in Autocad. 

For example, I keep city streets separate from gravel roads out in the country on separate layers even though the game treats them the same.  The small amount of bookkeeping now makes the next steps much easier. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F748%2Fadara1104.jpg&hash=55b70a665d3b9975b62f82f68035d4197c2cfeed)

While Autocad is great for creating data, it's not so useful for theming the map data so it looks (believe me, I've tried). 

11-5: This is where it gets a bit complicated.  I now load up a program called FME, which stands for Feature Manipulation Engine.  This is an extremely powerful program used for the translation and analysis of spatial data.  For my job it does about 8 hours of work per day in about an hour of computer time.  This is a workspace I'm using for Adara Maps. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1829%2Fadara1105.jpg&hash=c2d03330b0530f426b9ccc20f4c9fcddc0c8bbdc)

It's just a simple flow chart but each of those little boxes do a specific function such as adding an attribute to a line or moving a picture to the right location in space.  For the purpose of making maps here I use this program for two tasks.  First it takes all those lines I drew in Autocad and turns them into shapefiles.  Shapefiles are spatial data with attributes attached to it.  I can then use those attributes to add a theme style in the third program I use. 

The second and more difficult task it does is it takes the black and white PNG from SC4 terraformer and generates contour lines from it at specific intervals.  The resulting contours are also converted to shapefiles.  It takes approximately 5 minutes to create the contour lines for the entire Adara Region using this program. 

11-6: Just to give you an idea of what's going on, here's a shot of the flow chart above:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6509%2Fadara1106.jpg&hash=b7d20048467234af60128c3bb262dcb4c6776883)

Step 1: This transformer removes all the contours below the value I've identified as sea level.  The next one renumbers them starting from the new zero point.

Step 2: This transformer identifies all the contours which fall at an even 100 meter interval.  Then the testing transfomer routes all the ones that pass that test to a route that gives them a new attribute "Major" and everything else gets give the value "Minor".  It will make classification much easier later.

Step 3: This one box looks at all the lines I've generated so far and removes any jagged edges from it creating a smoother edge. 

Step 4: This box takes the smooth contours above and creates a new black and white image from them which should be much softer than the one presented in picture 10-5.

Step 5: This cluster does the exact same thing as Step 2 except this time at a 50 meter interval. 

Step 6: This box creates a shapefile which will contain all the contour lines. 

All this work leads me to the second part of my method. 

Part 2: Theming the Map Data

11-7: Finally I take the shapefiles and bring them into the third program called ArcGIS.  This program can do most of the things I did with the previous programs, it's just a lot more time consuming.  What it does well is theming.  From here it's just a case of working with the tools in this program to generate an appearance I like.  The image below has the roads and railway in their default appearance when they're brought into the program. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F1070%2Fadara1107.jpg&hash=15c8d0140ab33a3880d86d5bc62023503522f128)

11-8: Obviously this appearance isn't very useful to anyone.  So I bring up the theming window for the roads to define their appearance.  Using this program, I can define a separate appearance for each type of road I created back in autocad. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F4553%2Fadara1108.jpg&hash=01779c3185876d06341629a2322cf3b17e078302)

11-9: So, starting with the minor highway, I'm going to just quickly grab a set of default styles that are included with the software.  Most of the time I create these styles myself using the advanced tools. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F5225%2Fadara1109.jpg&hash=a242c511d630d3015bfa4785830827dd3d1227a8)

11-10: Moving quickly down the list of roads gives me this.  Not my first choice of styles but for the purposes of this demo, it will do. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8040%2Fadara1110.jpg&hash=16453f74d265c60a48e57cc82cf18189baf96285)

The power of this tool is that if I'm not happy with the appearance of one of these lines, I can quickly define a new style for it.  More importantly, if the shapefile is changed as I update the world; the new features are automatically themed as long as they have a classification already defined in the program. 

11-11: So just to wrap this up, I'm going to finish todays update by continuing on with the map I've started.  I'm going to turn the map above into a detailed shot of the urban center of Delmar Junction on the West side of the river.  I'll add in the land use and a few other detail layers for context (such as waterways).  Then a title, key, scale bar and north arrow to get this map:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F1474%2Fadara1111.jpg&hash=4456e3c398d3524538cb322460635ca1f840da77)

I wish I could say these tools are as easy to use as I make it seem.  But they're all very complex programs, each with their own oddities related to the tasks they are capable of.  I've been working with them for almost 5 years now, and they're integral to the way I think about maps and mapping. 

For all intents and purposes, I've shown you one aspect of my job.  I do data entry in Autocad so I can share data with the engineering department.  FME takes the autocad data and information from other sources and transforms it to shapefiles.  I use those shapefiles in ArcGIS to create visually appealling maps for reports and public use.

You may be wondering why I use three software packages to do this.  The simple truth is that I'm taking advantage of the strengths of Autocad (data entry) and ArcGIS (theming).  FME acts the bridge between them.  Anyhow, apparently my enthusiasim for mapping has caused me to ramble on a bit. 

Before I wrap up here, let me just re-iterate what I said to David (dedgren) above.  The tools I use are professional tools designed to make map creation easier.  They are far from necessary to make excellent maps, as the work by all the other talented artists here at SC4D shows.  The key to making good maps really does come down to artistic choices; colors, shapes and layout are far more important when the final product is posted here or handed in for a council report! 

Next time I'll give you a first look at the Alexandria tile that I introduced in Update 10.  Remember, I always enjoy hearing what you think, your comments are always appreciated!  But thanks to everyone for taking the time to stop in!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 11 - 2009/03/19)
Post by: threestooges on March 20, 2009, 01:24:05 AM
Excellent summary. Oddly enough, I've learned at least the basics of ArcGIS (and boy it it a picky program when it comes to entries) so it's really neat to see it being used. One thing I never learned about the system though was how to create shape files. Is there a way to generate them outside of FME? Thanks for the quick lesson, and I'll be interested to see what you have in store next.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 11 - 2009/03/19)
Post by: evanator on March 20, 2009, 05:48:57 PM
Wonderful stuff here as usual Battlecat. Your rural areas never cease to amaze, and now you show off your maps, and they are quite fantastic. On par with the best in the community, if not better!

Keep it up,
Evan
Title: Re: Adara - Rediscovering Simcity 4 - (Update 11 - 2009/03/19)
Post by: DarkLoki on March 21, 2009, 01:41:07 PM
Awsome maps  &apls. I'm always interested in maps, and also in Simcity so this is a very good combination  ;). Must be a lot of work.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 11 - 2009/03/19)
Post by: tooheys on March 22, 2009, 02:07:22 AM
This is the first time I've dropped by and I'm kicking myself for not doing so earlier.

Your agricultural and landscape work is very nice indeed  :thumbsup: And your maps really add to the MD.

This is certainly worth following.

Cheers

Dave
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: Battlecat on March 24, 2009, 11:50:13 AM
Update 12 – First look at Alexandria

Greetings everyone!  Time to back away from the technical stuff for a bit and return to actually playing the game!  Today I've got a shorter update for you to provide a first look at the terrain of the Alexandria tile. 

Replies:

Matt (threestooges): Glad you found the summary useful.  Outside of FME, the ArcGIS package is capable of create shapefiles from scratch.  The short description of how starts with loading up the ArcCatalog component.  Next, navigate to your working folder and right click to create a new shapefile.  You'll need to set a coordinate system and create at least one data field or the shapefile tends to become unstable.  I recommend a UTM coordinate system since they approximate the geography as a localized square grid similar to SC4. 

Evan (Evanator): Thanks for stopping in again!  Glad you like the maps, I certainly enjoyed preparing them. 

DarkLoki: Hello once again!  Thanks for your kind words.  The maps aren't quite as time consuming to make as they look to make.  I've gone to some lengths to ensure I won't run into trouble with them like I did in Terra.  There were a lot of behind the scenes problems with the way I was handling the maps back then. 

Dave (tooheys): Welcome to Adara!  Thanks for taking the time to stop in!  I'm glad you've enjoyed the diary so far, I hope I continue to keep the quality up as we move on here!   

Ok then, here goes today's update:

12-1: Of course I can't completely abandon the mapping!  Here we have a topographic shot of Alexandria and part of Delmar Junction with the terrain and transportation showing.  It's a nice preview of how the two areas will fit together and of the new modified version of my terrain map.  I've overridden all the lower elevation colors with the pale green you see now.  Let me know what you think! 

As always with my maps, clicking on this one will bring up a slightly larger version (about 1.2 megabytes).     
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F1710%2Fadara1201.jpg&hash=73d2455b150b43ee5fcb15223a71a61b57490087) (http://img209.imageshack.us/my.php?image=adara1201large.jpg)

12-2: And here's our first look at the local terraforming.  This picture shows the boundary with the Delmar Junction tile.  The roads and railway cross the border just to the right of the depression that will become the bed of the Denara River on this tile.  Of course it figures I would forget the grid again on these shots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F7098%2Fadara1202.jpg&hash=30ae2027a341934cd117f1d75af3ebb64b793570)

12-2: And turning around to look the other way, there is a subtle escarpment in the flatlands here.  It's not terribly visible in this picture.  The majority of the town of Alexandria will be between the hillside and the river in this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F6629%2Fadara1203.jpg&hash=bb027c198e36903a9c78e7818bc6a24f8021031e)

12-3: Just like last time, I'm going to get started with a rough strip of plopable water in the main riverbed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F8067%2Fadara1204.jpg&hash=e62e2a66ca221dfd53751ddeb29d99ddbe47cfdd)

12-4: And the first draft roadworks.  I certainly may move the roads a touch as I continue developing the area.  You may also notice my latest addition to the growing number of plugins for Adara along the right side of the image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F6880%2Fadara1205.jpg&hash=4e09df4778732a17f6a0fdafa49979bbc13c5207)

12-5: Yup, it's the latest Rural Highways.  If I recall correctly this network was just in its initial phases of development 2.5 years ago when I last played the game.  It's come an amazingly long way since then!  So, thanks for all the hard work from this area as well!  The highway runs along the edge of the escarpment. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F9162%2Fadara1206.jpg&hash=27071ceb3cbf78ec17fb6c48df79fd62aa120b96)

12-6: The textures on this network are just purely amazing.  This particular interchange structure is very common in my area except it's often built on top of dirt piles instead of on concrete supports.  In fact I may replace this in the future just for style it might actually look better than this once I start terraforming here.  This particular interchange is in the flat area in the southwest corner of the map above (alternatively, bottom left corner of the map).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F5366%2Fadara1207.jpg&hash=2b91065fb9321026167e1ec0c8b97957ae493cdd)

That's all for today.  The first round of detailing in Alexandria is coming this way very soon!  Thanks for stopping in everyone!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: BarbarossaS on March 24, 2009, 12:26:38 PM
Looking really good there, can't wait for this tile to develop!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: Simpson on March 25, 2009, 10:18:08 AM
This is looking very good  :thumbsup: the river is incredible, nice RHW  ;)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: Splime on March 25, 2009, 12:05:16 PM
This should be a good development to watch... What I do have to say is that your maps would probably take up less space if you saved them as png files. Images like maps that don't have that many colors tend to be best as png.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: tooheys on March 29, 2009, 12:30:23 AM
The terrain is looking good and I particularily like the narrow TPW river. Nice work  :thumbsup:

Dave
Title: Re: Adara - Rediscovering Simcity 4 - (Update 12 - 2009/03/24)
Post by: Albus of Garaway on March 29, 2009, 05:21:27 AM
Wow, I've missed so much while I was gone! :(

My favorite update so far has been the update where you styled the lake. You did that so perfectly! It reminded me of a lake I went to in the Adirondacks, with the campground next to it and all. You're so very talented with maps, too. As David said, I envy you!

;)

Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: Battlecat on March 31, 2009, 01:14:58 PM
Update 13 – Back on the Farm

Hello everyone, here we are at the end of another month!  It's been a busy week, but I've still managed to put together a quick update. 

Replies:

BarbarossaS: Thanks!  Hope you like the first bit of development

David (Simpson): Thanks for your kind words!  The rural highway is very nice to use.

Splime: Welcome to Adara!  Thanks for reminding me about png format.  With these maps the file size is a few kb larger, but more importantly, the compression system doesn't blur the lines.  Today I've got a png map that should be a significant improvement. 

Dave (tooheys): Thanks!  Glad you like it so far.  I may widen the river in spots, the initial plop of water gives me some guidance for placing the initial roads and railway.

Albus of Garaway: Good to see you again!  The beauty of these forums is that all the updates are here waiting when you get back.  I really love that lake too.  It reminds me of several campgrounds out here in British Columbia as well. 

As always, thanks to everyone for taking the time to visit, even if you don't have time to comment!  Now, one with the pictures!  I'll be honest, I've had a bit of builder's block this week with respect to starting the urban area, so I fell back to something I'm familiar with, namely farmland. 

13-1: First things first, here's a context map showing the location of today's update.  I should be able to use these to improve the clarity on which part of the area I'm working on in a given update! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F7876%2Fadara1301.png&hash=61cc1f84d14e8e6e12efc0def99b36ee6b4bbc45)

13-2: So here's the initial zoning out in this area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F8112%2Fadara1302.jpg&hash=d83f08d7250dd91caeabcd534f3eff3e882eb641)

13-3: And the first batch of satisfactory farms.  I like most of them; this and the next shot were actually taken in winter.  But the farm with the pale green field needs some work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F1756%2Fadara1303.jpg&hash=22ebcf3eeeb0887ad41e4b45062858e4ef50a6b5)

13-4: I think some Rural Renwal Project fences, trails and cows should help brighten up that one farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F901%2Fadara1304.jpg&hash=e369fa3042c1931beef196a0a3279a1eec3b286e)

13-5: And here's a close up of the farm homestead area with nearly finished detailing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F3395%2Fadara1305.jpg&hash=dd4ed252b0292219024f9a5413d7ecdac7e6d340)

13-6: Now the river needs some work.  Here's the river after the first pass with some of the Rural Renwal flora.  Specifically I'm using the marshland, bulrushes and the one of the tall grasses.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F5685%2Fadara1306.jpg&hash=28393accb57ee164876801178355812ea5b39b87)

13-7: And here's a quick overview of the area as it stands now.  Still a long way to go here, but it's coming along.  These shots were taken in the summer, so all the fields look much nicer.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F8797%2Fadara1307.jpg&hash=191a2acb11c4060e9bdbbd6eae4f214428944350)

13-8: Finally just for something different today, I've got my first mosaic.  This particular mosaic is a cross border shot along the highway from the new bulb farm today through to the neighboring area on the Delmar Junction tile.  There are a couple of small mistakes that I can see here and there might be something I can do to polish up that seam next time.  For now It should to, and with these pictures I can go back a polish it up for next time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F8290%2Fadara1308a.jpg&hash=bb9f789b53d0f9fd95c9dc5ff44551b090249ccf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F6820%2Fadara1308b.jpg&hash=3c40f998d44896a066467efa9205697a21e12b49)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F2332%2Fadara1308c.jpg&hash=02b23e0ab17919db776dbea8ff94ee0049cefcdd)

That's all for now everyone.  See you again soon!

Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: BarbarossaS on March 31, 2009, 01:55:59 PM
Wow, my jaw just dropped to the ground. I'm trying to create the same look as you when it comes to my rural area's
but can't seem to get it to work for me  &mmm
and then I come here again and see you do it, and you make it look so easy, everything's in balance. (though I doubt
it's really that easy for you either, you've probably just got a lot more patience than me  ;) )

I really like the mosiac, nice how you made it cross border, don't think I've seen that before  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: io_bg on March 31, 2009, 02:05:08 PM
Great update. Your MD always inspires me :P (even when I'm fed up with the game)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: thundercrack83 on April 01, 2009, 01:31:15 PM
Congratulations, Battlecat!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi119.photobucket.com%2Falbums%2Fo134%2Fthundercrack83%2FOSITM%2F2009-04-Adara.jpg&hash=dd10cc9670be5ab6d4101aee4eea7436452fe35c)

- The Staff
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: BarbarossaS on April 01, 2009, 01:48:23 PM
Congrats on special interest of the month, you certainly deserve it!

&apls &apls &apls &apls &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: rooker1 on April 01, 2009, 06:16:43 PM
Congrats on the move to OSITM.

13.5 is one of my favourite farming pics of all time, I think.  I hope to see alot more pics like that one this month.  If this is going to be the case, it's going to be a special month indeed.

Robin  &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: FrankU on April 02, 2009, 05:27:40 AM
Congratulations from me too!

And indeed beautiful pictures and really nice rural work... Almost makes me want to do a rural area again...
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: io_bg on April 02, 2009, 06:27:38 AM
Congratulations on this well deserved award! &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: bat on April 02, 2009, 06:38:58 AM
Great rural area there! And wonderful pictures there in your MD! Also congrats for that award! &apls :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: kbieniu7 on April 02, 2009, 06:57:37 AM
Congratulations  &apls You're making beautiful rural areas.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: Fabian93 on April 02, 2009, 06:58:51 AM
Congratulations to being an "OSITM"  &apls
It's really deserved, and I've never seen a mosaic over two city tiles yet, must have been pretty hard to match the pictures well.
Well done  :thumbsup:

Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: turtle on April 02, 2009, 07:40:58 AM
Wowsers, fantastic MD. Congrats on the OSITM!

Absolutely beautiful maps and rural areas. One is never in doubt that your job is cartography. Also interesting with the mosaic over two tiles, they fit really well together, even when you get this close up. Well done!  &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: Schulmanator on April 02, 2009, 09:53:07 AM
Congratulationson your OSITM recognition. Great job and glad to see your work recognized.  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: Albus of Garaway on April 02, 2009, 01:28:54 PM
First of all, you completely deserved the OSITM award. Your work here is incredible, inspiring, and creative. When I saw that cross-border mosaic, I thought to myself, "Wow, this guy is insane!". I don't think I've ever seen anything like that before, and it must've taken some real skill.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: tooheys on April 03, 2009, 01:24:09 AM
OSITM, well deserved   &apls

I like the way the river and surrounds is taking shape. Nice work with the farm, I'm impressed with how you convert the growable field into something a lot more impressive   :thumbsup:

Have a great month

Dave
Title: Re: Adara - Rediscovering Simcity 4 - (Update 13 - 2009/03/31)
Post by: evanator on April 03, 2009, 11:57:35 AM
Congrats on the OSITM Battlecat, for the things you've done here you truly deserve it!

As on aside, I really like your cross-quad mosaic. It brings a great sense of continuity.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 14 - 2009/04/03)
Post by: Battlecat on April 03, 2009, 07:08:56 PM
Update 14 – Wandering down the River

Hello!  First of all, I have to say I was absolutely floored when I discovered my journal was picked for OSITM!  It really is an honor, especially after such a short time.  I'm going to attempt to finish up Alexandria this month and I'll have a special feature to bring up in an update or two.

Replies:

BarbarossaS: Glad you like everything and thanks for the congrats!  I'll have to see what I can do about creating some step by step image sets that might help.  Ironically enough, it's the fact that I don't have a huge amount of time to play that really helps.  I tend to focus down really tight on a small portion of the map for an update, thus I wind up with lots of details! 

io_bg: Thanks very much!  Happy to hear you're enjoying this!

Dustin (thundercrack83): Thank you very much for selecting Adara for OSITM.  I am truly honored that I was selected!

Robin (rooker1): Thanks!  13.5 is just one of those pictures that came together perfectly after a number of false starts. 

FrankU: Hello once again and thank you!  It always does come down to that difficult choice, although agriculture is kind of funny, it never seems to run low on demand so you could make a hinterland around a larger city. 

bat: Welcome back!  Thanks very much for you kind words!

kbieniu7: Thank you!  I'm glad you like them!

Fabian93: Welcome to Adara!  Thanks very much for the congrats!  Actually the pictures weren't that hard to match in the cross border mosaic, it's very similar to making a normal mosaic.  The really challenging part was getting rid of the background pattern in photoshop.  If you look carefully, you can see some bits I couldn't get rid of without destroying other features. 

turtle: Welcome and thanks for the kind words!  Glad you like the maps, I certainly enjoy making them!

Schulmanator: Thanks for stopping in again and thanks for you kind words! 

Albus of Garaway: Thank you very much!  The challenge with a cross border mosaic is making sure to keep the details of your theme consistent across the boundary.  In my case, I refer to screenshots of the area when I'm doing my details.  Depsite that, there are still some things I could have done better.

Dave (tooheys): Thanks for stopping in!  Glad you're enjoying this!  While a lot of the growable fields are quite nice, that pale green one seems to appear way to often for my tastes.  Glad to hear my efforts to make it go away are effective! 

evanator: Thanks very much for the congrats!  I've been having a blast doing this journal.  Since the cross-quad mosaic has been such a hit, I'll probably do more of them in the future! 

Wow, that was a lot of replies!  Thanks very much to everyone for your kind words.  Hope you all stop in again soon!  Now on with the pictures!  Unfortunatly, I don't have time tonight to prepare a full update, so instead I'll go through a quick sequence of pictures showing the detailing of a part of the river.

14-1: First, here is the area I'll be detailing today.  It's the next section of river in the area I presented in update 13. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5098%2Fadara1401.jpg&hash=668bff8af9c41f41d0f322ceb2d0cc9dd90eb4ce)

14-2: I certainly can't understate the value of the rural renwal project flora to the detailing.  I start by using the rushes, and reed grass (green and brown respectively) to soften some of the odd edges in the plopable water.  There is also the johnson grass model as well.  These are great because they actually are taller than the depth of the transparent plopable water.  I also use the marshy plop to create some muddy edges to the area but not too much because of how steep the sides are.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F1970%2Fadara1402.jpg&hash=e13f6d4d0ba3f7205a1d9e5b34c163a5f9880d87)

14-3: In this step I plop a small number of cycledogg's cottonwoods.  In crowded area it creates small bushes.  More importantly, when I apply the riparian tree controller later it keeps the area varied in style.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F1911%2Fadara1403.jpg&hash=f835c05f8fb75df34370fb047b8d0019581b9a8f)

14-4: Same reasoning applies to the weeping willow trees which I've now added.  It keeps the tree variety high, and keeps the controller style programs from overwhelming the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F8688%2Fadara1404.jpg&hash=02f6a965aad684199319d053246e6cef73b29310)

14-5: Now I can start using the tree controllers.  I believe most of these were created by Jeronij and use a variety of trees and shrubs made by jeronij and cycledogg.  First I use the riparian controller carefully along the edge of the river.  It places willows, occasionally cottonwoods and some nice shrubs which help blend the shoreline nicely.  I try to vary the distance from the river so the shore isn't too uniform.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F7170%2Fadara1405.jpg&hash=377afe56b8c97cf9eb4480de04db38ee845bb49f)

14-6: And now the oak / dryer terrain (relatively speaking) tree controller for further up the bank.  They are similar but different enough that it create a subtle transition from the water up to the dryer terrain.  Now if you compare the left side of the river to the right you can also see the difference before and after plopping small rural renwal flower areas in the forests. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F2166%2Fadara1406.jpg&hash=884137b5c3bf9f06dfa57d415097a8bb5c006819)

14-7: Finally, I've now added flower to the other side of the river.  I don't always put flowers in but it does add a nice touch to the forests, hinting at age and locations where trees have fallen down to create a meadow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5907%2Fadara1407.jpg&hash=19763bf27fc18e881486ccd5dcdbcca258bb6bc5)

Other things you could consider adding are rock and logs.  I don't use them much down here since there isn't much slope to this river and larger rocks usually get covered up with fine sediments on slow flowing rivers. 

Anyhow, that's all for today.  Next time, I'll show you where I've gotten so far on the creation of the Alexandria townsite itself.  Thanks again for stopping in!  See you all again soon!

Title: Re: Adara - Rediscovering Simcity 4 - (Update 14 - 2009/04/03)
Post by: BarbarossaS on April 04, 2009, 06:05:58 AM
QuoteIronically enough, it's the fact that I don't have a huge amount of time to play that really helps.

LOL, I'm gonna give this a try one of these days: not playing for to long, but hopefully get a detailed enough area afterwards.
Seeing how you do it explained step by step is really helpfull, thanks for that! ;D
Title: Re: Adara - Rediscovering Simcity 4 - (Update 14 - 2009/04/03)
Post by: FrankU on April 06, 2009, 07:44:04 AM
Yes, it's a beautiful tutorial for ploppable props turning SC4 terrain into a realistic river going through a forest.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 14 - 2009/04/03)
Post by: tooheys on April 07, 2009, 02:17:28 AM
It's always good to see how different people construct areas in there own way. For instance with the river I generally work towards it but you do the opposite and work outwards. Regardless, the result you have achieved is very nice indeed.  :thumbsup: Can I ask where you got the flowers from. I've been searching but with no luck.

Looking forward to more

Dave
Title: Re: Adara - Rediscovering Simcity 4 - (Update 14 - 2009/04/03)
Post by: bat on April 08, 2009, 04:57:38 AM
Nice river there, wonderful pictures of it! :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: Battlecat on April 09, 2009, 02:48:54 PM
Update 15 – Enter Suburbia

Hello once again everyone!  It's amazing how life can go from quiet to crazy in such a short time.  Despite the slight insanity of late, I have a new update for you all and hopefully I'll get some time to play over this long weekend in among family commitments.

Replies:

BarbarossaS: Glad you found the last update helpful!  Thanks for stopping by again!

FrankU: Glad you like it!  I hope to play around with some other river locations in the future. 

Dave (tooheys): The flowers in question are part of the Rural Renewal Project by Chrisaadams3997.  They are available along with a number of the other shrubs I use here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886).  Glad you like the results.

bat: Thanks very much!

Thanks to everyone for stopping in to have a look.  Now, onwards with the update.  Today I'll be showing you all the first efforts at getting the urban core of Alexandria started.  Urban areas tend to drive me nuts; I always have trouble achieving a satisfactory result (at least for me!).  If anyone has any suggestions or ideas for me, just let me know, I'm always up for them. 

15-1: First a look at the initial subdivision here.  I got about this far before I realized I was forgetting to take screenshots!  Oops!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F5060%2Fadara1501x.jpg&hash=b7e1bc8e5762e5e78aa00271a4c50ec0a3626286)

15-2: Moving along, this area is going to need a high school so the area will develop more interesting industries.  I'm going to use the default high school here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F355%2Fadara1502.jpg&hash=b5a91ec2a394193bd183b442623aae6a53fde504)

15-3: However, the default high school certainly needs some assistance.  Some sports filds and trails get things started. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F4007%2Fadara1503.jpg&hash=9d71fd42d4b24b9a6df43f034dd9fd015bb8ae6a)

15-4: I realized the school needed to be adjacent to the road, so I flipped it around and put a parking lot in front of it using Peg's Scenic Drive parts of all things. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F1699%2Fadara1504.jpg&hash=a6e3bf1b844b7815c7608e57591ed542e49ef2e6)

15-5: Moving along, here's the initial development at the intersection with the main highway.  The main fire hall is here simply because I needed to build it in a hurry when a farm from update 13 caught on fire!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F4992%2Fadara1505.jpg&hash=693b944ea6e1500c3c8310486df765345647b04d)

15-6: Filling in the gaps, the fruit farm there probably made quite a lot of money selling this block of land off. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F5053%2Fadara1506.jpg&hash=1c0d29f6336990084219281a4d793472ea89ff4d)

15-7: Zooming out a bit, here the subdivision is now fully developed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F6438%2Fadara1507.jpg&hash=ce074d30ab94a653116693f01380d4258b57ea8a)

15-8: And in case you're wondering what kind of trees those are between the homes, they are the seasonal lots by Dedgren from the 3RR project.  They look excellent and I like the dichotomy when compared with the plopable trees I'm using elsewhere. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F8830%2Fadara1508.jpg&hash=76a09f85d75b56bc4703de85c478d9c69c538de6)

15-9: Up the side road from the commercial area is the railway junction.  This seems like an appropriate place for the initial industrial development.  That empty lot will be filled in some time in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1337%2Fadara1509.jpg&hash=45317ff45202855110a126070599b65fbdb76fff)

15-10: Finally a larger overview of the area now developed, except part of the industrial area.  The roundabout is the approximate location of the future downtown of this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F4246%2Fadara1510.jpg&hash=b4ea6037c46e1397f4ef80a4043cf3acff0db251)

Wish I had more to add today, but that's all for now folks!  Thanks for stopping by, I'll see you later!



Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: Nexis4Jersey on April 09, 2009, 08:59:52 PM
Wow , that rural town is giving me ideas , great job  &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: BarbarossaS on April 10, 2009, 01:13:45 AM
Indeed, it's developing nicely. It's got this nice rustic feeling to it  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: darraghf on April 10, 2009, 01:19:20 AM
Cool Update. It looks so layed back and cool!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: Sciurus on April 11, 2009, 05:37:37 AM
This is very nice, but on the second pic, the school should feel alone $%Grinno$%

Guillaume :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: bat on April 11, 2009, 08:44:51 AM
Wonderful update! That suburb looks great! :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: io_bg on April 12, 2009, 01:20:25 PM
Looks great! I can't wait to see how will this small town develop!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: rooker1 on April 13, 2009, 06:12:02 AM
Fantastic update. 
I like the sprawl and the layout of everything.

Robin  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: turtle on April 13, 2009, 07:57:55 AM
That will be a great suburb. Nice work with the highschool :) I will look forward to more of this.
Thomas
Title: Re: Adara - Rediscovering Simcity 4 - (Update 15 - 2009/04/09)
Post by: Albus of Garaway on April 14, 2009, 06:58:08 PM
Everything is looking very nice, Battlecat. I love the layout of Alexandria. Everything flows smoothly. I do, however, have one thing to say:I don't really like the style of streets you used (They are shown in 15-1. They sort of look like asphalt). I would prefer the regular Maxis streets. My main problem with those asphalt streets is the sidewalk texture that appears when they are used. The green makes the surroundings look dry and bland for some reason.

Just constructive criticism, friend! I really do like how Alexandria is unfolding so far. :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: Battlecat on April 15, 2009, 01:20:07 PM
Update 16 – Farming for Ideas

Hello!  Welcome back once more to Adara!  In addition to the usual update, I also have a decision that I've decided to hand over to the readers of this journal.  See the last page for details. 

Replies:

Corey (Nexis4Jersey): Thanks!  Glad you found it helpful.

BarbarossaS: Glad you like it!  More or less the feel I'm shooting for. 

darraghf: Welcome to Adara!  Thanks for stopping in!

Guillaume (Sciurus): Thanks!  You're right, that school does look awfully lonely in that second picture.  Not even a road connecting it up to the rest of the area! 

bat: Thank you very much!

io_bg: I'm looking forward to seeing how it develops as well!  Thanks for stopping in!

Robin (rooker1): Glad you like the sprawl!  Plenty more of it to come soon!

Thomas (turtle): Thanks for stopping in again! 

Albus of Garaway: Thanks for you kind words and your comments.  I hadn't noticed the difference between the two street types, but I'll replace a few with the maxis streets in the next update for comparison.  I think part of the problem might be all the low wealth residential in the first picture, but I'll have to poke at it a bit and see what happens!  Thanks for the criticism! 

Here we go then!  As the title indicates, I ran into a bit of difficulty with a couple parts of the urban area.  I decided to go back and do some more work on farmland in the meantime to look for inspiration.  I'll head back to town for the next update. 

16-1: Here is a portion of the area I'm going to develop today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F9763%2Fadara1601.jpg&hash=3b0f2c243f78373e4bd5f3e608ffbd765e3d2ce9)

16-2: First the initial lots in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F7350%2Fadara1602.jpg&hash=5f7c350afe60ff6f98796da9a42f7ae571b40b0a)

16-3: Hmmm, all three farms with the pale green style fields.  I think I'm going to have to tweak this a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F4425%2Fadara1603.jpg&hash=93bbe69d388ded7d538b62066b135cc6bd0fdaf8)

16-4: The farms minus all the green stuff. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F9093%2Fadara1604.jpg&hash=868f381ea7b4e4733863db1a2ed42232260d3341)

16-5: A few fences.  I've put in a couple odd boundaries, but I've seen some very odd stuff on farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F3374%2Fadara1605.jpg&hash=52adf79835e9b09330b897dc64e47e43bbaaa3f2)

16-6: First pass using the green rye grass from the Rural Renewal Project to blend the edges of the farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F9625%2Fadara1606.jpg&hash=e0260b0134cfaf0ea153bc0a855954dc02f66c34)

16-7: Second pass to add the brown rye grass to break up the uniform look of the fields. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F3131%2Fadara1607.jpg&hash=33454ccb38d876556d71de7c4c890b522159cdd9)

16-8: Finally a splash of white flowers and the darker yellow to represent clover and dandylions.  A few trees break up the monotony. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F3728%2Fadara1608.jpg&hash=8c9e4aa3f57244c7b9156c58a10a946e99825269)

16-9: And here's a closeup of the three farms.  I decided against the gravel paths on these farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F6364%2Fadara1609.jpg&hash=bfb5772f5f896f1b284bcce4b41ca048d17f25eb)

16-10: On there other side of the river, there's one more large farm tucked in between the railway and the mountains.  Again with the pale green fields, again I'm going to change it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F6215%2Fadara1610.jpg&hash=669cc092752d9544e16e2272760cc57c8100b26c)

16-11: Minus some fields, plus some fences. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F7003%2Fadara1611.jpg&hash=3c4acf208094aa83ee1c1d8d5f0dba6f2bfe39a7)

16-12: And then for the texture.  In this one, I decided that the back field has been left to recover, and is just about ready for the cows to come back in.  To give this feeling, I used the heavier grass texture from the Rural Renewal project as well as all the textures mentioned earlier. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F3228%2Fadara1612.jpg&hash=c4490c498a83dd831d067a1a6d1128505a587ab0)

16-13: Finally, just to wrap things up here are the other three farms that developed in this area.  I still need to detail them and let the homes grow, but that will have to wait for a future update since I ran out of gaming time! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F3518%2Fadara1613.jpg&hash=107973cc6bbe99eb0c4003c6167120e30564c726)

Next time I work on farming again, I'll finish the detail in this area. 

Decision Time!

As I mentioned at the beginning, I have a decision to make regarding the future of this journal.  At some point in here, I'm going to manage to finish up Alexandria.  Once I'm done, there are several map tiles that I could develop next.  At this stage I have ideas for all of them, but I have no preference about which one I develop next. 

So instead, I'm going to open this decision up to all of you! 

16-14: The map below shows the tiles I'm trying to decide between.  There is a brief description of the initial concept of the tile below.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F7438%2Fadara1614.png&hash=ee6a4a9c79189b9ea1a8059ee462df087fb40811)

Obviously there are more than 3 potential options, but these are the only ones I'm considering for the next update. 

Option 1: This tile follows the rural highway south following the ridge that divides this valley.  It will be mostly farmland, probably on one very small community. 

Option 2: This tile will follow the Denara River upstream and southwards from Delmar Junction, there will be a major divide in the valley and in the Denara River here.  A small town will be located at the edge of the river. 

Option 3: Travelling along highway 22 up into the mountains past Jackson Lake leads to a heavily forested area.  Small clusters of homes, logging areas and another camping area or two will be scattered through this area. 

Voting will be open until my first update in May, when I'll anounce the winning tile.  Only one vote will be allowed per person. 

That's all for today!  Thanks for stopping in!  As always your feedback is greatly appreciated! 

Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: turtle on April 15, 2009, 01:42:42 PM
Nice update! Lovely detailling on the farms  :thumbsup:
As for the next update, my vote goes to option 2. But really, I'm loving everything you showed us so far, so anything goes for me.
Thomas
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: BarbarossaS on April 15, 2009, 02:01:03 PM
It's always great to come to this MD and discover that it's been updated.  ;D
I really like the way you transformed those farms: from quite ugly fields to very nice looking pastures
to bad you're gaming time ran out, I'd like to see this area finished

As for the next tile to develop: option 3 speaks out most to me, but it's actually all up to you  :P
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: Sciurus on April 16, 2009, 04:10:30 AM
Oh, very beautiful &apls

Guillaume :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: rooker1 on April 16, 2009, 04:29:05 AM
Fantastic work on the farms.
16.9 is great.
Robin  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: mightygoose on April 16, 2009, 05:50:41 AM
fantastic update, lovely work as always and my pesonal choice would be option two.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: threestooges on April 16, 2009, 02:15:22 PM
So much going on since I last posted, I hardly know where to start. Your rural skills are continually impressive and you seem to have gotten Chrisadams' fences down to a science. That cluster of farms in 16-8 just needs a few more structures and it could pass for a small village itself. Great work on it. The school complex in 15-3 looked pretty good, but I like the way it turned out too. The overview in 15-10 is excellently done. the sprawl of the town looks so natural and that is something that can be hard to get to work right. As for the next place to visit, I'm torn between following the train tracks in Option 2 and seeing what you can do with the lumber industry and all in option 3. The rail fan in me votes for option 2 (though if the rail doesn't factor in too heavily, go with 3). Hope all is well, and I'll look forward to what you have in store next.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: Nardo69 on April 16, 2009, 02:42:59 PM
I sometimes get angry with myself that I don't have a closer look on "new" MDs (if a 7 page MD can be considered new...)

And boy, do I like your MDs.

Actually, I hate it.

It shows me how much I missed during one year of forced inactivity ... Your maps, the incredible amount of small ideas coming together so briliantly, the nice railway line, the double-tracked siding at the end of the STR branch (well, it's Nardo69, you know) ...

Now I am curious about your downtown and the railway station ... ;)

Oh, yes, my choice would be option 2, too!

Take care my friend (and don't forget to make backups!)

Bernhard  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 16 - 2009/04/15)
Post by: bat on April 17, 2009, 10:45:45 AM
Beautiful work on that nice farms there! And my choice is also option 2.. ;)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/04/20)
Post by: Battlecat on April 20, 2009, 03:49:00 PM
Update 17 – An Urban Crop

Greetings everyone.  Today I'm going to zag back to the urban area and continue expanding Alexandria.  First though, here are the current results of the vote for the next tile:

Option 1: 0
Option 2: 5
Option 3: 1

Thanks for voting everyone, remember this closes when I post my first update in May!

Replies:

turtle: Thanks very much! 

BarbarossaS: Glad you liked the update!  Sorry I won't be finishing up the fields today, I had some inspiration on how to handle the urban area which I couldn't pass on this week! 

Guillaume (Sciurus): Thanks for stopping in! 

Robin (rooker1): Glad you like it!  16.9 did turn out particularly nicely!

mightygoose: Welcome to Adara!  Thanks for you kind words.

Matt (threestooges): Glad you had the time to stop in again!  I actually preferred the original layout, except the school gets irritated if it's not beside a road.  You've certainly given me some ideas for those two areas you voted for.  I've put your vote in for option 2, I'll see what I can do about that rail idea! 

Bernhard (Nardo69): Welcome!  Something of a love/hate relationship there I see.  :) Actually I feel much the same way.  I started this diary after a 2.5 year absence from the game, and I'm still discovering all the amazing modifications people have made.  And still every few weeks, something new and cool shows up on the site!  Thanks for stopping in!

bat: Thank you for your kind words!

So as I mentioned earlier, I'm heading back to the urban area.  I finally decided what to do with a portion of the urban core.  In particular, I had to make a decision on how much medium density development there should be here.  So, here we go!

17-1: First though, I've been giving Albus of Garaway's suggestion from update 15 some serious though.  He suggested switching back to the default maxis roads for these suburban residential areas.  I converted one street just to test it, and I really can't decide between the two.  I'll probably convert to one or the other sometime in here, so let me know what you thing about the difference!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F8566%2Fadara1701.jpg&hash=a9aec5eca612c99af5c01dd1aa9a0a307ea6eb29)

17-2: Moving along, here is the area I'm going to expand to.  It's a bit hard to see without the grid here, but there is an escarpment in the lower left corner of this image.  It will be the edge of the urban area; the lower area will be farmland.  As you can see, I've already started creating the first residential. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F9885%2Fadara1702.jpg&hash=358d395b882ddf8af1452ded96924a71fab22730)

17-3: Continuing along with the development.  One funny thing I noticed about the game.  If you don't want high wealth mansions in an area, the diagonal streets are perfect for that.  It's actually impossible for most of the large high wealth lots to develop here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F4944%2Fadara1703.jpg&hash=ed8474db1b3ff2d0f885839cc6b857b60a31032d)

17-4: And finally after a lot of nudging, my first couple of apartments sprouted up!  The other three houses on the main road won't last long either.  In this case, I don't mind the slightly ugly apartments, they usually wind up existing somewhere despite the desire of city planners to avoid it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg115.imageshack.us%2Fimg115%2F1010%2Fadara1704.jpg&hash=7818b8c2fdbb9d3acd8034599d32447fe3dbe795)

17-5: Moving forward in time and slightly down the street, here is the roundabout I pointed out in update 15.  A series of offices have sprouted up here, mostly due to the rising traffic on this road and due to rising demand for office space in my region.  I'm mostly just ignoring the sidewalks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F3166%2Fadara1705.jpg&hash=c6c83c9345a9eef28037c4a81615e4d8fe8cdb87)

17-6: A bit of work to connect up the parking lots between three offices and a bunch of trees really improves the look of the area.  You can see the second set of apartments just starting to sprout up behind the offices.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F4945%2Fadara1706.jpg&hash=8b30d8d72999a21fe442410d56f9df62d1948920)

17-7: I continued with placing trees and developing offices before I noticed this.  Apparently I wasn't very careful when placing the forest lots I'm using.  Specifically, I probably should have rotated a few of those lots to break up the pattern! :-[
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg115.imageshack.us%2Fimg115%2F6118%2Fadara1707.jpg&hash=70f17d20bcae758147cbd47f7b4c36bd5c3904bd)

17-8: Fortunatly I caught it before posting this update.  I'm going to have to look at diversifying the placement of these more in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg115.imageshack.us%2Fimg115%2F721%2Fadara1708.jpg&hash=9d6728a67568c6a72c3f312349c475eb4a120285)

17-9: Finally, the second block of apartments are developed.  I placed parking lots between some of them since these ones didn't come with them as part of the lot.  That is the full extent of medium density residential for this town! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F7818%2Fadara1709.jpg&hash=4e269feba5734be77a8e1b0f512021c21730583d)

17-10: Finally, here's a shot of what I've finished up today.  The escarpment edge is a bit more visible here.  There's still a lot of work to do on this town, but it's starting to come togther. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F2551%2Fadara1710.jpg&hash=fed8e3977d6b6426a8bdbf15164899b8d50e3f1c)

And that's a wrap.  At this point I don't know if it's going to be farmland or urban development for the next update.  Guess we'll see when I finish up update 18!  See you all around!

Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: BarbarossaS on April 21, 2009, 01:05:09 AM
Quite a nice update, but we've come to expect nothing less from you  :P
I like your city planning, this area comes close to the suburbs I know from around where I live (though they don't
have industry so close to them) As for the streets, I liked the SAM asphalt better then the default maxis texture, but of course that's up to you

Keep up the good work  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: Simpson on April 21, 2009, 05:12:30 AM
Hi !
I'm sorry that I missed all these updates, congratulation for the OSITM-Award, you deserve it  :)
The last updates are looking incredible &apls Your rural areas is magnificent, I love the fields and the river !!
I'm looking forward to the next update, my friend.

Take care,

David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: bat on April 21, 2009, 11:09:35 AM
That are 17 great pictures there! Nice work on that part of your city! Nice Update, too! :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: evanator on April 21, 2009, 03:19:44 PM
Hmm... I haven't had much time recently to stop by, and now I'm regretting it.  Great work on Alexandria, the urban center is really coming along.

Your use of RRP in integrating farms continues to astound me, superb job!

-my opinion on the streets, [not that anyone's asked] is to divide them. Have the 'older' sections of town have gray streets. while the recently developed sections have asphalt. It could give a nice contrast and distinction, and help establish the history of the town.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: Nardo69 on April 22, 2009, 01:42:54 PM
Cosy little neighbourhoud!

I like how you put the railway in there.

Small hint:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197

against these ugly sawtooth between diagonal roads and railways. ;)

Bernhard  :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: thundercrack83 on April 22, 2009, 01:56:14 PM
Hi, there, Battlecat!

Sorry for being away for so long, my friend--I'll try to keep my absences to a minimum from now on. But I must say that I really love what I'm seeing here in Adara!

Keep up the fine work!

Dustin
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: threestooges on April 22, 2009, 02:57:10 PM
Oh, I always try to stop in when I can, just not usually enough time to leave as detailed a post as this MD merits. Glad to hear there may be some trains in the future and I'll be curious to see how you work it in. I still haven't forgotten about your offer, though time has kept me from getting around to getting the images to you. Nice little community in 17-3. How much traffic is there on the link to the road? It seems like that intersection would bog down duing the morning rush, being the only way in/out from there. The seasonal trees in 17-10 (David's?) are a nice touch. you may have mentioned this, but how much bigger do you expect this area to grow? Looking forward to more.
-Matt
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: meldolion on April 23, 2009, 02:00:01 AM
 :thumbsup:

I really like your MD!! those pictures are amazing, thanks for sharing :)
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: FrankU on April 23, 2009, 03:39:16 AM
Yes, nice work in this MD.
And I second Nardo69's advice: the SFBT diagonal fiilers are almost indispensable for me. They have nice diagonals and fences. These fences fit nice together with Chrisadams's fences, so there you go!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: io_bg on April 23, 2009, 07:08:04 AM
Great update! I enjoy every picture in this MD!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: mrbisonm on April 23, 2009, 03:59:22 PM
wow......I just stared at your pictures on the upper page for some 10 minutes now, trying to figure out how you created all the farms so perfectly, and as a farmer myself,  I must say that I haven't seen anything as well done concerning farms in the pictures 16.8 and 16.9 as yours. Man, this is simply great! Congrats for having stunned me, which doesn't often happen.
I hope you don't mind me having stolen some of your ideas and make them partially work in my CJ..... ;). It's too good to be kept for yourself anyways...lol.  :thumbsup:

I'll keep an eye on you. ;)
Very well observed irl. One thing though, we farmers never build round fences unless forced to by natural terrain and even then, the less rounded up or diagonal fences the better, because they always cause problems when using agricultural machinery to either plow, seed or manure/fertilize the fields and pastures.

mrb
Title: Re: Adara - Rediscovering Simcity 4 - (Update 17 - 2009/05/20)
Post by: Albus of Garaway on April 23, 2009, 04:43:15 PM
Such a wonderful update! I love your use of rails...are you, by any chance, a rail fanatic?
Title: Re: Adara - Rediscovering Simcity 4 - (Update 18 - 2009/04/26)
Post by: Battlecat on April 26, 2009, 12:14:06 PM
Update 18 – Details

Hello everyone!  Today I'm going to finish polishing those farms from earlier, along with a few more urban details. 

Replies:

BarbarossaS: There are few developments in my area where the railway tracks run between an industrial area and a suburban area.  More often than not, it's warehouse type industry though!  I'm still pondering on the roads, but I think I agree with your assessment.  Thanks for stopping in!

David (Simpson): Thanks very much for the congrats and the kind words.  Life does get busy for all of us at times, so I'm glad you found the time to stop in! 

bat: Thanks very much!  Glad you like the update!

Evanator: Fortunately, the internet preserves all these updates so you can peruse them at your leisure!  I like you idea of using different road textures for a historical area, although from the looks of this town, they probably re-paved the historical streets quite quickly.  I'll put that idea into reserve for a future city!  Thanks!

Bernhard (Nardo69): Thanks for stopping in again.  I'd completely forgotten about those diagonal filler lots.  They won't solve all the problems I'm having with the sawtooth texture, but it'll help a lot!

Dustin (thundercrack83): Life does tend to happen, so no worries!  Thanks for stopping in! 

Matt (threestooges): No worries about that project we discussed, we all get busy at times.  Let's see about your questions then.  The traffic at that intersection isn't too bad, it's sitting around 350 cars per day right now, and the simulator says that the intersection hasn't broken yet. 

You're also absolutely right about those trees, I did forget to mention that those seasonal trees are indeed David's from the Three Rivers Region.  I haven't actually mentioned it specifically, but this city is getting pretty close to it's maximum size. 

meldolion: Welcome to Adara!  Thanks for stopping in!

FrankU: You're absolutely right about those fences matching up nicely with the Rural Renewal pieces.  Thanks very much!

io_bg: Thanks!

mrbisonm: Welcome to Adara!  Considering how inspiring I find much of your work, I'm honored by your comments!  Ideas are free of course, I certainly wouldn't be sharing them if I didn't want to see other people take them and expand on them!   ;)  I'm looking forward to seeing what you decide to do! 

As for the fences, I certainly agree on your assessment of the curves.  Every once in a while, I like to add them in just to break up the monotony of corners though!  Thanks very much for your comments!

Albus of Garaway: Thanks very much!  I do indeed love railways, and the impact they have on all sorts of development.  I fully intend to do some more interesting work with them in the future! 

Now then, on with the update!  Today I've got a handful of detailing to show you as I start polishing some of the areas I've been working on over the last few updates.

18-1: As Bernhard mentioned in his comments, some of the jagged edges from diagonal stuff are quite jarring in the last update.  First, to tone things down a bit, I downloaded the SFBT rail texture mod.  It transforms most of the rail textures from that annoying brown over to a softer green color.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F6117%2Fadara181.jpg&hash=52fedfb4c966eb4b2063d75ae71ef666ccfbf030)

18-2: Secondly, taking the suggestions about the diagonal filler lots, I replaced the tiles along the railway where I could with the fillers.  I think it did help a lot.  I'm not terribly worried about the seasonal vs non seasonal lots, that's just something I'll have to live with. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F5159%2Fadara182.jpg&hash=04ec5674c2f002c1101798ad832820f5da684e81)

18-3: Unfortunately, the rail texture mod doesn't seem to help with the single track railway.  In this case, I'll just have to do the best I can.  A local farmer is using this narrow piece of land between the railway and highway to harvest extra feed for his cows.  Looking at this picture, I think I'm going to have to revisit this industrial area a bit more sometime soon. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F8987%2Fadara183.jpg&hash=d539babca358475e6f57526afecb933d4cb8f9af)

18-4: Moving on back to the farms, I've got an idea to start finishing up this area.  In particular, I'm going to tweak those grassy fields in the bottom right. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F3287%2Fadara184.jpg&hash=0b58d7078efe710ec59cd7732e88552b1bdae47a)

18-5: A lot of farmers in my area run their fences right down to natural waterways so they don't have to provide watering troughs to the cows.  Instead the cows go down and self serve at the river.  Since cows prefer not to swim, it's fairly secure.  So first, I'll extend the fences down and under the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F2142%2Fadara185.jpg&hash=f81d23d63039ec1f2525190733fec2b78a0284a0)

18-6: Next a slightly different set of shoreline details, a very narrow strip of natural vegetation. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F6499%2Fadara186.jpg&hash=dcd53b08e68545519305ae559b9cf54b69a49d34)

18-7: Finally, after extending the grass texture down to the water edge, here's what it looks like in high detail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F7905%2Fadara187.jpg&hash=3ba67a7e12f1733d59fe4d49c0a28d3a03f94f39)

18-8: Here's another jagged area that needs some assistance.  In this case, the diagonal filler lots can't be used since I've got my powerlines running along the road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F668%2Fadara188.jpg&hash=c96336a9c5d1b1c0e4d18eb345c81276ffdcc0de)

18-9: So instead, I'll used the brown rye grass to soften the jagged edges a bit.  It's still not great, but it helps.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F580%2Fadara189.jpg&hash=61c539f1bf6c0672ba09492378819a563ef4f8e2)

18-10: Same thing for the powerlines between the grassy field and the road.  It doesn't help much at the close zoom, but it does when you zoom out some. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F216%2Fadara1810.jpg&hash=b7d16969e1f431737ae89b0c221eda471e689e12)

18-11: Finally, one new farm today to fill in the empty space up to the main road.  This is one of jmyers2043's new corn farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F1500%2Fadara1811.jpg&hash=5ac0f994d7bd2007385c4957c6cc0b75d9f349d9)

18-12: Quick application of details along the edge of the farm.  This area still needs a bit more, but for now it will do the trick. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg365.imageshack.us%2Fimg365%2F7146%2Fadara1813.jpg&hash=18b0a513f30b42d2eae4fa8310ffbf88c584ee40)

18-13: This block of farms is pretty much done now, unless I come up with any more tweaks later.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg365.imageshack.us%2Fimg365%2F9692%2Fadara1814.jpg&hash=602f3e74254212282d572d8f72c8823d011aea5d)

18-14: Finally, it's been a while since I've done an overview of the entire tile.  Here's what's done so far!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F9999%2Fadara1812.jpg&hash=4e068b4faa1d260ed08e9f528596ab02ff4ef517)

And that's a wrap for today.  Remember, the vote from update 16 is still open to anyone who hasn't voted yet.  Currently option 2 remains the winning tile!  Thanks for stopping in everyone.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 18 - 2009/04/26)
Post by: evanator on April 26, 2009, 01:18:55 PM
Wow what a difference those diagonal filler lots make! The space between the road and rail in 18.2 looks 100 times better.

Your mastery over the RRP flora still amazes me.  :thumbsup:

Always a treat to visit Adara.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 18 - 2009/04/26)
Post by: BarbarossaS on April 26, 2009, 02:39:31 PM
I agree with evanator, those lots do make it look better. I trie to avoid diagonals because of it, but now I've seen the SFBT filler lots in action, I just might reconsider  :P
Lovely idea in 18-5 to extend the fences to the river, it's nice to see you use RL as a inspiration for this excellent MD  :thumbsup:
And of course, as always, your eye for fine detail never seems to stop to amaze me. Especially in 18-7 (and everywhere else to, but this pic sort of stood out  :P) the shoreline looks terrific! I've used your tutorial from a few pages back a lot now, but still don't come close to your mastery  ;)

-Stijn-
Title: Re: Adara - Rediscovering Simcity 4 - (Update 18 - 2009/04/26)
Post by: bat on April 27, 2009, 10:33:17 AM
Great work there on this newest update! Nice rural part! Picture 18-7 and 18-13 are looking fantastic! But really good 14 new pictures!!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 18 - 2009/04/26)
Post by: dedgren on May 08, 2009, 09:33:27 AM
A scene from real life.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F9962%2Fadaravignette.png&hash=6a133e4c5eea1630bd4f1dab31100db9e3aebe82)

Beautiful stuff, my friend.


David
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: Battlecat on May 10, 2009, 09:47:53 AM
Update 19 – Closing the Gap

Greetings!  Sorry for not updating sooner, but unfortunately I got attacked by real life!  Unfortunately I didn't managed to squeeze one more update in for the OSITM month, but such is life.  Welcome to the new home of Adara in the Bestseller area!  Thanks very much to everyone for your support!

Replies:

Evan (Evanator): I was pretty surprised at how much of a difference those diagonal filler lots make.  It's a huge improvement.  I'll be using those a lot more in the future!  Thanks!

Stijn (BarbarossaS): Thanks very much!  I'm particularly proud of 18.7, the area just came together beautifully!  Some day in here, I'll try to update with some real life photos of this area to give you all an idea of where I get my ideas.

bat: Thanks very much for you kind words bat! 

David (Dedgren): Thanks David!  I like what you did with Photoshop there!  Makes me wish I had some ability with that software.  I'll have to look into messing around a bit in the future.

Thanks for stopping in everyone.  Now without any further ado, here is today's update!

19-1: First, I've got to fix something that's been bugging me.  There was a mess of random little industrial lots here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F2215%2Fadara1901.jpg&hash=72af9c821bbd12d4965ff6102e7aa9427b152203)

19-2: Now, a couple larger businesses and a bit more coherence to the area.  Much better.  Now if only I could figure out how to turn the rail texture to pale green grass in industrial areas, it would be perfect. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F8273%2Fadara1902.jpg&hash=9ec0b8d55671fa7a841a5b64e876dbf71eb0489b)

19-3: I always enjoy new plopable textures.  Today, I noticed that Pegasus released his latest effort in the water and associated texture area over on his site.  I think these will be very useful in a future update.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F6664%2Fadara1903.jpg&hash=472d347594203d720ec37fdf1118724207588f2c)

19-4: The main goal of todays update is to start filling in the gap between the urban area and farmland that's slowly been developing up the valley.  To get started, I figured a couple of good shots at the wide angle street curves created by Dedgren and released in the latest NAM update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F8273%2Fadara1902.jpg&hash=9ec0b8d55671fa7a841a5b64e876dbf71eb0489b)

19-5: Zooming out a bit, Here is the area I'm working on for this update.  As you can see, a couple of farms have already developed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F2707%2Fadara1905.jpg&hash=4b000304e34674df445b2c3ea89161833d74f3bf)

19-6: And here are the remaining farms.  I'm pretty satisfied with these ones now but more details are necessary to satisfy me!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7199%2Fadara1906.jpg&hash=88b1b83e3de58fafb4e852cb0e61d5dda6faba93)

19-7: First, these two farms.  They aren't bad and I like the simplicity.  They just need farmhouses.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4568%2Fadara1907.jpg&hash=be6e148df1cf357b4cd5e1cfa4a6983b2570e610)

19-8: A couple of homes make all the difference.  The street trees are unavoidable, but I think I picked the right ones for the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7421%2Fadara1908.jpg&hash=825695fdc5b93d986732bb062d7df62ca54fb679)

19-9: Moving along, this is a new farm to me.  One of the excellent products of the BLS, I really like the farm lot.  But, I don't think I'm a huge fan of this particular field.  Fortunately, we have the technology to take care of that without losing the nice lot!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4050%2Fadara1909.jpg&hash=b9261a16f1a7c5ab4412f01d3d9335ab5c5cc97f)

19-10: Dezoning the fields gives me room to add a whole host of details.  Fencelines, and diagonal filler fences improve the streetside area.  Then to keep with the theme of the original farm, plopable hay bales scattered in a grassy field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F253%2Fadara1910.jpg&hash=a4bf9278367a4096610abd0952e7ab3e87b8adec)

19-11: Moving along the road, this area just needs a farm home at the corn field and some trees.  There's always room for trees!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F3179%2Fadara1911.jpg&hash=7cd77d11cddbd026aa1b54004a1b18af793f7f34)

19-12: And here we have the same farms after the green invasion. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7849%2Fadara1912.jpg&hash=a067690fc29b870d42ce643b4976fbcc0269ae17)   

19-13: Moving back out to the main highway, some detailing to fill in the empty areas along the field.  Hey, that's a lot of diagonal stuff in one area!  I'm pretty happy with this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F8223%2Fadara1913.jpg&hash=38174d379109636e549c0235b2aca6ab8cd00977)

19-14: Getting close to the end of the line for today.  I'm not completely happy with this particular field type though.  I find it comes up far to often for my tastes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4069%2Fadara1914.jpg&hash=4289d4d63597f3083ee2eeea0d6d01aafda1203c)

19-15: Fortunately, we have the technology to take care of that as well.  Soybeans look far nicer than bare dirt. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4954%2Fadara1915.jpg&hash=5c5870862e7f353d4dd7f13b6dfd8ee9c28316bb)

19-16: Finally, to wrap things up, here is the same area I showed you in 19-4 with today's work completed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F6213%2Fadara1916.jpg&hash=5f0b93491f9bf2b5c360805e2c1872061688d935)

That's a wrap for today.  One more thing before I go.  With regards to the vote for which tile to look at next, option 2 won by a landslide!  So once I finish up Alexandria here, I'll be heading back upstream past Delmar Junction to continue. 

Thanks for stopping in everyone! 
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: BarbarossaS on May 10, 2009, 10:46:37 AM
Man, I love it when this MD is updated! :thumbsup: The way you let the urban area move into the farmland is incredible!
The use of David's pole thingies and the flora from the RRP are excellent, you're a true master at this!

Can't wait what you plan to do with the new set of Pegasus, but it can be nothing more than splendid!

-Stijn-
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: io_bg on May 10, 2009, 10:56:37 AM
Every time I stop by here I get lots of new ideas for my farm regions... Every picture is so detailed and great looking! (one question though - where can I find that farm field on the left side of 11th pic? )
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: FrankU on May 11, 2009, 06:56:34 AM
Beautiful work every time I see it!
But your struggle with diagonal textures and railroads makes me think you probably could be happy wit the Swamper and PEG's No rail dirt mod. Or did I tell you that before?
Especially with the wide curves, the FARR and the STR I dislikes it that I had dirt under straight and diagonal parts but nothing under the wide curves and the FARR. So now I have nothing at all, which is not always realistic, but at least it is consistent.
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: Sciurus on May 12, 2009, 07:45:27 AM
It's beauitful, wonderful, I love the country you do, as it's so magnificient!! &apls

Guillaume :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 19 - 2009/05/10)
Post by: Naikon on May 13, 2009, 03:01:17 PM
Hi , hey im very impressed with your post and your terrain and i would like to ask you if you could make a listo of the PLUGS you use , cause i see that these are the best mods to make rural areas as i like but  i cant find them , welll thanks anyways :)  go on with adara !
Title: Re: Adara - Rediscovering Simcity 4 - (Update 20 - 2009/05/19)
Post by: Battlecat on May 19, 2009, 06:34:10 PM
Update 20 – Farming Again

Hard to believe I've reached 20 updates already!  I wish I had the time to do something special, but as has been case all month, life has not been allowing me much time to play!  I guess I'll have to plan on something for update 25 instead!

Replies:

Stijn (BarbarossaS): Thanks very much!  The RRP materials certainly add a huge number of options to the game that weren't available before.  The Pegasus materials should add some more excellent options!

io_bg: Glad you find it all helpful.  The farm in question in picture 11 is called Bumkin and Sons Farm by Jmyers2043.  It's part of one of his Agricultural packs and can be found on the lex here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=602).

FrankU: Thanks!  I'll admit, I'd actually forgotten about the no rail dirt mod.  Thanks for reminding me about its existence.  I've downloaded it, but I just plain forgot to install it before working on this update.  I'll take the consistency over the realism in this case as well, it should improve the look of the area quite a bit. 

Guillaume (Sciurus): Thanks very much for stopping in!  Glad you're continuing to enjoy the region!

Naikon: Welcome to Adara!  Wow, that's quite a tall order there!  I'm not sure I can possibly list every single plugin that I've downloaded, mostly because I've lost track of exactly what I've grabbed.  However, I can say for sure that I've downloaded pretty much every single agricultural, industrial and commercial lot pack available on the LEX here on SC4D. 

Additionally, I've snagged most of the items in the Three Rivers Region Exchange in the projects section of the forum.  The Rural Renewal Project flora and fences by Chrisadams3997 are also very helpful and can also be found on the LEX.  For the water, I'm currently using the translucent plopable water (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1227) by Jeronij, along with a wide variety of plopable tree controllers by Jeronij and Cycledogg (just search their names on the LEX). 

Beyond that, make sure you snag all the appropriate dependancies, which have been thoroughly listed with each entry in the LEX.  Of course, the NAM and the street tree mods by Jeronij and Andreas also help a great deal with the appearance of the urban areas.  Finally, I've also snagged a small selection of the Mountain Theme Pack items from the lot exchange at Pegasus' site (http://www.simpeg.com).  Truth be told, this is about the best I can do unless you want to know about something specific.  If that's the case, just let me know.  Thanks for your interest and your visit!  Hope you stop in again soon!

Update:

With all the text above, I'm adding this to let you all know when I'm done with comments.  So today, I'm continuing with the rural-urban interface and my trip around the edge of the map.  I think this area will be polished off in about 3 or 4 more updates at this rate. 

20-1: This first farm fills in one more empty gap here before finishing up the river details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F4574%2Fadara2001.jpg&hash=258d69c6721bc11e3698875de9e33a6bdbebbbba)

20-2: A few details really help clean up the edges of the farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F2651%2Fadara2002.jpg&hash=b8856cd74064e91cc72120f2067b62f81a244359)

20-3: Now for today's major project.  It's time to fill in the farms from the main highway, up to the developed fields towards the top of the image.  The majority of the empty space here will be filled today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F9431%2Fadara2003.jpg&hash=3d4a50b46551874be5ca246ed05d71adba443460)

20-4: First, to help define the edge of the urban area, this little corner needs one more subdivision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg167.imageshack.us%2Fimg167%2F4034%2Fadara2004.jpg&hash=70dd772f6460294e615ca7265af74b358bcf3ada)

20-5: Here's the final layout of the subdivision.  In a complete absence of thought on my part, there isn't a picture of the finished subdivision, but it shows up quite nicely in several of the later shots.  Nothing fancy here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg167.imageshack.us%2Fimg167%2F1146%2Fadara2005.jpg&hash=cd2f5ad646ea408f65118e05197cb6ad4c73d601)

20-6: Moving out a bit, the first set of farms are accessed through the city center. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F8094%2Fadara2006.jpg&hash=d4809be84157d4597de31f3e608853f36c1842bc)

20-7: Finally after a couple of passes, I'm mostly happy with these four farms.  In the course of detailing, the fruit farm was a casualty because I just don't like how that one looks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F9504%2Fadara2007.jpg&hash=a88c0b6e49597feddb351b7deb04767d77bc954e)

20-8: Thus I replaced it with soybeans.  It fits this area much better, and blends nicely with the trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F2452%2Fadara2008.jpg&hash=9aa5aaab4139e0ff91f431643a2c51c28e91dac7)

20-9: Next, on the other side of the river we have a series of farms.  The first farms to develop are mostly ok but I decided to get rid of the tiny one by the railway tracks.  It'll make a better set of greenspace. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg212.imageshack.us%2Fimg212%2F2756%2Fadara2009.jpg&hash=c2d7e56433a62efbf76fe97ee5431111139f89db)

20-10: Finally, a set of farms I'm happy with.  The details will finish this up quite nicely.  The dairy farm is in particular need of attention. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F7466%2Fadara2010.jpg&hash=89a4d47f2df72c880f613d7af37486f8713f0db9)

20-11: And here's the dairy farm that was missing in the earlier shot.  A touch of work with the diagonal fillers helps a great deal.  Some of the jagged edges one just has to live with though.  All we can really do is minimize it in this game.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9352%2Fadara2011v2.jpg&hash=76603606a6d638b3e754ef64a1c744022225bbca)

20-12: If you look carefully, you can see the power lines running through this field here.  It's quite common in my area for the power lines to take unusual pathways like this thanks to old legal right of ways. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9397%2Fadara2012v2.jpg&hash=0796a12f33c1c92a83ebed362cefab6c4c40a7f4)

20-13: Finally, here's an overview of the entire area in the middle of summer.  I ran out of time again, but the details are getting there now.  You may notice the signs of heavy pollution over one part of the city.  Something has glitched and is created a massive pollution patch at that location.  Despite my best efforts, I can't seem to get rid of it, even if I bulldoze the entire city (believe me, I've tried).  At least it's isolated, and doesn't seem to want to spread beyond a limited range.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F1255%2Fadara2013v2.jpg&hash=b29c6c739d2d388930abfda7a179693f7125e61a)

And that's a wrap for today.  As always, your comments and suggestions are greatly appreciated! 
Title: Re: Adara - Rediscovering Simcity 4 - (Update 20 - 2009/05/19)
Post by: BarbarossaS on May 20, 2009, 12:37:32 AM
As always, this update is EXCELLENT! I think you're a true master when it comes to dairy farms, the way you can bring those to life is really amazing!  :thumbsup:
The fine detailling of the whole area is just fantastic! A great example of that are those powerlines running through the fields: lovely idea!  &apls

Can't say I ever leave here uninspired, so keep up the great work!

-Stijn-

Edit: btw, congrats on 20 updates, that's really something!  &apls &apls
Title: Re: Adara - Rediscovering Simcity 4 - (Update 20 - 2009/05/19)
Post by: turtle on May 20, 2009, 01:12:43 AM
As always, very convicing landscape. You are a master in fine tuning details on the farms.
Great update, and thanks for continuing to share it with us :)

Thomas
Title: Re: Adara - Rediscovering Simcity 4 - (Update 20 - 2009/05/19)
Post by: bat on May 21, 2009, 04:42:42 AM
That's a really beautiful looking rural area! Nice work on the farms! :thumbsup:
Title: Re: Adara - (Update 21 - 2009/05/22)
Post by: Battlecat on May 22, 2009, 09:05:22 AM
Update 21 – Farmer in the Corner

A new update in less than a week?  Hard to believe after the past couple weeks being so slow but here it is!  Before I get started, I've decided it's time to drop the "rediscovering" part of this diary's title.  I don't think I've even scratched the surface of all the possibilities of the new tools available here, but it's time for me to accept that I've successfully rediscovered the game! 

Replies:

Stijn (BarbarossaS): Thanks!  I get a great deal of amusement out of creating those dairy farms, they're quite fun to make.  I still find it hard to believe I'm up to 20 updates already.  It's all kinds of crazy when I start to think about it! 

Thomas (turtle): I'm always glad to share all this work with an appreciative audience!  Glad you're still enjoying it!

bat: Thanks for your kind words!

Update:

So today I've got some more farming for you, but first I have to deal with a bit of the fallout from FrankU's suggestion about the Non Rail Texture mod.  After having loaded it, I have to agree, the consistency is worth sacrificing that small amount of realism.  But of course, now I have to tweak few things to make up for it!

21-1: Here's a typical area I treated with the diagonal filler lots the other day.  I'll still be using them but I'll have to apply them differently.  Looking at this shot, I can already see some things I'll have to plan for in the future.  First, I need to make sure to leave enough space for the filler lots when developing my cities.  There's nothing I can do about the jagged edges here, but that's ok.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F2249%2Fadara2101.jpg&hash=b4b0210da8bc44f2da07f9e47107b63993e64a79)

21-2: Same deal here for the road directly adjacent to the railway.  It may be realistic, but in this game world, I'll have to leave an extra tile buffer for fillers in the future.  Railway right of ways tend to be quite wide anyhow, so it should be ok as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F8259%2Fadara2102.jpg&hash=fbf81987f71be1344a7608c3013b8ccb2ede4da2)

21-3: Some stuff I can fix though.  I replaced the diagonal fillers on the right side of the tracks with RRP fences and some random trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F545%2Fadara2103.jpg&hash=5c8c233e77eed10785878d442377edbe2778e66a)

21-4: Further into town, this area needs some attention, since now the diagonal fillers are creating jagged edges.  This can certainly be fixed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F2154%2Fadara2104.jpg&hash=5796c1854a44fcc1eebd08cd2aa1015b39bb53ab)

21-5: First, between the road and railway, the diagonal fillers with the transparent edge facing the railway.  Behind the residential areas, I've just put in a selection of seasonal tree lots to fill in the gap without creating any new jagged edges.  Honestly, I think the grey ballast is sufficient as a track bed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F827%2Fadara2105.jpg&hash=59e2657eb264f1cca7a5b22ec96892471bf00654)

21-6: Enough of the redrawing, it's time for some farming.  This is the area I'll be focusing on today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F9208%2Fadara2106.jpg&hash=beb0148daf5b3a37e7a3ccb0eb0d0e2ba828c1b2)

21-7: To get started, here are the initial zones.  I just couldn't justify another bridge in this area, so this set of farms are accessed via the as yet non-existent neighbor.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F919%2Fadara2107.jpg&hash=71442042353510420039c09ebe26806870064b72)

21-8: This time around I'm going to zoom in fast and show you some before and after shots!  Here are the first two farms that developed.  As always, these need a bit of attention.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F7923%2Fadara2108.jpg&hash=1befed63f00a686c2a0b3b3f0a9c838ade3aed42)

21-9: After adding details: Powerpoles, trees and a couple farm roads help bring the area together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F3530%2Fadara2109.jpg&hash=9418ebdab8573b17106cb4d2157e59d79b96b423)

21-10: The second set of farms before any tweaking  They're actually both corn farms, but they developed at different times.  The one at the top of the page is going to switch to a different crop though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F2421%2Fadara2110.jpg&hash=f85e0a7ade41c01cd192ae6a3dbdf48b4c56b470)

21-11: After details: He's working with a fallow field this year, just clover.  It gives me an opportunity to play with the fence lots I found a while back.  These lots have fences with trees attached directly to various farm field styles, in fact some of the same field styles available as plopable lots.  The original design uses maxis trees, but thanks to the SFBT maxis tree replacement mod, they all show up as a mixture of Cycledogg style trees!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F9875%2Fadara2111.jpg&hash=382e622f847ad6197c46b4bceb8ad333dbab0c5b)

21-12: Finally, we've got one of the usual dairy farms here, and I'm going to have some fun with the details on this one.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9343%2Fadara2112.jpg&hash=72f53f79d510f0afa284f3ee92ad093f17b43069)

21-13: After details: The usual treatment here, removing the fields and adding RRP fences.  The interesting thing about this farm, it's in the corner of the city tile.  Some day in the distant future, this farm will extend onto the 3 neighboring tiles.  I've simply laid the groundwork for it today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F8996%2Fadara2113.jpg&hash=60d76f8ad9df72ae548b8f9c23a36c120971a182)

21-14: And here are the five farms I've finished developing today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F1170%2Fadara2114.jpg&hash=52c370900cf52bc65b739a49a526b3868670caf1)

21-15: Moving along, I need to finish detailing along the river today.  I like playing with the details along here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1488%2Fadara2115.jpg&hash=eeb7e1fca30bf3424f532eebfb2c055cb69e8358)

21-16: Here's a close up view.  It's a shame most rivers through farmland in the real world don't have nice wide green buffers like this!  But this here is my world, and I like trees!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F3706%2Fadara2116.jpg&hash=eda9a4bd2c5ec9f9ba01d5aa7af4b93b2c29925c)

21-17: Finally, here is an overview of the whole area developed today.  Next time I'll swing around to the right side of this picture and continue the farming. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F5186%2Fadara2117.jpg&hash=84d8d0b863455181439f0578e2204105413900f3)

That's a wrap for today!  As always, your suggestions and comments are appreciated!

Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: vershner on May 22, 2009, 10:05:20 AM
That's a very realistic river!

What are you using for the reeds and marshy areas at the edge of the water?
Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: Nexis4Jersey on May 22, 2009, 02:40:35 PM
Holy Cow, that's incredible ..... :thumbsup:
Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: BarbarossaS on May 23, 2009, 12:41:07 AM
Great work on those farms once again, my friend! This city tile is almost completely done, isn't it? I'm looking forward to what you have in store for us next!  :thumbsup:

QuoteWhat are you using for the reeds and marshy areas at the edge of the water?

That would be Chrisadams' wonderfull Pasture Flora from his RRP, which can be found here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886)

-Stijn-
Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: vershner on May 23, 2009, 02:26:13 AM
Cheers!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: evanator on May 23, 2009, 04:54:59 AM
Amazing, truly amazing. Your detailing is some of the most realistic I've ever seen!
Title: Re: Adara - Rediscovering Simcity 4 - (Update 21 - 2009/05/22)
Post by: kbieniu7 on May 23, 2009, 11:56:41 AM
Just beautiful. Excellemt work!  &apls
Title: Re: Adara - (Update 22 - 2009/05/25)
Post by: Battlecat on May 25, 2009, 10:54:29 AM
Update 22 – Fill Sites and Farmland

Here I am back once again for a quick update today.  The weekend was rather busy, but a few minutes cleared up for me to spend an hour in the game!

Replies:

vershner: Welcome to Adara!  As mentioned by Stijn, the reeds and marshy area I'm using are all part of the Rural Renewal Project by Chris Adams.  Thanks for stopping in!

Corey (Nexis4Jersy): Thanks very much, glad you like it! 

Stijn (BarbarossaS): Thanks for taking a moment to answer Vershner's question!  I'd say there's 2 -3 more update left for this tile depending on how large my game time blocks are in the next while.  It won't be long now though!

evanator: Thanks very much for your kind words!

kbieniu7: Glad you like it!  Thanks for stopping in!

Update:

22-1: This is the block of land I'll be finished up today.  First I'll start up by the freeway interchange over there. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F4863%2Fadara2201.jpg&hash=97a77fada8334fd3257cfb77520f5beb88c674e0)

22-2: The small round hill here was an isolated remnant when the highway was punch through.  It occurred to me that the hill would be a perfect spot to dump the fill removed for the highway.  The resulting flat surface can then be developed as a small residential subdivision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F9715%2Fadara2202.jpg&hash=5c6790347fab702794b87a40629d206ca09620b0)

22-3: So, add a few quick zones and roads. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F6006%2Fadara2203.jpg&hash=db156322c42a2b2eac160fa3a9a2a308a1cac7dd)

22-4: And voila!  A small residential subdivision, crammed between the various highways in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F3003%2Fadara2204.jpg&hash=3586a3ca4dbe7729ce6b57913df108416b3e7478)

22-5: Moving along, I quickly develop the farms.  Here's another border crossing dairy farm still in the process of being detailed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F734%2Fadara2205.jpg&hash=c8e945333ac0e1c3d1b26960cc9c38687b6c46e4)

22-6: The same farm as 22-5, but with the details finished. A small worn gravel path provides access to the supplementary feeder in the field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F7528%2Fadara2206.jpg&hash=980c081a17df283196fc3169b5e7e99ac152a542)

22-7: Moving up the road and back towards town again, we've got a corn farm and an organic soybean farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F2764%2Fadara2207.jpg&hash=cbfcbce002c898c8f67a1228dc46f0618ee5789e)

22-8: And for the last farm today, another soybean farm, using a different method from most of the rest of the farms in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F8297%2Fadara2208.jpg&hash=e4a73a849d4768cf86ab4cd51a618219501b1194)

22-9: Here we go, the final results for the farming in this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1794%2Fadara2209.jpg&hash=5e4874baa7112d6ee8aed62d6f11bc97c820f446)

And that's a wrap for today.  Not a huge update, but this tile is coming along quite nicely now.  Thanks for stopping in!

Title: Re: Adara - Update 22 - 2009/05/25
Post by: kwakelaar on May 25, 2009, 11:34:41 AM
Your farms are looking great, I see some good ideas I would like to try out myself.
Title: Re: Adara - Update 23 - 2009/06/01
Post by: Battlecat on June 01, 2009, 03:40:04 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

kwakelaar: Welcome to Adara!  Thanks for stopping in and for your kind words!  Glad to hear you found this inspiring!

Update 23
More Work on the Urban Edge

Greetings once again everyone!  As you can see, I've decided to slightly re-arrange the layout of my updates once again.  Hope you all like it.  Today we're heading back to the urban area to put some more unexpected finishing touches on it. 

23-1: The majority of today's update will be in this picture today.  In fact by the end of this update nearly everything you can see here will be finished. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F2476%2Fadara2301.jpg&hash=0a45559ddcee806864ee2d4537e0a445af4b8abb)

23-2: Startup up on the hillside, a couple of the residential subdivisions need to be finished up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F160%2Fadara2302.jpg&hash=eacd5a4f9caa8e473e66081eb1676f99a51e7582)

23-3: And after development, and detailing, here's the local result. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F8531%2Fadara2303.jpg&hash=8fab5517cbaf62acdcb3277000be6c06bfc6d1f5)

23-4: Down here, there's just enough room for me to add something this city is been missing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F8762%2Fadara2304.jpg&hash=35b3566534df928c1577f5b6eef7977ecdc2d7a9)

23-5: Since the growable version refuse to appear for some reason, one plopable big box store helps take care of the shopping needs of local citizens.  I've noticed big box stores tend to end up in very odd places since they take up so much land. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F9508%2Fadara2305.jpg&hash=2a621394cbec418eba2a7f5ee15b4399a58399e9)

23-6: Now for the mountain.  I dub this hill Alexandria Lookout.  You'll see why in a minute.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F2968%2Fadara2306.jpg&hash=58736e5bdd01bdb66910b213b817aec582211a4a)

23-7: Here you go, one old fire lookout, probably predating most of the farming in the region.  A trail leads up to the peak. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F4064%2Fadara2307.jpg&hash=ffcda262848d1cf5feee3a2c745167f7b17fd6e5)

23-8: A closer look at the peak, I've now added some details and some benches for hikers to have lunch at.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F2692%2Fadara2308.jpg&hash=0925aa96fbe1b339dc21e47b361503a91db4e4c4)

23-9: And here are some of the finished details.  The trail winds through a flower filled meadow on the mountain side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F391%2Fadara2309.jpg&hash=f7129f408a11aff848f4dd6652ecfecc720be018)

23-10 The lookout has not been used for it's purpose in a long time now, so trees have begun to obscure the view from the lookout.  Despite this, a volunteer group keeps it in good repair so it's safe for hikers to visit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F5043%2Fadara2310.jpg&hash=4e39df5f89244d1f414532a372c29c747bacece9)

23-11: On the saddle between Alexandria Lookout and the rest of the local mountains a few large parcels can be found with small homes along an old logging road.  Back in Terra, I nicknamed this style of zoning extra-low density housing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F5598%2Fadara2311.jpg&hash=1063184fd006d38b9cbfb171ccca7c50c85523a4)

23-12: Here are the results of a small experiment, this is a recent cut block.  A few lone trees, fireweed and stumps are the major features here.  Let me know what you think. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F2545%2Fadara2312.jpg&hash=892995b2b51238f2548622e593b0c21d926b539b)

23-13: Finally, beyond the big box stores, one more small residential subdivison to fill in the last empty space. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F6852%2Fadara2313.jpg&hash=2877f5e37503b934344ab51137ed26bbf2e8b115)

23-14: The BSC parks help add to the local area, now with irregular rocky grey paving stones.  I like this texture better than the pink pavers.  The stairs are from Marrast's set. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg523.imageshack.us%2Fimg523%2F5797%2Fadara2314.jpg&hash=a80bf9a61f4039db0a732e5636082c9fbdafb313)

23-15: As a result of changing the paver texture, the high school trails have also change.  I think this looks a bit nicer myself. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F2341%2Fadara2315.jpg&hash=669d38052e565909d46870be8fce53d496a3cc7d)

23-16: And finally, an overview of the now completed developments.  Still a lot to do here in Alexandria, but we're getting close to completion now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F4794%2Fadara2316.jpg&hash=b43004cc8e1be524719d7f29846bab4ffb1cc37a)

And that's a wrap for today.  Thanks for stopping in!
Title: Re: Adara - Update 23 - 2009/06/01
Post by: JoeST on June 01, 2009, 04:19:35 PM
Oh wow... as always you stun me to silence

also, on a completely different note, I have heard [linky] (http://www.ted.com/index.php/talks/lang/eng/nate_silver_on_race_and_politics.html) that the cul-de-sac'y mode of urban development is more racist than the grid-y method..

Joe
Title: Re: Adara - Update 23 - 2009/06/01
Post by: evanator on June 01, 2009, 04:42:06 PM
Great couple of updates here, that meadow and mountainside is absolutely fantastic!
Title: Re: Adara - Update 23 - 2009/06/01
Post by: BarbarossaS on June 01, 2009, 11:59:30 PM
It looks like I missed a few updates while I was busy with school. Marvellous work you've done! You know I like your farming, but Alexandria Lookout is just stunning!  &apls Your use of the RRP flora is unmatched!  :thumbsup:

-Stijn-
Title: Re: Adara - Update 23 - 2009/06/01
Post by: tooheys on June 02, 2009, 02:35:34 AM
Couple of great  updates there Battlecat  :thumbsup:

I like the RHW work. The entries/exits to the hwy in 22.1 are nicely done. The layout looks better than a single interchange and is logical in my opinion. A good bit of planning  :)

The other standout is the lookout and trail. Good to see the progressive development of the area, resulting in a very scenic area.

Dave

Title: Re: Adara - Update 23 - 2009/06/01
Post by: Splime on June 02, 2009, 02:31:50 PM
Well this is amazing so far! I especially like the trail, and how realistic it looks.  :thumbsup:
Title: Re: Adara - Update 23 - 2009/06/01
Post by: woodb3kmaster on June 02, 2009, 03:32:12 PM
You are truly one of the masters of rural development, and your work on the neighborhoods of Alexandria is pretty good too. I look forward to seeing more soon. Keep up the awesome work!
Title: Re: Adara - Update 23 - 2009/06/01
Post by: FrankU on June 03, 2009, 04:38:50 AM
Uhm, sorry, but I have been involved in some really impotant RL stuff: for the second time I became a father. A son, this time.
So I missed three updates. And what quality! It's really great how you can detail farmlands, riverbenches and forests. It would really be nice to take the walk up to the top.

And the diagonals: yes, even with the no-rail-dirt mod and the diagonal lots by SFBT there still appear odd textures. Sometimes I think all the predefined textures should be gotten rid of. So a no-grass-streetside-mod for roads, streets and avenues would be useful, but then we want these sidewalks in cities... We never will get it right!
But what you show us here is really fine.  &apls
Title: Re: Adara - Update 23 - 2009/06/01
Post by: Battlecat on June 08, 2009, 09:38:53 AM
Life hit once again like a ton of bricks this past weekend, so no update for another day or two at the minimum.  Can't leave you all hanging here though.  Thanks for stopping in and visiting!   

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Joe (JoeST): Thanks for stopping in again!  Interesting talk there, certainly food for thought.  I prefer the cul-de-sac style in Simcity 4 since it prevents huge quantities of traffic from shortcutting through residential areas.   

Evan (evanator): Thanks very much! 

Stijn (BarbarossaS): Life does happen to all of use, glad you've got the to stop in again.  Thanks very much for you kind words and your ongoing support!

Dave (tooheys): Thanks very much!  Actually part of the reasoning behind the layout of that interchange in 22.1 is the placement of that corner in the highway.  The route I wound up taking created some major limitations on where things could go. 

Splime: Welcome back and thanks for stopping in again!  Sometimes I'm just amazed how things come together in the end with the tools in this game.

Zack (woodb3kmaster): Welcome to Adara!  Thanks very much for visiting! 

FrankU: Congratulations on the birth of your son!  Thanks for stopping in again!  I think at this point I'm just going to live with some of the texturing stuff that is left.  Much as I'd like to see more done about those grass textures, I think I can live with it now.  Thanks again for suggesting the no rail dirt mod!
Title: Re: Adara - Update 23 - 2009/06/01
Post by: io_bg on June 08, 2009, 11:26:18 AM
The last few updates are truly great! You're really good at making rural areas!
Title: Re: Adara - Update 23 - 2009/06/01
Post by: Earth quake on June 08, 2009, 11:30:53 AM
Excellent update and Excellent work.

Your city is really nice and I like tu rural pics.  :thumbsup:

Vivien.
Title: Re: Adara - Update 24 - 2009/06/10
Post by: Battlecat on June 10, 2009, 10:29:15 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

io_bg: Thanks very much! 

Vivien (Earth quake): Welcome to Adara!  Thanks for stopping in and for your comments!

Update 24
Where the Rich People Go

Today, I'm going to start working in the area behind Alexandria Lookout.  One thing you all may have noticed so far is that there are no high wealth residences in the entire region so far.  That's been by design, mostly because I find the mansion style residences don't fit in terribly well with traditional suburbia. 

That being said, they still do have a place in the region, and in this update I intend to create one in this part of Alexandria along with the farms in the area. 

24-1: This is the area I'm going to work on today.  Hardly anything has been done here so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F3267%2Fadara2401.jpg&hash=dfb3da3b6bffcdc5838de43d541dfca1923e8e62)

24-2: First of all, this area needs a stream.  Just to try something new, this time I'm going to use the new PPond textures from SimPeg. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F1484%2Fadara2402.jpg&hash=b666cd9f8bad052cc371ef32715cc7fdf51c49ed)

24-3: A waterfall is going to be necessary here, but I'm not sure about the square edge at the base of the falls. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2329%2Fadara2403.jpg&hash=1511bd475a8a61c227e54c4202c78c2619e05fec)

24-4: Instead, here's a future pond, with a small cascade into it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F4396%2Fadara2404.jpg&hash=9034f3759c435a97553c7cd246739edb2c09ccf2)

24-5: Right next to the pond, the initial zoning for Cascade Bluffs, a high wealth community.  Of course, this had to be tweaked a bit once I remembered that mansions tend to develop on 3x4 lots initially. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F3778%2Fadara2405.jpg&hash=bb83521b929682aeecdb797850eccd381bf087ab)

24-6: While waiting for some mansions to pop up, I started on the farms.  This one showed up, and looked like an estate home to me.  I decided this guy is just letting his fields go fallow; he just bought this land for his home and as a tax write off.  Hmmm, just noticed I forgot to put in the wide radius curves in a couple of spots here.  I'll fix that in the next update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F2640%2Fadara2406.jpg&hash=80ad4808041dc710a55fdafb753f7e4d2d61d8aa)

24-7: And here's an overview of the farmland so far.  You can see the mansions and the pond at the top of the shot.  The dirt track in the upper left is an abandoned forest service road, which is used as a trail now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F3277%2Fadara2407.jpg&hash=d0a223b73f91e3b471f117dd419cb187ea1a6a52)

24-8: Just for kicks, a quick shot of the lonely barn in the previous shot.  This will be turned into a cattle farm soon. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F5287%2Fadara2408.jpg&hash=3ad589b9424af38862b5d63655e7200188346621)

24-9: But first, back to high wealth development.  Not a bad selection, but something must be done about those sidewalks.  Seriously, who's designing this neighbourhood?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F5700%2Fadara2409.jpg&hash=6a70d05850a839a39818258f5de4dcb63d3046d7)

24-10: So, to keep the local theme, I made a clone of David's (Dedgren) 3RR seasonal trees, and re-assigned these new versions as high wealth, with a small park effect.  As a result, when the new versions are placed adjacent to the road, they force the sidewalk to keep the high wealth textures, creating a uniform look throughout the neighbourhood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F6664%2Fadara2410.jpg&hash=ac7e4c6fb3c4f806a89ae83042a4a7c94b4ae5a3)

24-11: Back to the farms, here is the finished cattle farm from 24-8.  There were a whole bunch of troubles here, but extensive use of the diagonal filler lots along the highway and railway resulted in a nice final result. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F5210%2Fadara2411.jpg&hash=961d04974c07dd6aefb0bd60eecd0b999b842227)

24-12: Now for the final details on the stream.  I've started here with Peg's new pebble and moss textures.  They're a bit harder to use, and for the best result, they need to be plopped with a fair amount of care to break up the round edges.  Brown rye grass from RRP helps to smooth the edges.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F5218%2Fadara2412.jpg&hash=7b49489214b116d6e925cf2bcb3934e50012d88e)

24-13: Continuing with the riparian trees, but very lightly here since this is a narrow river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F2990%2Fadara2413.jpg&hash=b0869858687a5524ca606d56d2a5e419f54cbcf8)

24-14: And finally wrapping up with the usually trees, thus blending in the edges to the farms.  This is going to require more experimentation, but it's an interesting change from the other water style. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F2256%2Fadara2414.jpg&hash=a96ef77444d9ca62de9962dbb0265c5d92162c51)

24-15: Now that I'm getting comfortable with the styling techniques for the river, I'm moving on with a larger section of river.  First, the peg textures and a few rushes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F3388%2Fadara2415.jpg&hash=06674c607137009e675d8f3291289d847eee3cee)

24-16: And then the grasses and trees.  Yup, have to say, I'm pretty happy with this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F7915%2Fadara2416.jpg&hash=35e7c919e2ce93db9a69af0a3e186dcb7c83f803)

24-17: Moving along back to the waterfall and Cascade Bluffs, here's the finished area.  Trees make things look nice!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F4577%2Fadara2418.jpg&hash=8183837eb587b280c3cc9143f6be3b12f1740416)

24-18: At the upper end of the bluffs, some signs that the roads in the area are simply upgrades of an existing network.  A narrow dirt track leads off into the forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6948%2Fadara2419.jpg&hash=20487478c0de54aa13a328b98e4f77ce579919f2)

24-19: Some abandoned logging roads and a few old clearcuts to break up the monotony of the forest.  I'll add more details here next time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F8154%2Fadara2420.jpg&hash=97b6e4c271ebb702d6346ddc9bd6e4b73a503bac)

24-20: Finally, to wrap things up today, here's a shot of the progress on the local area.  It's getting close to completion now! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F6694%2Fadara2421.jpg&hash=2345864875746d8e665555b5eff7135a760941a0)

Sadly, I ran out of time, so I didn't get quite as far along as I had planned today.  More to come next time, thanks for stopping in!
Title: Re: Adara - Update 24 - 2009/06/10
Post by: thundercrack83 on June 11, 2009, 01:38:27 AM
Wow, Battlecat--what can I say, my friend? Your rural shots are just amazing! The farms, the trees, the amount of detail, everything is fantastic!

Keep up the great work!

Dustin
Title: Re: Adara - Update 24 - 2009/06/10
Post by: calibanX on June 15, 2009, 07:36:45 PM
Wow Battlecat, I love how natural and organic your planning and landscaping is laid out. You are obviously a map maker. As others have said you have certainly mastered the ploppable water thing. I don't see anybody doing it better than you are. I'm jealous of that ARCGIS software you have. I suppose it's many thousands of dollars huh? Oh well, I'm satisfied admiring your work.

Take care.

Geoff
Title: Re: Adara - Update 24 - 2009/06/10
Post by: art128 on June 15, 2009, 11:25:15 PM
Wow !! (and again Wow ! ) The river you made there is very realistic my friend. Also, great work with farms land and villas. The town you shown in the last update is fantastically realistic !
Take care,
-Arthur.  :thumbsup:
Title: Re: Adara - Update 25 - June 16, 2009
Post by: Battlecat on June 16, 2009, 02:31:46 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Dustin (thundercrack83): Thanks very much for stopping in and for the kind words!  Glad you found time to stop in considering all the amazing work you're producing over in the Commonwealth of Marathon!

Geoff (calibanX): Welcome to Adara! Thanks very much for all your kind words!  Sadly, you are absolutely right about the cost of the software I use.  Each of the three packages I use (ArcGIS, AutoCad and FME) each run around 1 – 2 thousand dollars.  Fortunately, I have old copies of ArcGIS and Autocad at home (leftover from university) and the FME software I can run at work on my lunch break. 

I mostly use the software since that's what I'm comfortable with.  If you know what you're doing, it's easy to get similar results from any photo editing package!  But then again, you've already discovered that based on the lovely road maps you've started on in your Monument Valley diary.

Arthur (art128): Thanks very much for stopping in!  I'm glad you approve of my latest efforts with surface waterways!  I'm pretty happy with them as well!

Update 25
Alexandria Completed!

Wow, 25 updates and 10 pages of replies.  Thank you all for your support over the past 4 months!  I'm quite pleased with how things have come together here, even if the pace of updates has been a bit slower than I would have liked ideally.  Still, the support and suggestions from this community is greatly appreciated.  So, I'd like to start today with a look at who's been coming and going here!

25-1: A graph showing everyone who's kindly taken the time to drop a comment here!  Thanks again to all of you for supporting me in this project! 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F2632%2Fadara2501a.jpg&hash=a9f3d94c6066dbee066d3f824e7758b80fd0c873)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7976%2Fadara2501b.jpg&hash=7f92d3f4166fa3e56e7676e6bf57702154b76ea7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F8162%2Fadara2501c.jpg&hash=88116ce3c2f81391a4301dd63ee7bab68b792a10)

I also want to say thanks to all you lurkers out there as well, after all, there have been more than 8600 individual visits to this diary as well!  It'll be interesting to see how far we'll get in another 25 updates! 

Now then, on with the actual pictures.  Today, I will finish up Alexandria!

25-2: I'm going to start off with the plopable stream here.  I'm still messing around with varying methods for detailing the shore of this particular water style.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F2516%2Fadara2502.jpg&hash=1e1d2653d7342b685af1d90c079f5318e55e5ca8)

25-3: But at least I'm getting happier with the results.  Jeronij's culverts are nice to use because they play well with any type of plopable water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F3663%2Fadara2503.jpg&hash=e574a9f9b1e30b2d222b09ae88d2494913b7b1ae)

25-4: Moving along, this particular field is next to the highway.  Plopable cows are amusing, and this guy has a big herd. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F696%2Fadara2504.jpg&hash=a82e8a4d9e787b16f08c4596a613de7a00aba607)

25-5: Moving along, here's an overview of the rest of the area left to zone and detail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F6043%2Fadara2505.jpg&hash=41da0585987f985b699d7b4c981f94d685db4718)

25-6: And here we have the initial set of zones I'm going to work with.  Hmmm, that yellow line just slipped in there on me. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F7691%2Fadara2506.jpg&hash=e57f6eaa65b95a4a4b1c764df057661b47a38412)

25-7: While I'm waiting for those to develop, I borrowed this shot from the internet.  This is a photo of a typical clearcut, showing a healthy crop of fireweed.  Fireweed is one of the most common initial colonizers of burns and clearcuts here in British Columbia.  And fortunately, we can replicate this in SC4 now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F797%2Fadara2507.jpg&hash=596fe60c2bdf940c327ce5aac8bb6e75704c9147)

25-8: So here's a shot of that clearcut I showed in update 24, now with heavy doses of fireweed, grasses and the odd enthusiastic aspen (also good colonizers). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F8982%2Fadara2508.jpg&hash=5f4e9199980458416184da75c5349e2be0ec5ad2)

25-9: Zooming out a bit, the effect is not unlike what you'd see during the summer on an aerial image.  I'm fairly happy with these, although I'm sure I'll be working on the effect more in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F2921%2Fadara2509.jpg&hash=d65651a7eabcf33e3622081994039d70fb97be56)

25-10: Back to the farms, here's a detailed shot of two farms bordering the stream.  The farm on the top of the image has chopped right down to the water like many cattle farms in the past. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F4739%2Fadara2510.jpg&hash=047c6c122236c5b16e689da710bf83dadfbdffad)

25-11: And here, another experiment.  I wanted to give the impression that this field is actively being cut right at the instant this picture was taken.  All in all, I'm fairly happy with the result and I'll certainly be playing with this in the future!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F2126%2Fadara2511.jpg&hash=9ddc8eaa4ef321c9a4dad33825e5069bb35bd5f1)

25-12: And another pair of farms, with completed details next to the highway.  Interesting thing I discovered as well, power poles plop quite nicely on some farm lots if you're careful. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F3456%2Fadara2512.jpg&hash=880fc546d092ea61e01d3e3e3ad4260950d00da1)

25-13: And zooming out a whole bunch, here you can see the entire area from 25-6, now completed with details and everything.  The more I use those wide angle rural roads, the more I like them!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F8233%2Fadara2513.jpg&hash=5d05faac341a2a14205922e278f65064593cd9fa)

25-14: Finally, just because I don't want to leave this update off on the same note as most others, here is the composite shot of Alexandria.  To help you get your bearings, the two rivers run more or less east to west (right to left) and the highway is running from north to south (top to bottom).  Click the image to load a larger version of this shot! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F4706%2Falexandriacompositethum.jpg&hash=c796a682c7b84a8ed3748b56e00308adae6aec65) (http://img91.imageshack.us/my.php?image=alexandriacompositelarg.png)

Now, I'll be starting on the next tile soon, but first for update 26, I'm going to bring out the latest maps and a couple of surprises.  See you all then! 
Title: Re: Adara - Update 25 - June 16, 2009
Post by: calibanX on June 16, 2009, 06:34:47 PM
Alexandria turned out quite nicely. Congratulations Battlecat. I've tried to use those multicolored flowers in my fields and I can't get them to look quite right. You do a fine job with them. You don't have any horticulture training do you ??? I have to say I'm looking forward to those maps you mentioned. Happy mapping!

Geoff
Title: Re: Adara - Update 25 - June 16, 2009
Post by: Earth quake on June 17, 2009, 12:35:16 AM
Wow, perfect work and rural aera.  &apls

I really love the overview, really splendid.

Vivien.
Title: Re: Adara - Update 25 - June 16, 2009
Post by: BarbarossaS on June 17, 2009, 02:52:56 AM
Wow, Alexandria completed! You've done a wonderful job on it, I must say!  &apls
The idea you had in 25-11 is great, it really looks like it's being cut  :thumbsup:
And the overview is quite magnificent too, thanks a lot for that!

Well, here's to the next 25 updates, can't wait to see what you have in store for us next!

-Stijn-
Title: Re: Adara - Update 25 - June 16, 2009
Post by: FrankU on June 17, 2009, 04:03:04 AM
Oh, a real good job you have done here.  &apls

The pictures all are so balanced and detailed wonderfully... I hardly can sit still on my chair: I 'd like to run home and fire up a new rural region to try to do this kind of stuff myself. I have gathered some ideas for the last weeks.

One comment though: the experiment on 25-11 is really nice, only I guess that the plopped gras should be more yellow. Now the grass is green and after mowing it suddenly is yellow??
But that is really the only comment.

I'm eager to see more of your work.
Title: Re: Adara - Update 25 - June 16, 2009
Post by: JoeST on June 17, 2009, 04:06:20 AM
Fantastic shots, especially that harvester, that is AMAZING attention to detail :o

Joe
Title: Re: Adara - Update 25 - June 16, 2009
Post by: Glowbal on June 17, 2009, 07:27:09 AM
Absolutly amazing. I just read your entire diary. I just love it.

I got a question though.
being a huge fan of rural areas myself (although I also like huge cities :P ), I make these myself also.
Though, I always seem to have troubles with my power.
Everything needs to be connected to a power source. How did you solve that? As I can't see that in the picture. ;D

Cheers!
Title: Re: Adara - Update 25 - June 16, 2009
Post by: art128 on June 17, 2009, 11:59:07 PM
Only two comment ?? Ohh, I think I've to stop by there more frequently. As for that last update, really beautiful. The fields are the most realistic I've ever seen in an MD. Also, that village (or is it a little town ?!) looks great to me.
Take care,
-Arthur.  :thumbsup:
Title: Re: Adara - Update 25 - June 16, 2009
Post by: threestooges on June 18, 2009, 01:59:11 AM
Interesting graph. Allow me to bump my total up to 9 by saying that you seem to have gotten those RRP fences down to a science. Not just in this update, but in some of the previous ones too they just look natural by this point. As for the harvesting pic, I'm not sure what to suggest, but it looks like the recently cut areas are too smooth. Not sure what you could use to rough it up without making it look fuzzy again... perhaps some tracks to simulate the combine/harvester having passed through and perhaps a more linear alignment of the hay bales.

I like the fireweed pics too. I haven't quite gotten the hang of those pink flowers yet. They have a bold color that can overhwelm an area visually if you're not careful. You seem to have done a fine job with it though. Makes me wonder though, since you say it springs up after controlled burns and the like, does it get its name from its rapid post-burn growth, or the color (coupled with the speedy growth)?

Congratulations on 25 updates, and I'll keep an eye out for hopefully many more to come.
-Matt
Title: Re: Adara - Update 25 - June 16, 2009
Post by: FrankU on June 18, 2009, 02:58:29 AM
Quote from: Glowbal on June 17, 2009, 07:27:09 AM
Absolutly amazing. I just read your entire diary. I just love it.

I got a question though.
being a huge fan of rural areas myself (although I also like huge cities :P ), I make these myself also.
Though, I always seem to have troubles with my power.
Everything needs to be connected to a power source. How did you solve that? As I can't see that in the picture. ;D

Cheers!

GLowbal,

I also dislike the need of laying powerlines through my forests. For this you need the "UtilityRadius TrafPollution Modd" by RalphaelNinja. This modd raises the radius for power and water to the whole citytile, so no placement of powerlines and laying of pipes anymore.
Take a look at:
http://www.simtropolis.com/stex/details.cfm?id=21352
Title: Re: Adara - Update 25 - June 16, 2009
Post by: Glowbal on June 18, 2009, 04:41:20 AM
Thank you. =) That is great! no more spending ages laying pipes :p
Title: Re: Adara - Update 25 - June 16, 2009
Post by: danielcote on June 20, 2009, 06:42:41 AM
I like you're flower fields the pathes just need to be more windy.
Title: Re: Adara - Update 26 - June 20, 2009
Post by: Battlecat on June 20, 2009, 08:52:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Geoff (calibanX): Thanks for stopping in again!  I'll admit I do have some horticultural training, mostly as a result of both my parents being quite enthusiastic gardeners.  I've also snagged some inspiration from subalpine meadows I've spent a great deal of time hiking in. 

With respect to the RRP foliage and the multi colored fields I makie, the key seems to be to mix the various types of grasses in with them to create a blended effect.  I'll look into creating a more detailed discussion on creating those fields in the future.  By the way, thanks very much for the inspiration from Monument Valley; one of the maps today emulates the style you're using! 

Vivien (Earth quake): Thanks for stopping in again and for you kind words!  Glad you like it!

Stijn (BarbarossaS): Thanks very much!  Glad you like the effect in that field.  I'm certainly shooting for at least 25 more, thanks for the encouragement!

FrankU: Thanks very much for your kind words!  I would love to have more varieties of plopable grass to work with, it would certainly open up additional options for the fields.  I do agree that the colors I'ves used aren't ideal, but one must work with what one has available. 

Also, thanks for taking the time to answer Glowbal's question! 

Joe (JoeST): Thanks!  Glad you like the work I'm doing here!

Glowbal: Welcome to Adara!  Glad you enjoyed your first visit.  The solution FrankU presented to the power transmission problem is one I haven't actually encountered before, but it would work quite well.  I actually mostly fake it, because a lot of really odd things carry power, such as farm fields and the RRP fences. 

Where the gap is too large, I usually use carefully spaced open grass parks from the original game since you can plop trees over them.  They're usually tucked away in my riparian areas or the hillside forests.  That allows me to keep the illusion of power transmission via the plopable power poles. 

Arthur (art128): Life does happen, thanks for taking the time to stop in once again!  Assuming you're refering to that high wealth mansion area, it's an isolated hillside subdivision!  Glad you like it! 

Matt (threestooges): Thanks for stopping in once again!  I agree, I was a bit clumsy with those hay bales; I might have to go back and tweak it in the future.  I'm not entirely sure how I'd put tracks in, but I can see where you're going with it.  I'll have to think on those ideas for a bit and see if I come up with anything. 

As for the fireweed, I think it gets it name a bit from both the color and the place it grows.  Either way, it's a pretty common plant here in BC.  As I mentioned to calibanX earlier, the key thing is to dampen out the color with the grass textures.  By painting in some brown rye grass and the tan reed grass in among the dense pink flowers, it dampens out some of the color, and breaks up the pattern quite a bit.  I'll explore some of my tricks with the RRP textures more in a future update!

danielcote: Welcome!  Thanks for stopping in.  If you're referring to those logging roads in the latest update, I'll have to agree, they certainly could be more windy.  I'll have to see what I can do about that in the future!

Update 26
Mapping Away Once More

As promised, I'm going to show you a few more maps today for you entertainment.  And then as promised, a couple of those suprises I mentioned last time.  So, here we go! 

26-1: To start, here's the topographic map for Alexandria.  As much as I like the colored elevation background, I've been finding it just makes the pictures too busy.  So, I'll just stick with the contour lines in the future!  I'm still working on finding a mapping techniques I like for this particular type of data.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F7453%2Fadara26map1a.png&hash=73e97bab02129b92d82c0e56c019d1513fbcf76c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F6744%2Fadara26map1b.png&hash=8f15cedf3224df9d6feae455f31e679af2e35c66)

26-2: As I was poking around the various Mayor's diaries, I noticed calibanX's maps in Monument Valley.  I like the simplicity of his terrain maps, they do a nice job of giving the feel of terrain without making the background too terribly complex.  Here's what that mapping style looks like when applied to Alexandria.  I'm going to have to play with it some more, but I have to say, I like the initial effect!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F8004%2Fadara26map2a.png&hash=dce9bb343d208fad44f0cd128a42f677dc721d97)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F1875%2Fadara26map2b.png&hash=a6c6521179b9c33c69915a6db8bffbd19c4ec8fb)

26-3: I do like that style, but I think I'll work with it a bit more, primarily because a lot of the colors I used on my original maps don't play nicely with this style.  Here's the third map, and so far, the result I'm happiest with. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F9585%2Fadara26map4a.png&hash=4ca3cb3b678d795be9b626136aa299e66d64ddbb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F5281%2Fadara26map4b.png&hash=972a0a09c17a19205037c534b2f28d42c6669ef6)

26-4: Finally, I can make good use of the maps to show you the context of the two large mosaics that I produced today.  The two purple outlines on the map below show the approximate boundary of the following two mosaics. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F9388%2Fadara26map3a.png&hash=8b54dbe7d491320638143c86248331d7d6941964)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F662%2Fadara26map3b.png&hash=b1853bda86044ecfbcbe52eec0f933ad6ed26fda)

26-5: Here's the first mosaic, running from the high wealth area through to the north west corner of the tile.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F6702%2Fadara26m1a.jpg&hash=1c16c820ae0d00069d08efd7e83cbf4b3cc0fc54)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F525%2Fadara26m1b.jpg&hash=c1b20fcf258e49fef63d260c43a9bb36972ebdc1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9978%2Fadara26m1c.jpg&hash=0e95990093b55b5ca1a5b5989891113f222ce650)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F3995%2Fadara26m1d.jpg&hash=685ea47e76ebe801b6bb554eef3aba0b40b70d71)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F317%2Fadara26m1e.jpg&hash=fc3f291655e34ccbbb11b5208c89b5696d0cc37c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F8965%2Fadara26m1f.jpg&hash=5af2a29e54071fd7c1d5e78675f5ad72d707bb94)

26-6: And the second mosaic, this one extending from the north west corner of the map, through the urban center to the shopping mall on the west side of Alexandria. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F6803%2Fadara26m2b.jpg&hash=7cd02d004bcba0983521a99a3571cbc0a8d79581)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F9065%2Fadara26m2c.jpg&hash=1fa2c57f5e6166e589241903ca989d163edddfbc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F5530%2Fadara26m2d.jpg&hash=a32acf60ecc0a658178980e39726273175b570f7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F654%2Fadara26m2e.jpg&hash=df382b2be0dc85778e3c8bca62c7f6712dbc941a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9276%2Fadara26m2f.jpg&hash=4f0a8e7cc3e3c443810af5fcc28d7cc3c6825bb7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F7981%2Fadara26m2g.jpg&hash=1b749813336845b7fe285b7da12c9cb4649543ad)


26-7: Finally, since it appeals to my obsessive nature, here's an expanded composite shot of Delmar Junction and Alexandria together.  As always with these composite images, you can click this one to see a much larger version (522 kb).  Let me know if it the link doesn't work for you!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F4442%2Fadaracomposite2tilethum.jpg&hash=30bba8cc22cac7b2c225a465d9ec84c3f6f9b2ff) (http://adaraweb.googlepages.com/Adara_Composite_2_Tile_large.jpg)

And that's a wrap for today!  Next time, we'll have a first look at the next map tile, located to the south of Delmar Junction.  See you all then!
Title: Re: Adara - Update 26 - June 20, 2009
Post by: art128 on June 20, 2009, 10:42:47 AM
My ! That is just fantastic, these maps are stunning my friend, excellent work ! Also, the mosaics are nice, too. i really love the villas area in the first one. Great work with the plopable river, in my opinion, I will never use these to make big rivers like that.The general shot is surely great !
take care,
-Arthur.  :thumbsup:
Title: Re: Adara - Update 26 - June 20, 2009
Post by: io_bg on June 20, 2009, 11:37:18 AM
Wonderful update! I really like the ploppable rivers and your detailed farms. :thumbsup:
Title: Re: Adara - Update 26 - June 20, 2009
Post by: kwakelaar on June 20, 2009, 12:01:10 PM
Really like your maps and overviews, Alexandria looks great. And I must say I am impressed by how you manage to make everything look so natural.
Title: Re: Adara - Update 26 - June 20, 2009
Post by: calibanX on June 20, 2009, 09:23:05 PM
Fantastic mapping! I agree with you, I like the color scheme in 26.3. I love your topo map too. There aren't many people making topographic maps. I think this is only the second one I've seen. I'm hoping to experiment with it at some point. The mosaic is beautiful as well. Awesome update Battlecat. I'm looking forward to seeing your next map tile.

Take care.

Geoff
Title: Re: Adara - Update 26 - June 20, 2009
Post by: bat on June 21, 2009, 08:26:32 AM
Really great rural areas there! And the map looks also really fantastic!!!!! :thumbsup: :thumbsup:
Title: Re: Adara - Update 26 - June 20, 2009
Post by: Nexis4Jersey on June 21, 2009, 03:50:25 PM
whoa, i like those 2 mosaic's  :thumbsup:
Title: Re: Adara - Update 26 - June 20, 2009
Post by: Jmouse on June 21, 2009, 04:38:56 PM
Outstanding mosaics you have there, and the maps aren't too shabby either! :D You've done a fine job on the farms - an element which still eludes me - and incorporated our wonderful transport features well. I see an interesting and unusual arrangement of RHW on/off ramps in 26-5, but it looks like it would work OK. Wondering which tree controller(s) you're using - I really like the results.

Later...

Joan

EDIT: Welcome to page 200!
Title: Re: Adara - Update 26 - June 20, 2009
Post by: art128 on June 22, 2009, 01:25:07 AM
Hey Joan, are you sure this is the page 200 ?  :P
Congratulations on making 200 post Battlecat !! It's a real pleasure to see this MD growing !  &apls
Title: Re: Adara - Update 26 - June 20, 2009
Post by: FrankU on June 22, 2009, 07:54:10 AM
Quote from: Battlecat on June 20, 2009, 08:52:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)
FrankU: Thanks very much for your kind words!  I would love to have more varieties of plopable grass to work with, it would certainly open up additional options for the fields.  I do agree that the colors I'ves used aren't ideal, but one must work with what one has available. 


In fact you have other options: in the same set (by Chrisadams) you have the yellow rye grass. I think that will perfectly fill the need.

Nice maps. I like the third, althought I would choose another color for the highway. It looks too much like a canal now...
The mosaics ared great!
Title: Re: Adara - Update 26 - June 20, 2009
Post by: Speedbump Joey on June 22, 2009, 08:42:15 PM
Fantastic work. Simply stunning. It is great to see your work with the farms, and then developing a small community within the area. I cannot wait to see what your further updates have in common. Seeing your work has really inspired me and ultimately I am forcing myself to do bigger and better things, after viewing your work. I cannot see what "Option 2" ends up looking like. I do have a question. What does the future hold in terms of a tile that will be predominantly urban, with little or no farming on it? I am particularly curious as to what short term and long term goals you have set and have pretty much stayed with from the get go of this wonderful project.
Title: Re: Adara - Update 27 - June 24, 2009
Post by: Battlecat on June 24, 2009, 03:13:32 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Thanks for the push past 200 replies over the weekend everyone! 

Arthur (art128): Thanks very much for stopping in and for your comments!  I'm really enjoying the plopable water, and I plan to make even more use of it in this next update. 

io_bg: Glad you like it!  Thanks for stopping in.

kwakelaar: Thanks very much for your kind words!  I really get a kick out of the variety of trees available in the game now. 

Geoff (calibanX): Glad you like the 26-3 map!  I wound up tweaking it a bit more for this update, I think I'm finally getting towards a style that I'm satisfied with.  Thanks for the visit!

bat: Thanks very much! 

Corey (Nexis4Jersey): Thanks very much, glad to hear you like them!

Joan (Jmouse): Welcome to Adara!  The rural highway interchanges were more a fact of necessity, since there wasn't enough space between the corner and the over pass in the spot you would ordinarily expect it to be.  Such is life though, the end result is interesting as you say!  I'll have do some digging to find out where to get the tree controllers I'm using, I'll let you know as soon as I figure out where I got them!  I believe they were created by Jeronij, using a mixture of his and Cycledogg's trees.  They should be available on the LEX.

FrankU: Thanks for stopping in again!  Good point on that highway color, I totally missed that, so I'm posting a corrected version today, along with a few other tweaks that were bothering me.  I think I've missed noticing that yellow rye grass texture, I'll have to do some poking around and see if I can find it.

Speedbump Joey: First of all, welcome to Adara!  I appreciate the kind words and I'm glad you found this inspiring.  That's a very interesting set of questions that you've asked there, let me see what I can provide.  First, I can say that there are plans for a city that will cover multiple tiles in the future, I'm not sure how far out, or exactly how large that will be, but I do intend to shoot for it. 

My short term goals have pretty much been met, which was to regain a feel for Simcity 4 and begin rediscovering what can be done in the game.  In the long term, I intend to continue exploring the visual possibilities provided by the diverse mods and lots available for the game now, and use them to build a coherent, visually appealing region. 

Update 27
Third Stop – Welcome to Vavenby

Today, I'm going to give you all a first look at Vavenby, the third tile in Adara.  Unfortunately, life didn't provide me with enough time to get a great deal of work done on it, but at least I can give you a first look at an idea I'm throwing around for this area.   But first, one last stop in Alexandria:

27-1: FrankU made an astute observation about the color of the highway in image 26-3 in the previous update.  I happen to agree with his observation, and I've also made a few more changes to help reduce the clutter on the map.  Among other things, I'm no longer going to draw the two halves of divided highways separately; instead I'll just use a single centerline except in cases where the two halves of the highway are separated by an unusual distance.  I tweaked a couple other colors that were bothering me and increased the font sizes a bit more as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F6484%2Fadara2701a.png&hash=6337ebc161c3a175294f61c313cb35812b7dc075)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F6595%2Fadara2701b.png&hash=c66da2e17014e0680064a96c90d2a73c3b8a7fc9)

27-2: Moving right along, here's a first look at Vavenby in context with Alexandria and Delmar Junction.  I'm going to focus particularly on my future plans for the elevated flat area in the bottom right corner of this map today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F8788%2Fadara2702a.png&hash=8f47209b365496be96096139c15e19eb2a7b1f97)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F495%2Fadara2702b.png&hash=88d8f0d840c9a30c8c39404b0a7678fa76c861b6)

27-3: Here's a quick shot of the center of the valley.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4112%2Fadara2703.jpg&hash=0a4280eef8604a67be9fa4509e99806a645240d6)

27-4: And a shot of the elevated flat area mentioned in 27-2.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F656%2Fadara2704.jpg&hash=498606c1095d58ba90f356c5920cf6cb1471e663)

27-5: So first, time to get the rough draft of the rivers in place.  In this picture, the right fork in the river leads up into a narrower valley.  That valley may have some mining industry in it in the future, but that's a project for a different tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F1922%2Fadara2705.jpg&hash=1759ef1fff0de22c159f83f83f952756f947dd6c)

27-6: The main river comes from the elevated flat area.  You may all be looking at this, thinking it looks a bit odd and slightly uniform.  Well, I have a plan to deal with that. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F6953%2Fadara2706.jpg&hash=3eaf123d8c1d3f522882add3f4670ea54f097474)

27-7: Thanks to careful use of the slope mod and road based leveling, I'll make this slope even more uniform!  I'll explain my reasons below with the next couple pictures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F814%2Fadara2707.jpg&hash=8c22e00ff34fd2e3b3bc6165840fec106dc40464)

27-8: Hydro electric dams have always been a challenging feature to replicate in Simcity 4.  I'm going to make an attempt at replicating one of the larger scale designs, known as an earthen or embankment dam.  These dams have a large impermeable core in the middle, covered in layers of earth and rock for support.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F275%2Fadara2708.jpg&hash=cb9d1c8a0f428652fb1953df45120ef01088a600)

27-9: This particular earthen dam is called the Bennett Dam, and it is located in Northern British Columbia.  I'm going to have to give some careful thought and experimentation into to how I'm going to detail my version of this structure.  These photos should give you a pretty good idea about my future goals in terms of textures.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F6633%2Fadara2709.jpg&hash=a20fa316dfca5153b3894270ee44b14e1dbb7bd9)

27-10: First things first, time to get some water in place.  I've decided to use Peg's water style here rather than transparent water since it gives the impression of deeper water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F618%2Fadara2710.jpg&hash=e3e733ae2dab203d09c8f5b25ea3a8146a54acca)

27-11: I decided to add a small island in the lake at the last minute, just to break it up a bit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F7822%2Fadara2711.jpg&hash=cd7846e172bab9e7fcf088c4555546cdb63dbbf0)

27-12: There's still a lot of work to do, but now you can see the late in context with the river it drains into. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F776%2Fadara2712.jpg&hash=0634df26b6ca0f73e2dc34fa241a44cc007a98a9)

And that's a wrap for today.  I wish I had more time to get the roads into place, but I'll get those on the roll along with the first batch of details for next time!
Title: Re: Adara - Update 27 - June 24, 2009
Post by: Speedbump Joey on June 24, 2009, 05:27:57 PM
Nice update, I like where the possibilities can go with this one.

-Joey
Title: Re: Adara - Update 27 - June 24, 2009
Post by: Simpson on June 24, 2009, 10:10:30 PM
Hi !!
I'm so sorry that I missed all these udpates, my friend. Your region picture is incredible  :o
Also, the last update is superb, this new city is looking amazing !!

Take care,

David
Title: Re: Adara - Update 27 - June 24, 2009
Post by: io_bg on June 25, 2009, 01:38:09 AM
Great terraforming! It'll be nice if you upload your region when you finish it, I think it'll be fun to build on it. And the maps are really nice! &apls
Title: Re: Adara - Update 27 - June 24, 2009
Post by: tooheys on June 25, 2009, 02:35:58 AM
Hey Battlecat, I know the timing of my visits is somewhat irregular, but I can confidently say that the standard of your work is not. Particularily like the maps, the latest terraforming is nicely done and looking forward to seeing the finished product.

Very nice indeed  :thumbsup:

Dave

Title: Re: Adara - Update 27 - June 24, 2009
Post by: jmyers2043 on June 25, 2009, 05:04:30 AM
Hello Battlecat

"Time worth spent." That's what I said to myself after reading through ADARA this morning.

I like the maps you are doing. And the two recent mosaic pictures are beautifully done.

Cheers - Jim Myers

Title: Re: Adara - Update 27 - June 24, 2009
Post by: woodb3kmaster on June 25, 2009, 08:49:22 PM
Great update! Vavenby looks like it will be another fascinating tile to watch you develop, and I can't wait to see how you'll tackle making a realistic earthen dam (perhaps a heaping helping of draggable paths to give it that earthen look? I'll just have to wait and see). Keep up the terrific work!
Title: Re: Adara - Update 27 - June 24, 2009
Post by: Jmouse on June 26, 2009, 06:27:13 PM
Once again, the level of detail in your maps is awesome. The landscape in 27-3 and -4 is just stunning – made even more so with the addition of rivers. I simply must find the time to try that method myself.

It will be interesting to watch your earthen dam become a reality. The many new elements we have to work with now are wonderful, but even more amazing is the level of skill demonstrated by MDers who have emerged more recently. You're doing a fine job here, so I hope you and Adara will be around for a long time to come!

Later...
Joan
Title: Re: Adara - Update 27 - June 24, 2009
Post by: calibanX on June 27, 2009, 12:07:27 AM
Wow, I'm anxious to see how your earthen dam project turns out. The water features are looking quite natural. The map mosaic is great as well.

Very nice update.

Geoff
Title: Re: Adara - Update 27 - June 24, 2009
Post by: FrankU on June 29, 2009, 03:36:03 AM
Ha, that's an interesting plan, a large hydro dam.
You stir my curiosity, that's for sure.

And: beautiful landscaping.

Nice map changes also!
Title: Re: Adara - Update 27 - June 24, 2009
Post by: Albus of Garaway on June 30, 2009, 12:36:35 PM
It's been a while since I've been here!

Nice update, Battlecat. :)
Title: Re: Adara - Update 28 - July 6, 2009
Post by: Battlecat on July 06, 2009, 09:10:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Speedbump Joey: Thanks for stopping in again!  I'm looking forward to seeing where I wind up with this one as well!

David (Simpson): Glad to see you back, life happens to all of us!  Thanks for your kind words as always!

io_bg: Thanks very much.  I'm actually terraforming the region in small bites.  It gives me some flexibility to add things like the terrain necessary for the future dam in Vavenby.  But once I'm done, I'll see what I can do, particularly since it's quite easy to do with the SC4 terraformer. 

Dave (tooheys): I always appreciate the visits, glad you find the time to visit occasionally!  I'll certainly continue to shoot for high quality updates, glad to hear you enjoy them! 

Jim (jmyers2043): Welcome back!  Thanks very much for taking the time to visit!  Thanks very much!

Zack (woodb3kmaster): Thanks for stopping in!  I actually haven't entirely figured out how I'm going to approach this project.  It's going to require some experimentation to figure out a visually appealing solution.  There are also a number of important structures, such as the spillway and the actual powerhouse which will have to be added to the current design as well.  I'll let you know how the texture experiments go!

The odd thing is that despite their name, earthen dams are usually covered in a coating of very coarse rock to prevent erosion and significant plant growth.  While plants might help stabilize the soil, their roots also provide pathways that water can follow, which can lead to a breach if they are allowed to get out of control. 

Joan (Jmouse): Welcome back!!  I'm certainly looking forward to getting the details in place on the earthen dam, but it's going to take some time to figure it out!  Thanks for the kind words!

Geoff (calibanX): I certainly hope the dam comes together like I'm visualizing! 

Interestingly enough, the map only looks like a mosaic because I put the tile boundaries on it.  All the linework you see on that map is actually unified together in the raw AutoCAD file.  Doing that ensures that all the lines match up nicely when I start zooming out to look at the bigger picture. 

FrankU: Glad you approve of the modifications for the maps!  Thanks very much for making the suggestions that prompted them!  I certainly hope the earthen dam comes together like I hope. 

Albus of Garaway: It has been a while indeed, glad to see you stopping in again!  Glad you like the update!

Update 28
Vavenby – Roads, Rails and Towns

As much as I'd like to jump right into the work on the dam texturing, I've got to give some serious thought about how to texture this thing.  As such, I'm going to start with a few standard things, namely the main roads and the railway, which are going to be an interesting challenge since the main route goes up above the dam.  Finally, I'm going to start working on the main townsite for Vavenby. 

28-1: First as always, I've got to get the core roads and railway in place.  As I was working on it, I noticed this gem from the NAM.  It comes in both STR and DTR versions. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2374%2Fadara2801.jpg&hash=03936571fdd72414b54d75d94d833cec5190113f)

28-2: My assumption would be that the railway used to travel along the valley bottom and was moved up over here when the dam was built.  I'll be putting in an abandoned spur line somewhere at a later point.  These wide radius curves are very hard to manage on slopes, but it can be done! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F6686%2Fadara2802.jpg&hash=b53f906708d85cb16937a071c7e74fc16b34cc3d)

28-3: Likewise with the main highway.  Part of the challenge is created by the slope mod I'm using, but I partly just did this because there might be some odd, quirky reason why highway engineers decided to go around the mountain this way instead of the more obvious route.  There will be a branch off to a minor road on this side of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F9319%2Fadara2803.jpg&hash=96a8f249bd228261ff24a2bddf4872e142d22bd0)

28-4: And here we have some of the FAR intersections from the latest version of the NAM.  This is going to be part of the modern townsite.  I finally wound up replacing the FAR-FAR intersection on the right with a second FAR-Ortho intersection.  I'm still goofing around with all these options in some of my test tiles, and you can be certain I'll be doing more with them and non-ortho towns in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F7255%2Fadara2804.jpg&hash=f56a3cf6bb33a761f608af87733935df8fe65267)

28-5: Down the hill from the main townsite, this will be a future business/industrial area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F1468%2Fadara2805.jpg&hash=89426b6dce96beb8a8520f7332780cabce5a7e03)

28-6: And here's a quick shot of the area so far. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2080%2Fadara2806.jpg&hash=54f043226b80f0f0aedcee65bd297f3374f3c423)

28-7: The next thing that occurred to me is that with a hydro dam of this size, there's probably call for high tension power lines.  Fortunately, Pegasus recently did a small edit on the standard towers and eliminated the red.  The galvanized steel appeals to me more. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F8256%2Fadara2807.jpg&hash=6773dba0fbb148e6d908de988cff29d6203fb328)

28-8: Moving back to town, it's time to explore some of the quirks of developing along the FAR network.  The first thing I discovered is that only 2 of the three tiles adjacent to the FAR network can actually support residential housing.  The third one gets a no-road zot.  This wouldn't be such an issue for industrial and commercial as long as they are more than one tile wide.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9697%2Fadara2808.jpg&hash=9a96ba9eeaf95fd2fec2298967c077b593b45951)

28-9: Moving along, and trying to figure out how to make the roads and zones fit together nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F2860%2Fadara2809.jpg&hash=a6363c5903aa97fe4558a2cb58add3cf53577ddd)

28-10: A bit of development, and a few plopable commercial lots later, here's a small part of the town, now fully developed.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F4846%2Fadara2811.jpg&hash=82fa1172525f63e8b64bcbdbd5d4b2d3b31e3754)

28-11: And zooming out a bit to see the entire town as it stands now.  Still a long way to go but it's coming along.  The road cut down to the lower industrial area on the right side of the picture will get a retaining wall later. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F4945%2Fadara2812.jpg&hash=e7d3490f71ac87d4ffbfb5b4321932212b4f0d0c)

28-12: In the meantime, back to some railway, I realized I'd forgotten the STR line up the narrower valley.   It might look a bit odd, but this is the best solution I could find within the limits of the wide radius curves and the available switches. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7941%2Fadara2813.jpg&hash=36bd065bf5f900bab4459898c91a732e2abfe303)

28-13: Finally, a preview of a future update, I'm just goofing around with this so far.  This is part of North Country Dude's modular railyard system.  This particular one is intended as a holding area for trains waiting to climb up past the dam.  It's a steep and winding slope, so large trains would have to be broken into two sections before making the climb.  They'll also have to wait for the section to clear, and that might create a small backlog of trains waiting in the queue to go up the hill.  It's quite far back from the slope, which gives the trains significant space to get their speed up before hitting the first steep section.  I'm going to keep looking at the styles available and I might tweak the exact design in the future, but the concept is certainly staying. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F6448%2Fadara2814.jpg&hash=27962dfb5c4189530277d41c4aa713f009466d77)

28-14: Finally, one more quick zoom out to look at the entire area as it stands to date.  Looking at my future plans for the farming in this area, I'd love to get my hands on those FAR – SAM intersections Dedgren is working on in 3RR, but hopefully they'll come out in a future SAM release.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F4707%2Fadara2815.jpg&hash=f17f7fe77293f4c2f3882db48284a8a4c4126b3b)

Anyhow, that's a wrap for today, I'll see you all next time!  Thanks for stopping in!

Edit: Apparently we've passed 10,000 visitors today, thanks very much for your ongoing support everyone! 
Title: Re: Adara - Update 28 - July 6, 2009
Post by: Earth quake on July 06, 2009, 11:18:14 AM
Nice update.
Your MD is really superb and the road and railroad system is excellent.

vivien.
Title: Re: Adara - Update 28 - July 6, 2009
Post by: threestooges on July 06, 2009, 01:39:39 PM
Nice developments so far. I like the dam idea, and being from Southern CA, I can only think of the Tehachapi loop and the Cajon Pass after seeing your railyard idea. I've tried those railyard pieces myself, but haven't had much success. I'll be keeping a close eye on your tests. Nice choice of bridges too by the way.
Title: Re: Adara - Update 28 - July 6, 2009
Post by: nedalezz on July 06, 2009, 01:59:41 PM
Thats a quiant little village..all thats missing is some trees! Its gonna look fantastic once you complete the detailing of the square.
Title: Re: Adara - Update 28 - July 6, 2009
Post by: Nardo69 on July 06, 2009, 05:44:06 PM
So there is another one hooked on hydro power plant like me - glad to know I'm not alone out there! :)

Nice work with the STR Line. The S-curve after branching of the DTR might be too much but on the other hand be alright.

And slopes and NAM pieces are definately a chapter of its own.

Nice town you added next to the road. Your approach is different than mine but I like it.


Bernhard  :thumbsup:
Title: Re: Adara - Update 28 - July 6, 2009
Post by: Jmouse on July 06, 2009, 07:07:14 PM
Ah yes, more stunning scenery ( give us more, more more!  :) ). Although FAR is a wonderful innovation, I've found zoning near it to be rather tricky. I haven't had much practice, though, so the fault is mine. I see others – like you - use it very successfully.

The power lines are a good idea
and fit right in with the overall plan. That last photo – 28-14 – is especially good.  Your terrain is outstanding.

Later...
Joan
Title: Re: Adara - Update 28 - July 6, 2009
Post by: Tomas Neto on July 09, 2009, 05:47:47 AM
Is fantastic see the development of your city!!! Each step is very interesting!!!
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Battlecat on July 13, 2009, 12:17:59 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Vivien (Earth quake): Thanks very much for your kind words!

Matt (threestooges): We've got more or less the same issues here in British Columbia with high mountain passes for railways.  Additionally, there always seems to be demand for small sorting yards for rail traffic all over the place, I figure this yard can double as that. 

I've got a bit more on those railyards today, but the critical thing I found out is that there are two types of pieces in two separate locations.  The functional pieces are in the railway menu, and they all have two tracks set transit enabled, and they appear to function as a rail station( haven't tested it yet). 

The other part of the set appears in the landmarks menu.  These ones are eyecandy only.  They allow you to expand the yard visually to any size you like but they are not transit enabled.  They're actually pretty carefully built to line up, but they're all different sizes. 

nedalezz: Welcome to Adara!  The trees are coming, I've just got a bit more to add to the neighbourhood first!  Thanks for stopping in!

Bernhard (Nardo69): You're right about that curve.  At the time I thought I'd hit an issue with tiles being locked out by the NAM because I couldn't actually drag the line straight through but as it turned out there was a slope issue that had to be corrected.  Thanks for pointing it out! 

Hydro power is incredibly common in my area, so I feel it's a critical part of my region as I build it.  They have such a huge impact on the local terrain, I just can't ignore them!  Thanks for all your comments!

Joan (Jmouse): It certainly is tricky to zone next to the FAR not to mention the wide radius curves, but it seems to be worth the trouble.  As much as we might dislike the high tension power lines and the way they appear, they are a common sight in our modern world, particularly around large power plants like this one.  Thanks for stopping in!

Tomas Neto: Welcome and thanks for stopping in!  Glad you're enjoying this!


Update 29
Vavenby – Farming Once Again

Well here I am again, in the midst of the one small break I've managed to find to do an update this week.  Life's crazy busy, but at least I'm still finding a bit of time to get another update out the door!

29-1: First things first, I figured out how the modular rail yard works.  What you are looking at here is a 3 tile wide rail yard build from three different pieces.  The middle section is a 32 x 1 rail yard with 2 tracks set aside as the mainline, and two on the outer edges that are sidings.  Up at the top of the image where the fences start, are the top edges of two 24 x 1 siding lots with three tracks on each. 

The way these are set up, the longer rail yard sections each have a switch built onto the outer track on each side 4 tiles in which lines up with the next size down of eye candy lots.  So a 32 tile long center piece matches up with the 24 tile long edge pieces.  Depending on which edge pieces you use, you could continue expanding along this pattern.  There's still some messing around to do, but I like these a lot!  If you want some more details on how these go together, let me know! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F3779%2Fadara2901.jpg&hash=d60921172d48c580af85dba0a6afc66c734942e7)

29-2: Secondly, as mentioned by Bernhard (Nardo69), this switch needed some attention.  The extra S curve that I though was necessary was actually just being forced by a little bump on the ground that the slope mode I'm using couldn't handle.  It seems to be really critical to level the terrain carefully if you're going to build a branch line like this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F2405%2Fadara2902.jpg&hash=c2659d36624ae2ac8588c2e7ed643e28366e798e)

29-3: Moving right along, here is the main focus of today's update.  I'm going to do some farming along the road here, and then get some trees in place between the town and the road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F3204%2Fadara2903.jpg&hash=30e34e982650f33ff3315a0c1d8e710d4d9aba91)

29-4: First some zones.  The first farm that is developing already is going to be discarded, it wasn't one I liked. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F5397%2Fadara2904.jpg&hash=4679076faedc957e57fbc43033901c944d6120f6)

29-5: This one developed on the second pass, I'm much happier with this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F7307%2Fadara2905.jpg&hash=bd455dd85924df5e025cb1822d908d7a894b8b30)

29-6: At the corner of the main road, this nice farm developed.  It's amazing how many of these lots I'm still seeing for the first time.  Guess that's what happens when you download a massive number of farms!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg103.imageshack.us%2Fimg103%2F9973%2Fadara2906.jpg&hash=b3ac98c7c1e0e3259c25db7943eee85569494615)

29-7: At the S curve here, we got a horse farm.  And you all know what happens to most livestock farms in this journal!  I really like these wide angle curves!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F8124%2Fadara2907.jpg&hash=cf7132c87689b029e237a51c70aa9106de57c206)

29-8: Here's the finished version of this farm.  Things are coming along nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F55%2Fadara2908.jpg&hash=88bd4c8d31c2770b576968027990705e9cc30278)

29-9: Now to have a closer look at the high tension power lines.  I noticed some very interesting facts about them.  First of all, you can bulldoze under them on any tile that doesn't have a tower.  Secondly, you can plop texture under the entire area, including the tile with the tower on it.  Thirdly, those plopable power poles can go under it as well,  Considering the power company will often put multiple services on the same right of way, and that these towers are more often built on gravel pads with concrete anchors rather than on huge concrete pads, I'm pretty happy with the result here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg103.imageshack.us%2Fimg103%2F999%2Fadara2909.jpg&hash=a9df3add58a93dc3eee7340598f7ae139027bf9e)

29-10: Continuing along the right of way, with grass and flowers in the areas off the main road.  The concrete pads aren't as easy to hide on steep slopes because they get autoleveled upwards.  I may have to look into doing a small quantity of terraforming to prepare the site so it looks nice. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F9086%2Fadara2910.jpg&hash=00711b9b098fe3f046af8365576d3ebbb60a4555)

29-11: Finally up to the roundabout, at the lower town, we've got a few small businesses, a Safeway grocery store and a small manufacturing company.  There's still a bit more to develop here, but that will have to be picked up next time! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F5213%2Fadara2911.jpg&hash=63c52d9af182de0d3ad199710507c1e8779d417e)

29-12: Finally, a quick overview of the area as it stands now.  I'm going to hold off on detailing the river until the farms on the other side have been developed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg378.imageshack.us%2Fimg378%2F7985%2Fadara2912.jpg&hash=6249c64492ea30692a5147aaaf42cdc0ab5a731e)

And that's a wrap for today!  Thanks for stopping in everyone! 
Title: Re: Adara - Update 29 - July 13, 2009
Post by: threestooges on July 13, 2009, 02:42:09 PM
Yeah, I'd noticed the two locations for the for the railyard pieces. I guess a bit of testing is all that's needed. With a country that boasts looping tunnels like Kicking Horse Pass (http://en.wikipedia.org/wiki/Kicking_Horse_Pass), I would imagine BC would have its fair share of slopes.

What's the farm in 29-6? I've downloaded several farm sets myself, but I don't think I've seen that one yet, though I'd like to.

Interesting solution to the powerpole base problem. A while back I looked to see if I could find the ID for that, but looking through those dats is like looking for a needle in a haystack. Great workaround you've come up with. The addition of the secondary poles in 29-9 is very realistic and a great idea. I may have to borrow that for my own uses.

Adara continues to be an excellent source of ideas to steal... *ahem* I mean inspiration. Always good to see what you've been experimenting with.
-Matt
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Splime on July 13, 2009, 07:00:51 PM
Wow, you really have a talent for turning ordinary farms into something special! I can't wait to see the area once the river details are in place.  :thumbsup:
Title: Re: Adara - Update 29 - July 13, 2009
Post by: peter007 on July 14, 2009, 12:35:30 AM
It looks really good what you have done with those farms
I'm gonna follow this MD
Title: Re: Adara - Update 29 - July 13, 2009
Post by: KoV Liberty on July 14, 2009, 05:13:57 PM
GREAT MD BATTLECAT!!!!!!!!!!!!!!
Title: Re: Adara - Update 29 - July 13, 2009
Post by: calibanX on July 14, 2009, 09:39:24 PM
I like how you tell us your thoughts as you're building your cities and regions. It's interesting to hear your process for playing the game. I'm also picking up tips from you as I read your diary. Happy MD'ing. I'm a regular for sure.

Geoff
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Tomas Neto on July 15, 2009, 04:48:38 AM
I´m seeing the development of your cities, once more! I like a lot!  &apls &apls &apls
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Simpson on July 15, 2009, 05:10:15 AM
These two updates are incredible  &apls The fields are really nice.
Superb terraforming, great work my friend !!

Take care,

David
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Nexis4Jersey on July 15, 2009, 09:40:26 AM
great layout my friend, i like all the hard work you put into this  :thumbsup:

~Corey
Title: Re: Adara - Update 29 - July 13, 2009
Post by: Sciurus on July 19, 2009, 05:08:21 AM
It's just splendid, beauitful &apls &apls

Guillaume :thumbsup:
Title: Re: Adara - Update 30 - July 21, 2009
Post by: Battlecat on July 21, 2009, 12:47:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Matt (threestooges): The title of the farm is "BSC Farm - Ken's Gobbler Kingdom."  Naturally, it is part of a pack, making it rather hard to track down the individual farm, however I believe it might be in  this pack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=936).  Either way it was lotted by BarbyW according to the game query. 

As for the power poles, from what I've read about various attempts to mod the games power system graphics, a lot more of the stuff in that network is baked into the code of the game instead of being exposed for modding.  I'm still poking at the possibilities and I might go back and look into improving the footings for some of the other towers later on.  Thanks for all your comments!

Splime: Thanks very much!  Although many of the farms are quite lovely, the ones that develop with those pale green fields adjacent to them usually need some extra attention to really look their best!  They also give me the opportunity to play around the most with the RRP fences.  The first river details are coming right up! 

peter007: Welcome to Adara!  Thanks for the kind words!

Driftmaster07: Welcome to Adara and thanks very much!

Geoff (calibanX): I really do enjoy explaining how I approach things, but I'll admit being inspired a great deal by Darmok's approach to his Anduin Valley Revisited (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=59816) journal over at Simtropolis.  I've gotten a number of ideas from his methodical approach to developing map tiles.  Glad you find the comments helpful! 

Tomas Neto: Glad you like it!  Thanks for stopping in again!

David (Simpson): I do enjoy making the fields!  Thanks for commenting!

Corey (Nexis4Jersey): Thanks for stopping by!  Glad you like it all!

Guillaume (Sciurus): Thanks for visiting!

Update 30
Vavenby – The Old Crossroads

Welcome back once again my friends!  You'd think that I would have had more time on a scheduled couple days vacation, but instead my family and friends managed to book up nearly every available minute.  I managed to snag a few for myself though.  Today I'll be introducing the start of an area I think of as the Old Crossroads.  I envision that this tile was partially developed before the Hydro Dam was put in, and so the travel patterns in the area have shifted as a result.  I'll explain more as we go along here. 

30-1: First, let's take a quick look at an old overview shot here since I foolishly forgot to take a new one at the beginning of today's work.  This was originally published as 28-15. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F4707%2Fadara2815.jpg&hash=f17f7fe77293f4c2f3882db48284a8a4c4126b3b)

30-2: This image shows the two routes I'm talking about.  I'm thinking the road up through Vavenby was always there, but it wasn't a major route and Vavenby would have been much smaller in the past.  Now, with the Dam and the new highway route, Vavenby has probably grown quite significantly in the past few years.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F9654%2Fadara3002.jpg&hash=1c506941f4d57d71d515bcfb9118cb80d2453927)

30-3: So here's the Old Crossroads.  The bridge in this shot is the old highway, and the route people used to take.  I'm still debating the exact look of the area, but I image there will be a small handful of homes at this corner here and a business or two. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F4495%2Fadara3003.jpg&hash=954f15b6b84aef7a69f694b886cdd2fba41ff465)

30-4: The only aspect I managed to decide on for today is a lovely little old fashioned gas station.  I added the extra tile of parking and concrete on the left side which is causing the odd sidewalk appearance. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F6746%2Fadara3004.jpg&hash=d98b434a0a7aef76fbfc57e98f893bd3f3d7ed30)

30-5: Moving along, now to fill the farms in for this area.  I'll also be setting up the one wedged between the railway and highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F7274%2Fadara3005.jpg&hash=74c3e0a4668c56901dccfb59db0c306918af136a)

30-6: And here are the farms I finally was satisfied with.  I had a lot of bad luck with farms that just didn't fit the look for this area.  Particularly since I'd already envisioned a livestock farm wedged between the highway and railway.  The one at the top of the shot really caught my eye.  Glad to see the CAM is starting to develop a new class of farms in this region. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F4853%2Fadara3006.jpg&hash=b8c989cad268223fd980df6db61beda2057ea9e2)

30-7: Some fences for the livestock farm.  This is going to be a fairly simple one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F7724%2Fadara3007.jpg&hash=89b714f356527e44087b2144d18ccbb58f920d14)

30-8: Here we see the cattle.  The field closest to the house is the currently active area.  They'll be moved to the middle field soon I imagine. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F6364%2Fadara3008.jpg&hash=1b4332c3132e2f25243f5595b915114fb8f86ae3)

30-9: Just to wrap things up today, I'll get the first details on this smaller river.  This one leads up the narrow valley along the STR. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F5544%2Fadara3009.jpg&hash=e346ebaadc2f62a1fb6f5ada4cdd10f4a983a939)

30-10: It's a slightly steeper stream than the Denara River, so it's going to have some slightly rockier areas further upstream.  Here, just some minor rubble deposited from the stream as it slows down now that it's hit the valley bottom and doesn't have the energy to carry it any more. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F8987%2Fadara3010.jpg&hash=ae0e214575d92f17e1b801f970eade7382a377f0)

30-11: Some trees and a slightly grassier than normal bank on the top half of the image just to try something different.  You know, it occurs to me, some diagonal finisher sections for these seasonal corn fields would be pretty handy.  For now, this will have to do though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F7457%2Fadara3011.jpg&hash=f23464c08559e8027d1693385f1872f0d6a87081)

30-12: Finally, a quick over view of the finished area.  Just looking quickly, I think I might expand the livestock farm across the railway at on the right side of this shot, just to add some more space, it feels a bit tiny for the number of cattle I dropped in that field earlier. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F621%2Fadara3012.jpg&hash=c94eccba79587757a6404794ffdf430ff9601475)

And that's a wrap!  Thanks for stopping in everyone!
Title: Re: Adara - Update 30 - July 21, 2009
Post by: Tomas Neto on July 21, 2009, 06:18:42 PM
Very nice work again, my friend!!!  &apls
Title: Re: Adara - Update 30 - July 21, 2009
Post by: Splime on July 22, 2009, 09:37:57 AM
Excellent update there! I love the river detailing especially!  :thumbsup:

EDIT: I don't know if you've noticed yet, but you've got over 10,000 views!
Title: Re: Adara - Update 30 - July 21, 2009
Post by: peter007 on July 22, 2009, 12:48:20 PM
What great to see how you work  :P
really very nice
-rivers
-gas station
and
- farms
&apls  &apls  &apls
Title: Re: Adara - Update 30 - July 21, 2009
Post by: calibanX on July 26, 2009, 03:17:41 PM
Excellent work on those farms Battlecat. The river and the fields work together well. They look very natural. Nice update again.

Geoff
Title: Re: Adara - Update 31 - July 27, 2009
Post by: Battlecat on July 27, 2009, 12:16:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Thanks to everyone for visiting and pushing Adara past 10,000 views!

Thomas Neto: Thanks very much! 

Splime: You know, I hadn't actually noticed the 10,000!  Thanks for pointing it out, I probably wouldn't have noticed it until today! 

Ernst (peter007): Glad you're enjoying it!  Thanks for stopping by again!

Geoff (calibanX): Glad the rivers are meeting your approval!  I'm still having some difficulties with blending the square edges of the fields to my satisfaction.  I'm still messing around to find some potential solutions.  Thanks for your comments!

Update 31
Vavenby and Delmar Junction – Boundary Issues

Today I decided to pop over to the border between Vavenby and Delmar Junction to get the details in place at the edge of the boundary between the two towns.  There are some picky details necessary to do a good job of blending the edges. 

31-1: So here's the boundary between the Vavenby and Delmar Junction tiles as seen from Vavenby.  I've replaced the backgrounds with a pure black to make the photo editing work easier.  But this isn't really what the boundary looks like; it's just what the game allows us to see.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F192%2Fadara3101.jpg&hash=9be54a5d421cbe7ba2c5eec6cae8f6bb8e81d5ac)

31-2: The reality is more like this.  I found a nice little mod that gets rid of the yellow arrows which really helps improve the visual quality of the connection now.  Next, I'll take you through the four sections that need to be connected, as seen from the Delmar Junction side of the boundary. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F7091%2Fadara3102.jpg&hash=98bc5f9d0eb136d983029d646b7420210089a7d6)

31-3: First, we have this farm, using the RRP and plopable grass.  More specifically, this uses an older technique with no flowers at all, which I'll have to emulate on the next tile.  I'll also have to make sure the fences line up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F135%2Fadara3103.jpg&hash=19548828d822eac600d7a9bf9af4e3fda00e7b65)

31-4: The highway and railway acts as reference points so I can count how many tiles of each texture should be used.  These two field styles both happen to have plopable versions available courtesy of Dedgren at the Three Rivers Region Exchange.  I'll need to make sure the furrows on both lots are oriented the same direction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F6149%2Fadara3104.jpg&hash=2e9132fc45863c1b4700ad1c3a4d6b3c96d94db4)

31-5: Next we have the river.  Again, most of the challenge of successfully blending this show will involve ensuring that the local mixture of trees, shrubs and grasses carries through the boundary.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F9141%2Fadara3105.jpg&hash=65b8ded13b1199789a20acd21c5bcfe749d5d1be)

31-6: Finally, we have one more RRP farm adjacent to the railway.  This one uses more flowers for the texturing than the other one did. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F3848%2Fadara3106.jpg&hash=1dfdb615ca00d0e2e62395bcdb7a742925758958)

31-7: So, after an extensive batch of work in Vavenby and some mistakes and miscounts, here are the results.  The only evidence of the boundary is a small quantity of black I didn't manage to get rid of. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F6086%2Fadara3107.jpg&hash=6be19787650738a0e2c848a76abd57d9e2228b50)

31-8: In this shot, the boundary is even less apparent.  The best way to line up the two separate images is by using the road network when it's available.  When I was working on this area, I miscounted the number of tiles on the dirt farm, so the boundary between the two was offset by two tiles.  Since I lined the two shots up using the roads, the error jumped out right away.  This is the corrected version of course! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F5826%2Fadara3108.jpg&hash=65b6b3e3d3ba8ae3e146e90ad72041986c8b9edc)

31-9: The rivers really lend themselves to this since the foliage tends to hide the map edge quite nicely.  This shot and the next one needed only a small amount of correction to make it fit.  The transparent river water inherits the black background at the edge of the map, and so you get a small stripe of darker water.  A quick touchup in any photo editor makes that small, unavoidable glitch disappear quite nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F610%2Fadara3109.jpg&hash=9efdb21534cd610a656e94fbe4951b6583654373)

31-10: And finally, the last farm, with it's fields extending right out to the edge of the rail yard.  I used a bit more brown grass on the Vavenby side than was probably necessary.  I expect I'll go back and modify it a bit more in the future.  All the various checks and tweaks to get these shots put together took a couple hours.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F6526%2Fadara3110.jpg&hash=88665d47ffd28747998b5be5f37d89205e132b8e)

31-11: Finally, to wrap things up for today, here's the final result from the same perspective as 31-1 and 31-2.  There are a few things I would have done differently here in the future, but not a huge number.  All things considered equal, I'm very happy with the results here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F5337%2Fadara3111.jpg&hash=50faefffd4f7a0babbb498aa697b4fe068bfadf9)

And that's all for today.  Next time, I'll be continuing the farming outwards from this edge, and I'll make my first tentative trip into the lot editor!  See you all then. 
Title: Re: Adara - Update 31 - July 27, 2009
Post by: JoeST on July 27, 2009, 12:50:56 PM
 :o :o :o :o :o :o

That is perfection :o

Joe
Title: Re: Adara - Update 31 - July 27, 2009
Post by: io_bg on July 27, 2009, 01:06:45 PM
With one word - AWESOME! :o :shocked2:
Title: Re: Adara - Update 31 - July 27, 2009
Post by: Splime on July 27, 2009, 01:18:53 PM
Very nice, the best guide to dealing with the border I've seen! (Though, I'll admit, it's also the only guide to dealing with the border I've seen... ;) ) Great job!  &apls
Title: Re: Adara - Update 31 - July 27, 2009
Post by: Scarton on July 27, 2009, 02:16:12 PM
How ingenious... I'm wondering, did you just put pics of the edges of both cities together, or is there some mod that lets you see the edge of the adjacent city?
I like your attitude towards detail and realism and making everything fit in perfect rhythm. :thumbsup: Incredible! &apls
Title: Re: Adara - Update 31 - July 27, 2009
Post by: woodb3kmaster on July 27, 2009, 03:01:10 PM
You are a true master of matching boundaries! That's far more effort than I would/should normally use to get quad borders looking right. The only way your method could be improved would be to take advantage of the "terrainquery" cheat that's enabled as part of the SC4 Extra Cheats plugin. That way, you could just write down the coordinates of each farm or river boundary to make matching them up on the other side easier and less error-prone. Nevertheless, you've done an outstanding job without that cheat - well done!
Title: Re: Adara - Update 31 - July 27, 2009
Post by: calibanX on July 28, 2009, 09:48:51 PM
Brilliantly done. I can't imagine the time you put into that border matchup. Imagine the mosaics you could create. Looking forward to you Lot Editor creations.

Take care.

Geoff
Title: Re: Adara - Update 31 - July 27, 2009
Post by: dedgren on July 28, 2009, 10:11:20 PM
Hey, that's just about one stunning update a week for the month of July.  The last (matching up quad edges) is a cleverly disguised tutorial- we need to do something about that.  I've never sat down as you have and thought the process through- now I don't have to.

I saw a wish or two over the last couple of pages I might be in a position to do something about.  I have an unexpected free day tomorrow, and I'm not going to let it be spoiled by letting work intrude.  The SAM-FAR intersections are a no-brainer- we'll see what else might happen.

The great maps remain a huge plus, and I remain insanely jealous of both your skills and the tools you have available.  Oh well... what can I say?

Adara is incredible good work- thanks for sharing it with us.


David
Title: Re: Adara - Update 31 - July 27, 2009
Post by: Tomas Neto on July 29, 2009, 12:59:47 PM
Really, great update again!!! Fantastic rural area!!!  &apls &apls &apls
Title: Re: Adara - Update 32 - August 03, 2009
Post by: Battlecat on August 03, 2009, 09:50:41 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Joe (JoeST): Thanks very much!  Glad you like it!

io_bg: Thank you for your kind word!  ;)

splime: I guess there hasn't been much attention paid to the border in the game since visually speaking it's pretty easy to ignore it when you can't see what's next door.  Glad you like it!

citycapitalizer: Welcome to Adara!  Sadly, the way the game works, the edges are just a simple backdrop that is identical on every tile.  What you see in the shots showing the cross border visuals is just some careful composite work done in GIMP.  Glad you're enjoying the

Zach (woodb3kmaster): Glad you like the process!  I really prefer thinking of these areas as true regions, and so for me, eliminating the visual border between the tiles becomes quite important.  Fortunately, the plopable farm pieces make that process much easier! 

I've never used the "terrainquery" cheat, and you're right, it could possibly make it easier.  But since most things in Simcity 4 are a minimum of 1 tile in width anyhow, the simple counting actually works pretty nicely.  It's particularly easy when the area is neatly bisected by a couple roads and railways, then I can just do the counting relative to those features.  Interesting thought though, I'll have to look into it. 

Geoff (calibanX): Thanks very much!  I actually have got some plans for some mosaic work, but I'll have to finish up more of this tile before I get started on that!  My first attempts at using the lot editor are coming right up!

David (dedgren): Thanks very much for stopping in!  I'll have to see what I can do about rewriting the techniques from that last update into a proper tutorial.  There are a few details I could probably add to help clarify some specific techniques I was messing around with.  Perhaps sometime in the next couple weeks I'll scrounge up the time! 

I have always appreciated the work you've been doing in the mod community before and since my return to the game.  In fact it was the wide radius curves, fractional angle roads, rails and the STR that helped make the lure to return irresistable!  I'm always excited to see what you've got coming out next!  The FAR-SAM intersections do have particular appeal though!  :-)

I certainly wish I could provide easier access to some of these tools, particularly since I just got my hands on a new version of Autocad Map 3D that can do some pretty amazing things which I'll demo once Vavenby is done.  However, I still have to point out that your mapping work in 3RR is easily as impressive in appearance as the stuff I do here, at least as far as I'm concerned!  Most of the tools I use are simply a matter of comfort since I use them at work to make my mapping work easier in much the same way as I have for Adara. 

Thanks for taking the time to stop in, it's always great to hear from you!   

Tomas Neto: Thanks very much for you kind words!


Update 32
Vavenby – Farming and Lotting

So as I mentioned last time, today I'm going to take a stab a making a few new lots.  The desire to do this came up as I was working my way though another round of farming details.  These particular lots aren't intended to be anything incredibly fancy, but with any luck they'll improve some areas that have been bothering me a bit.

32-1: Here's the area I originally intended to finish today.  Due to a lack of time however, most of the work is going to be done at the top of the image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F8287%2Fadara3201.jpg&hash=a3314a37422fd102fc3bc90711d635b2075766fb)

32-2: So, a few zones and let's see what farms show up today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F9762%2Fadara3202.jpg&hash=87f97b95adcecffd89256ebfdbaf0aeb169ccfa0)

32-3: Hmmm, not too bad, but there are some obvious glitches that will need to be cleared up to make this look good. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F3721%2Fadara3203.jpg&hash=1560e1d4c2f1aad3660524c0c1faae733147aa34)

32-4: First of all, the farm in the upper left corner of the overview got re-developed a few times before a hay farm showed up.  Not being satisfied with the normal look, I did another experiment with an active farm.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F304%2Fadara3205.jpg&hash=9e215ae52b4504582c2a1543d63251e8aefb6c00)

32-5: You can see the tractor hauling a load of bales away in this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F6899%2Fadara3204.jpg&hash=5b9230a18e6c047238670d50ea5dc8fe9f746727)

32-6: Moving along, here's an area that causes me some concern.  The diagonal filler lots don't do a bad job, but today I decided that maybe I can improve things slightly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F9356%2Fadara3206.jpg&hash=542c1b3860e31a7fd670b80e789921d4e77acfcd)

32-7: So I popped into the lot editor and put the clover field texture in as the field texture on the diagonal filler lot.  It makes a big difference in the appearance of this field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F1307%2Fadara3207.jpg&hash=993c75156b9b7cf2cebd4e758f3246a4648e5405)

32-8: And then, while I was in there, I took a stab at softening the edges of the corn fields as well.  This actually worked better than I expected, and although it's still not perfect, I think it'll do the trick. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F8865%2Fadara3208.jpg&hash=e92171beaaa3b9bac871d6f9914ce64d6d6be159)

32-9: Moving right along, the traffic has gotten quite busy on this highway and it's causing me some grief.  Honestly, I really don't like the distress mechanic but it is a good way of seeing the problem spots.  The big issue is that farms become distressed far to easily in this game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F9500%2Fadara3209.jpg&hash=116ecf041571ca521ca2476046d6fa70c72964d4)

32-10: Fortunately, since this is a visual diary, I can tweak things a bit.  I popped into the lot editor once more and created a replica of this particular field as a plopable lot and replaced the distressed fields.  Fortunately, plopable fields are immune to distress since they are only visual. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F4710%2Fadara3210.jpg&hash=a2f9579e8db69b3e5ddaeb7a7f1b1642595e7a42)

32-11: Same thing goes for this bean field here.  Earlier in the journal there was an obvious area of darkened blight, this time because the game didn't think the fields could access a road.  That one is a very silly bug and should have been fixed ages ago.  But fortunately, the lot editor comes to the rescue once again and replaces the messy spots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F3498%2Fadara3212.jpg&hash=72a7b7e761aaefb443e0b808f0e53fc0195efa53)

32-12: To wrap things up for today, I started playing with Steamrobin's Rural Set (http://www.simtropolis.com/stex/details.cfm?id=21822).  I'm quite impressed with the this pack, it takes the concept of expanding and detailing game farms a bit further and provides some excellent new options.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F7647%2Fadara3213.jpg&hash=673217e5639bee75e5a0796c225ac5bf378ae575)

32-13: Here's a second farm with some Rural Set details added.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F4021%2Fadara3214.jpg&hash=1f7fdf673ea1c727ef1ff874af73762fb0f26638)

32-14: And finally, that bean and turkey farm that I was messing around with in 32-11.  These pieces really provide the flexibility to make each farm unique.  Even better, if two identical farms grew up adjacent to one another, you could make them look different using these various components. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F3963%2Fadara3215.jpg&hash=4236a8ae7c21db20b31b7e4795691db0db63e5a9)   

32-15: Finally, here's an overview of the current state of the area.  I'm going to be doing a pond and stream next but I'm still debating the exact method to use. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F4338%2Fadara3216.jpg&hash=c409eaa8b9085aea7bc20f1c55b85b6cdcb4df93)

And that's a wrap for today.  With any luck I'll be able to make a big push on getting some more farming done this week. 
Title: Re: Adara - Update 32 - August 03, 2009
Post by: Splime on August 03, 2009, 12:04:44 PM
Very nice update! I'm going to have to make some custom diagonal fillers myself...
Title: Re: Adara - Update 32 - August 03, 2009
Post by: Tomas Neto on August 03, 2009, 04:33:08 PM
Hi my friend!!! You perform updates of great beauty and perfection! Wonderful MD!!!  &apls &apls &apls
Title: Re: Adara - Update 32 - August 03, 2009
Post by: FrankU on August 05, 2009, 07:54:54 AM
Stunning work!
I have been away for three weeks and there is too much to comment on everything, so let me be short:  &apls
Title: Re: Adara - Update 33 - August 05, 2009
Post by: Battlecat on August 05, 2009, 09:28:33 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Splime: Thanks my friend!  The most challenging thing about these custom diagonal fillers is making the props work.  Many of the farm props (such as seasonal corn) fill an entire tile and so to create a filler, you need to push the prop as far into the corner as possible and make sure to line up the rows with other lots. 

Oh, and it also helps to check how the real farm lot is set up.  Some of them use prop families, and some use multiple seasonal props stacked one on top of the other.  I'll be interested to see what you do with custom fillers!

Thomas Neto: Thanks very much for you kind words! 

FrankU: Glad to see you back, hope you had a good holiday!  Thanks for stopping in to comment!

Update 33
Vaveyby – Ponds and FARms

Today I'll continue working on the farms, along with continued messing around with the PPond textures.  Additionally, I've got a bit of an experiment to show you all, although it wound up taking a fair chunk of playtime to put it together.  I'll be interested to see what you all think.  Oh and by the way as a hint, the title above isn't a mistake! 

33-1: First of all, I'm still poking at the ppond textures to see what they're capable of.  I learned a fair bit from this tutorial. (http://paeng.e-workers.de/gallery/city_journals/tips/detail_work/scene_building.html) 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F9593%2Fadara3301.jpg&hash=1643c6436614e69352761ac3eb06cbc825a5e2ce)

33-2: And here's the pond with the basic edging done. It's funny how flat textures can create the illusion of depth. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F5152%2Fadara3302.jpg&hash=c961987b673a5269d23588aae2693ca2226ba481)

33-3: In the meantime, the local farms have already been zoned.  I have specific plans for the farm right next to the pond.  But I have different plans than just bulldozing the area until I get the farm I want.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F5493%2Fadara3303.jpg&hash=4b701170923e2b6725834a37e2a3470bab21b43d)

33-4: Here's a closer look.  The greenhouse will actually do the trick, it leaves me some room to maneuver. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F834%2Fadara3304.jpg&hash=cae718d44244e344c67bff0b55bf8e87264b38ea)

33-5: So, Some trees around the edge of the pond, a bit of a fence, a zoned residential lot and a few pieces from Steamrobin's rural set up the corner.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F1695%2Fadara3305.jpg&hash=e04f5f8307e37f185c9839c04972c93bfdd70858)

33-6: A bit more messing around lead me to this final layout for the farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F8149%2Fadara3306.jpg&hash=7847e8e59dd9c17ad9f8fd09965ae8aab9615a9f)

33-7: And once the rest of the local trees and shrubs are added in, this is the final product.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F57%2Fadara3307.jpg&hash=306af53091a89e7099dc3160384cca240ca09224)

33-8: The pond flows out through a forested area, a nice meadow is tucked in with a narrow trail used mostly by locals. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F9661%2Fadara3308.jpg&hash=f6ae09eefefe13aeb5588383e3146b368d99a66d)

33-9: Up on the mountainside, I'm also playing around with details.  This rock outcropping demanded something different.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F5041%2Fadara3309.jpg&hash=67e0fdf93f1ea3004b0f210ae622623e268b57ad)

33-10: So I played with the plopable rock options available.  I wound up using mostly rocks from the ppond detail set for this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F1416%2Fadara3310.jpg&hash=326de2f1875696adf5853c2db29381853e183346)

33-11: Moving right along, here's the main project for tonight.  The distress here is easy enough to fix now, I'll just use another set of plopable fields to fix things up.  My big problem is with the FAR road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1157%2Fadara3311.jpg&hash=da1fed25e700a1c9425b5410eaebf8252da3f302)

33-12: It might look like I'm leaving space empty, but as many of you have noticed, those two tiles behind the corner cannot accept any lots due to some quirk of the FAR and wide radius curves.  So I got to thinking, is there a way to improve the appearance of this area?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F9788%2Fadara3312.jpg&hash=ff8484240ffa326b25f1c0d4bf9133bfb01a941b)

33-13: After a great deal of research, I found a few tutorials that helped clear things up.  First, it involved creating a one shot lot, one which I'll only be able to use once. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F8899%2Fadara3313.jpg&hash=91307b7e40cfc4745a5e5c98bb3ca748d0248ce3)

33-14: Thanks to this tutorial (http://sc4devotion.com/forums/index.php?topic=4085.0) by dsrwhat316, I learned that you could expand a lot underneath an existing road.  Even more importantly, I managed to track down instructions on extracting the alphas for FAR roads.  I then buffered them to create a special set of 3 overlay textures that provided a proper offset from the roads.  Then I deleted the base texture from the three lots that needed to be FAR compatible.  This is the result of that project. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F4082%2Fadara3314.jpg&hash=fdcbc5dac89b9c4cc9ecd687e01f649c31454a95)

33-15: But wait, dsrwhat316 also wrote up this tutorial (http://sc4devotion.com/forums/index.php?topic=6634.0)!  It shows how you can take a lot you've already plopped in game and add new props to it.  It does require exiting and then returning to the game twice, but the end result is what follows.  The only real downside is it took a fair bit of time to figure out how to do this.  It went smoothly enough so I think I'll look into finishing up this farm in a future update.  I expect this technique won't work for every farm along a fractional angle network but it certainly helps improve things a bit! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1885%2Fadara3315.jpg&hash=3f571705f8ad9262ddd15ef8317edd651487d20d)

33-16: Finally, here's an overview of the area I worked on today.  The third farm really isn't anything special, but it adds a nice alternate green to the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F5466%2Fadara3316.jpg&hash=8a1daf2a936d056ebfa1fa4ac6596814d1b74248)

33-17: Finally, here's a sneak peek at part the area I'm going to be working on next time! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F8233%2Fadara3317.jpg&hash=b8cc00c45da77fdc05ae23b4e70df0063c9fd290)

I'm eager to hear what you all think of the farm lots I've created recently!  Hope to hear from you all soon!
Title: Re: Adara - Update 33 - August 05, 2009
Post by: KoV Liberty on August 05, 2009, 10:11:31 PM
Looks good!!!!!!!!  ;D
Title: Re: Adara - Update 33 - August 05, 2009
Post by: Glowbal on August 06, 2009, 05:43:59 AM
Now that looks great. Good job!
Title: Re: Adara - Update 33 - August 05, 2009
Post by: io_bg on August 06, 2009, 09:49:28 AM
Wow! I really like how you have made the farm around the FAR piece! Great job! :thumbsup:
Title: Re: Adara - Update 33 - August 05, 2009
Post by: Tomas Neto on August 09, 2009, 10:54:04 AM
Woooowww!!! Fantastic rural area!!! Great work my friend!!!  &apls &apls &apls
Title: Re: Adara - Update 33 - August 05, 2009
Post by: Albus of Garaway on August 09, 2009, 05:09:15 PM
I feel so guilty for not coming here at all lately...

Let me assure you, these last couple of updates are simply fantastic. Your use of ploppable water astounds me, and the fact that you're beginning to do some work with custom content (As minute as the work is now) truly excites me. I can only imagine what you could create in the future! ;)

I look forward to what you'll be doing next here in Adara.
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Battlecat on August 09, 2009, 11:45:19 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Driftmaster07: Thanks for stopping in again and for you kind words!

Glowbal: Thanks!  Glad you like it!

io_bg: Glad you like how the farm fits around the FAR pieces.  More coming up today!

Tomas Neto: Thanks very much!

Albus of Garaway: No apologies necessary at all!  Life does get busy at time.  I'm just glad to see you stopping in again!  I've been playing more with the lot editor, as you'll see in the next few updates.  I'm really finding that the small details really help clear up some of the jarring flaws in SC4!  Thanks for your support!

Update 34
Vavenby – Agriculture Amusement

It's been a very productive weekend and I'm really starting to get the hang of these filler lots.  So, let's get right on that first batch of farms I promised in the last update. 

34-1: First, I quickly decided that the one far segment alone wasn't going to be sufficient, so I created two more fillers for this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F211%2Fadara3401.jpg&hash=9c7b930230fd25a89d824efbcb47bb095e39b4c0)

34-2: Instead of making new textures this time, I discovered that there are some pretty darn close overlay curve sections already available in the database. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F8537%2Fadara3402.jpg&hash=b21038ffbb215716f968d7cd0e71a2ee682ab9bb)

34-3: I figure if I can add props for the fields, I can add more props to line the road with trees! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F1817%2Fadara3403.jpg&hash=970647fb90ca18cf8490af4dcc330d6079cc8f0a)

34-4: As mentioned last time, here's the main area subject to development today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg530.imageshack.us%2Fimg530%2F6709%2Fadara3404.jpg&hash=e018cfec7732a3c49583b920b181c30b538c1329)

34-5: And here's a first draft of the farms.  We're not going to see the finished version of all of these today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9530%2Fadara3405.jpg&hash=685deaa41301e9c8ca0a09e88c0677d772c674be)

34-6: I had to go back and redo the corner piece, I adjusted the curve and added a diagonal filler to finish things up.  As you can see in this shot, I'm also adding the corner for the corn field in as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F8201%2Fadara3406.jpg&hash=08f7df1e9aa1e99226925c8394407c25f8773ffd)

34-7: And here is the resulting curve.  One irritating thing I discovered is that when you do the reload to make the props appear on these custom filler lots, any mayor mode plopable features that are sitting on a lot section will disappear.  The power poles by the corn field that are visible in 34-6 have vanished in this shot.  In the future, I'll have to plan to do all these fillers sooner in the project. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F51%2Fadara3407.jpg&hash=46bf3c70dc662284602089de1b60f6052bba5bdf)

34-8: This vineyard developed in the area, and caused me some grief.  For some reason, despite my best efforts, I couldn't replicate this lot to create the plopable buffer to get rid of the distressed area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F3732%2Fadara3409.jpg&hash=227803f5efaa6041e47d89e4360cc72d117a4d53)

34-9: So instead, I created a plopable version of the seasonal vineyards to replace it.  I think I actually prefer this field version to the other one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F470%2Fadara3410.jpg&hash=adb65f9298411224bf4272b6eb52ad80e399d946)

34-10: Finally, my last project for today, this field needed to be reoriented for improved appearance due to some decisions I'll show you in the next update!  It also needs a diagonal filler. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F4222%2Fadara3408.jpg&hash=824bbd89f9a665af636536c8eacdac08ba623104)

34-11: Voila!  One diagonal filler to smooth the edges of this farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F1425%2Fadara3411.jpg&hash=27c75def6f8ea2d9992d51140e82cb39a09f0a02)

34-12: Once the trees are in place, the results look pretty nice if I do say so myself!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F1542%2Fadara3412.jpg&hash=d2a8b193438615d9c4aa7fa759b96694f77e4a3a)

That's all for today.  It may not seem like much, but learning the Lot Editor, and all the other tools necessary to make good functional lots and custom textures has been quite time consuming!  The good news is, there will be another update sooner rather than later this week!  See you all later!
Title: Re: Adara - Update 34 - August 09, 2009
Post by: woodb3kmaster on August 10, 2009, 12:34:03 AM
 :o

Those results look more than just "pretty nice" - they're stunning! You've really taken rural development to a whole new level with your filler lots. Great job! I look forward to what's coming up next for Vavenby.
Title: Re: Adara - Update 34 - August 09, 2009
Post by: beutelschlurf on August 10, 2009, 02:04:06 AM
moin Battlecat,
&apls great stuff, with those fillers! ... and your region is geting nicer and nicer!

b_schlurf
Title: Re: Adara - Update 34 - August 09, 2009
Post by: JoeST on August 10, 2009, 05:10:17 AM
Oh...My....GAWD!!!! :o


Joe
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Albus of Garaway on August 10, 2009, 07:55:59 AM
What an update! The farms a blending so much better now. I really like 34-7, with the diagonal fillers in the cornfield. Something about that looks very nice. Things are looking much cleaner in Adara, Battlecat!

-Jason
Title: Re: Adara - Update 34 - August 09, 2009
Post by: nedalezz on August 10, 2009, 04:56:26 PM
Incredible work with the curve roads, and the farms are very realistically done. The little patch of forest, I like alot!
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Tomas Neto on August 11, 2009, 08:02:43 AM
I agree with all previous comments! Your MD is wonderful, my friend!  &apls &apls &apls
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Nardo69 on August 11, 2009, 03:25:13 PM
Wonderful (not only) texture and lotting work!  &apls

I should try dsrwhat316's methods, too. I also fuddled around with textures at FAR roads but I didn't go that FAR as pyou go.

Take care my friend!


Bernhard  :thumbsup:
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Scarton on August 11, 2009, 05:37:56 PM
This is awesome!  &apls Great job! :thumbsup:
Title: Re: Adara - Update 34 - August 09, 2009
Post by: Nexis4Jersey on August 11, 2009, 07:11:30 PM
Incredable detail to that creek &apls
Title: Re: Adara - Update 34 - August 09, 2009
Post by: sithlrd98 on August 11, 2009, 07:25:25 PM
OK , so I somehow just discovered this of course with so much always going on here , it is almost impossible to see it all! Although I have only looked at the last two pages , I have to hand it you, you have done some excellent lotting and prop placement! I don't make rural cities , mainly because I don't have the time to devote to them , but also because I don't have the same vision needed to accomplish such natural settings! You've got another fan!

Jayson
Title: Re: Adara - Update 34 - August 09, 2009
Post by: FrankU on August 12, 2009, 02:39:03 AM
It's incredible, so much love for details!
I am yealous that you are able to devote so much time and concentration to these details. I would have filled the green spaces with trees and go on with my next tile.....
But thats the quality of your work. There is a reason that I don't show much of my own achievements.

But I do have another tip. You made some ploppable lots, but these exist already.
If you download Uroncha's Ploppable Farm Field Pack:

http://www.simtropolis.com/stex/details.cfm?id=17233

You have, as far as I know, almost every farmfield as a ploppable.
Title: Re: Adara - Update 35 - August 12, 2009
Post by: Battlecat on August 12, 2009, 10:40:49 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

woodbk3master: Glad you like the results!  More projects to come along this line soon!  Thanks!

beutelschlurf: Welcome to Adara and thanks for you kind words!  I'm actually going to have to consider going back and tweaking Delmar Junction and Alexandria in a few places to take advantage of these new lots!   

JoeST: Thanks for the enthusiasm! 

Jason (Albus of Garaway): Thanks for the comments!  It's amazing how much of a difference the diagonal fillers make in the appearance of the lots.  Glad you like it.

nedalezz: Thanks for stopping in again!  I really like little patches of forest, I'll be trying to include more in the future just too green things up. 

Thomas Neto: Thanks for your kind words!

Bernhard (Nardo69): Thanks for the vote of confidence!  I'm certainly enjoying the project, particularly the detailing of the FAR curves.  It is quite time consuming, I think I've closed and reloaded the game more times in the last two weeks than in all the playing time before. 

The fact that dsrwhat316's methods work at all suggests that maxis left a couple of options out of the game, such as a built in function to refresh props on an existing lot!  But what we've got certainly opens up a whole host of new opportunities!

citycapitalizer: Glad to see you again!  Thanks!

Corey (Nexis4Jersey): Glad you like it!

Jayson (sithlrd98): Welcome to Adara!  There is so much amazing work going on here, it's hard to catch all the brilliant projects!  Case and point, I just checked out your work, your idea create avenues that don't show wealth is pretty cool, I'd certainly prefer consistent appearance over the patchwork of wealth levels that we get now. 

Thanks for taking the time to stop in and comment, I'm certainly glad you like this!

FrankU: I really do love details, I suppose it comes with the job that I'm responsible for since I have a lot of details to keep track of at work as well.  I don't think you should be too intimidated by other peoples work, every person has their own vision of how Simcity 4 should be played.  I'd certainly be interested to see your approach someday! 

Thanks very much for pointing that plopable field collection out to me.  I had done a bit of poking for something like this but apparently I didn't use the right search criteria.  Those will save me a lot of time.  Particularly if they managed to create that grape field that I couldn't seem to replicate the other day!

Update 35
Vavenby – Two Birds and One Stone

Today, I'm going to contemplate one single farm in the Vavenby Area.  This one caused me a great deal of aggravation due to the way the location it developed.  Fortunately, the lot editor came the rescue. 

35-1: Here's the farm that wound up being a challenge.  It's right on an S-curve I created with the wide radius SAM streets.  All the farm roads are offset, making linking things up challenging, particularly while trying to keep the area looking good.  The existing lots don't work too badly, but they don't leave a lot of room to connect the roads up and make the area visually appealing.  There's the first bird, metaphorically speaking! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F3112%2Fadara3501.jpg&hash=26297b82b636556939600dd51a76a95b023528d5)

35-2: The placement of the street also caused some problems.  The 2x2 section around each SAM curve is unusable, and that's the second bird I need to take care of.  In this shot you can also see why I re-oriented the soybean farm in the last update.  I added a set of farm rows with fences adjacent to the melon field and it quickly became apparent that this was the logical orientation for efficient farming.  In the first shot it is oriented the other way. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F1972%2Fadara3502.jpg&hash=33ee43c6efaceb1b175fd47a617f699e8c59ef71)

35-3: So, time for some lot customization.  This extra large lot will allow me better control over the layout of the roads in here and it'll let me do the necessary filling along the curves.  Initially, I thought I'd just work with this area here.  Later I expanded the focus right out to the house driveway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F245%2Fadara3503.jpg&hash=59539d0f7d833a9a3c46ce769d946b18dc474725)

35-4: Just to provide you all with a visual indication of how this works, the parent lot is this plopable melon field here.  It was plopped facing in the direction of the red arrow.  When the lot is expanded its depth goes in the direction of the red arrow.  The lot's width expands in the direction of the orange arrow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F3518%2Fadara3504.jpg&hash=fecb0ae6b35ae74a99f2ebad70cae53657817f83)

35-5: I discovered there's a few more offset dirt road textures that don't appear on any lots that I've downloaded so far.  They match thematically with the other dirt tracks out there, so there's probably something out there that uses these specific parts.  In particular, the offset 4-way intersection is new to me, but I'm glad it exists!  This lot wouldn't be possible without it.  This was taken after expanding the custom lot a bit further.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6934%2Fadara3505.jpg&hash=8e2a025e30c8db7201b6642afa069f25a2495a5e)

35-6: Of course, the whole thing needs some serious prop work to really bring out it's best!  Creating the transparent road textures and then a forced prop redraw results in this!  Thematically, the main part of the farm isn't too cluttered, so I wanted to follow through on that with the additional lot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F7176%2Fadara3506.jpg&hash=def800e5c3166f39980697e1efe427c414460f15)

35-7: Some of the props include a small chicken coop, a windmill and a workshop building.  But most importantly, I included the trees tucked into some of the curves that I wouldn't have been able to fill otherwise.  I also added an RRP style fence using the original props to close off the fenceline.  The fourth gate at the edge of the field at the bottom of the shot is a normal plopable field lot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F6632%2Fadara3507.jpg&hash=37e3659bfddefe668e2cb56ab7e86ac1a4195d2a)

35-8: After a bit of work on the rest of the farm using the usual RRP grasses and fences, this is the result.  I'm pretty happy with how this one came together.  I think next time I might look into creating a new alpha for the inner part of this curve.  The diagonal will do for now but I think I can improve this in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F1176%2Fadara3508.jpg&hash=ecaa1d61c83fb6b59c64ebd4d2819fd267208681)

As I mentioned at the beginning, this is a pretty small update, but not to worry, there's more coming down the pipe quite quickly!  Thanks for stopping in!   
Title: Re: Adara - Update 35 - August 12, 2009
Post by: djvandrake on August 12, 2009, 10:45:49 AM
Very impressive!  &apls

The care you take in lanscaping is very evident and it looks great.  Your farms and fields are wonderful, and I really like your subdivision layouts.

A very enjoyable MD.  :thumbsup:
Title: Re: Adara - Update 35 - August 12, 2009
Post by: Scarton on August 12, 2009, 10:50:07 AM
Wow, what you did from 35-5 to 35-6 is absolutely incredible! :o :thumbsup: Fabulous job! &apls :)
Title: Re: Adara - Update 35 - August 12, 2009
Post by: Tomas Neto on August 13, 2009, 06:57:00 AM
Wowww!!! Awesome work again!!! Very nice shots!!!  Fantastic!!! &apls &apls &apls
Title: Re: Adara - Update 35 - August 12, 2009
Post by: calibanX on August 13, 2009, 04:35:21 PM
Fantastic Battlecat. That offset custom lotting is awesome. I can already tell that changing those diagonal edges to curves will give you something quite unique. I love it.

Take care.

Geoff
Title: Re: Adara - Update 35 - August 12, 2009
Post by: ldvger on August 14, 2009, 01:08:46 AM
Battlecat-

One good turn deserves another, so I have spent an evening "off" from my own MD to read yours from beginning to (current) end and have to say I am very impressed.  What a wonderful job you have done!  I have downloaded almost every link you have provided so far and have bookmarked links other have posted, as well, for further consideration.  Make no mistake, I will be a frequent reader and , being a chatty lady, probably a frequent poster as well, from here on out. 

I actually only have one major comment, as everything you have done so far is superb in all ways. 

I lived in farm country for 18 years and had the opportunity to observe first hand how RL farmers dealt with curved or angled fields.  And while it's late at night, I'm going to try to draw this out in CAD, because having straight rows running right up to the fence line is just not realistic, even if it takes care of the jaggies left by non-orthangonal lots. 

Too late at night, as it turns out.  I have some good CAD screen shots, but too much wine to be able to post them coherently.

Regardless, gorgeous work.  I hope I can do as well  in my own MD.

Lora/LD
Title: Re: Adara - Update 36 - August 14, 2009
Post by: Battlecat on August 14, 2009, 09:24:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: Welcome to Adara!  Thanks very much, I'm glad you like the way the landscape is developing! 

citycapitalizer: Thanks for the kind words, glad you like it!  Interestingly enough, the props were already present in 35-5!  Using the prop redraw technique just forces them to appear. 

Tomas Neto: Thanks very much! 

Geoff (calibanX): Thanks for the kind words!  I'm not sure exactly when I'll get around to creating those curve textures, but I'll throw up a few pictures as soon as I get the chance! 

Lora (ldvger): Welcome to Adara!  Glad you found the time to stop by, I really appreciate it!  Glad you're enjoying what you've found here so far.  Considering your attention to details, I'm sure you do quite well with your own project!  I know I'm certainly finding it inspiring as well!   

As I mentioned right from the beginning, I do absolutely appreciate any feedback you're willing to provide!  I know exactly what you're talking about though, the straight rows don't work perfectly running right up to the fence line in many cases.  At this point I'm trying to evolve slowly up through various solutions.  Running the existing textures right up to the edges seemed like a good place to start.  You're absolutely right; there is more that can be done though. 

I'm looking forward to seeing your drawing of the solution you're familiar with.  It seems to me that every farmer prefers a slightly different solution, and will adjust every aspect of his operation to the local quirk of the shape of his property.  When it comes right down to it, the farmer needs to balance out the financial loss from not using portions of the farmland land against the loss of harvesting efficiency if they do.  On some farms here in BC, the farmer will even use the local roads to turn around between rows if they aren't to busy. 

Update 36
Vavenby – Small Town in Need of a Name

And here I am again with yet another update!  I don't know how long I'll be able to keep up with this pace, especially after the texture creation headache I had last night!  That's what I get for not reading the instructions on creating custom textures more carefully!  Without going into details, I figured out what was causing me grief, and I've now converted all my custom textures into the personal ID range I obtained yesterday (thanks for the quick reply geoffhaw!). 

This update is a big one with a small town, and of course, more farms.  First things first though.  You may recall back in Update 30 (http://sc4devotion.com/forums/index.php?topic=6976.msg260991#msg260991), I built a small gas station at a location I nicknamed the Old Crossroads.   I'm not happy with the name of the area, which is going to be a second small local town, like Yarrow way back on the Delmar Junction tile.  I could probably come up with a name, but instead, I'd like to hear your suggestions based on what you see in today's update! 

I'll take suggestions through until I post the next update, with any luck on Monday or Tuesday.  In the meantime, here's the development of the town I need a name for. 

36-1: Here's the raw zoning for the town.  It's tucked quite tightly between the railway and the river.  I had to replace the farm by the gas station, it just didn't fit the area.  That small building down by the river is an old brewery, which doubles as a museum now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F7056%2Fadara3601.jpg&hash=11f9ce09d9ee3f5968bd63e46b1ef2470508086e)

36-2: Now this was a bit of luck.  One of these three homes is actually on the farm lot!   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F2235%2Fadara3602.jpg&hash=732a876dc61d14515b2f3552012ef526f4e35416)

36-3: Here's the main commercial area.  It's got a mix of grown and plopped businesses.  I've also added diagonal fillers to the residential areas along the railway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F3562%2Fadara3603.jpg&hash=aa89a082034e963bd93c0d39d407af4c42e4eea0)

36-4: I added this small STR loop, it's a small siding that provides access to a few industrial businesses and lets loading trains park clear of the mainline.  A small batch of housing rounds out the island created by the STR. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5043%2Fadara3604.jpg&hash=a8392c4b52f7dbb66a227d28b378ae2843c80251)

36-5: Up at the end of the residential road, we have a small corn farm in the process of building a new barn.  A small baseball diamond rounds out the neighbourhood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4128%2Fadara3605.jpg&hash=7462e37b58f997f5aea11b6004461328eed265d1)

36-6: Here's a quick closer look at the Old Brewery Museum just to wrap things up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5667%2Fadara3618.jpg&hash=ad4b0dc2dfa2b0cef587af9a04b1e1fbc5f0f321)

36-7: That's all for the unnamed crossroads town here.  Next I've got this block of land that still needs farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F995%2Fadara3606.jpg&hash=6d94f2f7d5b28a1f41d5fdb5a78fbbd9970aacac)

36-8: Way back in Update 30 (http://sc4devotion.com/forums/index.php?topic=6976.msg260991#msg260991) I mentioned that this farm didn't have quite enough land.  Well today, I'm going to expand across the tracks to add one more field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F1381%2Fadara3607.jpg&hash=b429e9e58fe26f31547aae9446d389dd0a51f96c)

36-9: A quick RRP gravel path through to the tracks . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F2153%2Fadara3608.jpg&hash=ae95f96ab6318e95b81b603e3cbd1957fe08ea0b)

36-10: . . .and then through the entire next field all the way to the legal right of way between the next two farms.  In fact, this path will go all the way to the next road!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F9281%2Fadara3609.jpg&hash=f2aba46714ecddd518f2f0ab426cf3077cd06f5b)

36-11: In the meantime, these three farms developed in the remaining space.  You can already see the distress on the farm by the main highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F5500%2Fadara3610.jpg&hash=4aec95dc3bfb98b6f959ff08ef449551044d3d38)

36-12: I decided to go with a different texture for this one, I quite like using this green texture from the 3RR fields on occasion.  This particular texture reminds me of the farm across the street from one of the offices I work at, which is just harvested on regular intervals to provide hay and forage to other cattle farms.  It still needs a bit more attention to really look good though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F4527%2Fadara3611.jpg&hash=766f167b268e02bd1c05869df07111f5f2f9ae3c)

36-13: Fortunately for me, I stockpiled the alphas from the last FAR textures I made, so creating this was very easy.  Best part is, I could use the same lot about 7 times along the road!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F7537%2Fadara3612.jpg&hash=7b509991152183753325d02ae0db302ff597b9c0)

36-14: Of course, as mentioned in many excellent diaries that do lot editing, prop families are the way to go with repeating patterns like this.  This particular family only draws from cycledogg style cottonwood, oak and elm trees.  Even the fence on the other side of the highway doesn't look half bad! 

On the other hand, does anyone have a fence bat floating around that somewhat matches the RRP fences?  Maybe I can look at rendering some FAR oriented fence sections.  I don't have any artistic talent when it comes to 3D modeling, but I can handle the technical side if someone else has the model floating around!  Drop me a PM if you've got something I could use!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F2621%2Fadara3613.jpg&hash=39660e4e64110b91dccadd7c9c380329867247c1)

36-15: Here's another soybean farm that's got the fields oriented the wrong way.  Can you imagine trying to operate equipment with the furrows oriented this way? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F4862%2Fadara3614.jpg&hash=f090870d22eb6f9b7f8754e48e0ef624a8b7a6e3)

36-16: It's much more logical when we rotate things to parallel the house and fenceline.  In this case, the tractor can turn around on the shoulder of the dirt roads.  Granted, that corner by the house could be a challenge to access, but it'll do for now! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F3039%2Fadara3615.jpg&hash=ef744d03032f545f31b7edb4aeec67b8c083c23a)

36-17: Finally, here's an overview of the three farms developed today.  I'm starting to bring the forest around the area, but I've got some plans for the higher land in some places.  But that's a project for another day! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F8282%2Fadara3616.jpg&hash=6467db6999283681dfb232b3dc1ffe6711f9b8c5)

And that's all for today!  I'm very excited to see that Adara is quietly rolling up towards 300 replies now!  Only 26 to go now assuming my math is correct!  Thanks for your support everyone! 
Title: Re: Adara - Update 36 - August 14, 2009
Post by: Splime on August 14, 2009, 09:44:04 AM
Well, you've certainly become adept at using the lot editor! This looks great! How is it exactly that your rails don't have any textures underneath them?
Title: Re: Adara - Update 36 - August 14, 2009
Post by: djvandrake on August 14, 2009, 09:49:41 AM
 &apls

The effort you put into cleaning up the diagonals along the road and rail make all the difference.  Very realisitc and very well done.  :thumbsup:
Title: Re: Adara - Update 36 - August 14, 2009
Post by: ldvger on August 14, 2009, 02:15:19 PM
Battlecat-

With your permission, I post these diagrams, drawn in CAD, of my observations on how farmers tractor irregular areas of thier fields.  And MrBisom, feel free to chime in and correct me if I am wrong!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F5011%2Fscreenshot1b.jpg&hash=9c206b5f9d8d0f63821becc00a54692687a352ec)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F1635%2Fscreenshot2hao.jpg&hash=d5d95a5f49ca2481c918c82b2a65e33715648ee3)

Farm implements dragged behind a tractor don't really have differentials that allow one side of it to turn on a smaller radius while the other side turns on a wider one, like cars and the tractor itself does, so the implement must be raised at the end of a row, the urn made, then the implement lowered back down again.  As you have a field being actively farmed across the street from where you work, I'm sure you've seen this many times.  This is also why rows running at a diagonal right up to a fence line aren't very realistic...a tractor could never accomplish that in RL.

A lot of times farmers will just leave the resultant "jaggies" unplanted, as they provide room to manipulate machinery during the growing phase of the crop, say sprayers of hoes for weeding.  They also are handy for harvesting trucks to park in when the crop is harvested.  But some crops, especially those that grow close together (corn, grasses, etc.) (actually corn IS a grass, just a very large one), don't have much in the way of maintenaince during growing, so those jaggies can be filled in thusly:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F5568%2Fscreenshot3xqp.jpg&hash=3558c7e09e01367f00795ab51e8642a655cb4fef)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F38%2Fscreenshot4xno.jpg&hash=6bf524cd8faa50bca0e51baedd42a5c3b2d7e4c8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1420%2Fscreenshot5k.jpg&hash=d88ce1ab9741f58954c86d27539634624d6cec12)

At harvest time, the edges parallel to the rows and along the irregular edges are harvested first, then the rest of the field is harvested in the usual way. 

So, my suggestion for irregular fields would be to make resolving the jaggies crop dependent.  Leave the jaggies for larger, more widely spaced plantings (soybeans, potatoes, carrots, etc.) and then rotate the rows to be parallel to the non-orthaganol fence lines for grain crops. 

Also...the only farms I remember that actually fence thier fields are livestock fams.  Fences are expensive to build and a nightmare to maintain, especially wood fences.  Manuevering equipment in fenced fields would also be problematic, so my other suggestion would be to not fence food crop fields at all.  I know the fences look pretty and I personally like the way they look, but they really aren't very realistic, IMHO. 

You'll have to plan a trip to Seattle one of these days and show me how to use the Lot Editor.  In the meantime, I'll teach myself to BAT and we can team up to create goodies for our MD's...like maybe a dam spillway???

Lora/LD

Title: Re: Adara - Update 36 - August 14, 2009
Post by: Scarton on August 14, 2009, 02:19:37 PM
Great update! :thumbsup: Those farms are beautiful! &apls For a town name, how about Battinsville? Or Brewers Junction? Maybe Fieldsview?
Title: Re: Adara - Update 36 - August 14, 2009
Post by: JoeST on August 14, 2009, 02:23:01 PM
This is becoming beyond awesome :D

and Lora, that makes sense, and yet, even living in the country, I can not recall if I have ever seen that, my memory sucks. :D

Joe
Title: Re: Adara - Update 36 - August 14, 2009
Post by: Tomas Neto on August 14, 2009, 02:51:20 PM
I adore the way that you play SC4, you are a master!!!
Another impressive and fantastic update!  &apls &apls &apls
Title: Re: Adara - Update 36 - August 14, 2009
Post by: metarvo on August 14, 2009, 02:56:26 PM
Now, these are what I call FARms.  :)  This is the first time I ever remember seeing farm fields that actually come up to the FAR roads.  Of course, the other diagonals are also well done.  Nice work, Battlecat.

&apls
Title: Re: Adara - Update 36 - August 14, 2009
Post by: ldvger on August 14, 2009, 11:03:40 PM
Battlecat-

I forgot to add my suggestions for names of this new town you have built.  If you are tyring to mimic the PNW, which it seems you are, keep in mind the very pragmatic minds of the many early Scandanavian settlers.  The road that went from the farm to the market was Farm To Market Road.  The road that went from the hamlest of Algona to the hamlet of Brier was Algona Brier road.  It's not that there was no imagination involved, it's just that these were very practical (and often dour) folks (I know, I am of half scandanavian descent).  Pre-named landmark features also work well.  The brewery turned museum does seem to be the most distinctive building in town, historical to boot, so I suggest something that reflects that. 

I know you said when you started this MD that you were not much of a storyteller, but really it's not hard to learn how to become one.  You have thousands of stories already lived in your life that you share with others from time to time, being a storyteller is all about being able to take that same ability and go just one step further with it.  This brewery building is a great opportunity to begin.  Answer some of these question and you will have the beginning of a story:

When was the brewery built, and who built it?  Where did the builders come from and why did they build thier brewery here?  Who did they sell thier beer to and what did they name thier beer?  How did they originally transport thier beer to outside markets (or did they only produce for local consumption?  If so, you could build an equally historic tavern nearby, possibly one that doubles as an inn.  What was the name of the tavern/inn and who owned it, where did they come from and how did they end up here?).  What were the circumstances that caused the brewery to go out of business and the building to become a museum (you could get REALLY creative with this one...plutonium in the water, scandal with one of the owners, the possibilities are endless).  How long was the building vacant before someone locally recogonized it's importance to local history (and who was that person, why were they sensitive to the decaying building, perhaps a distant relative of the original owners/builders?) and what was the process to turn the building into a museum?  Funding drives, benefit dances, cake walks, bake sales, paper drives?  How long did the renovations take and who was the contractor who did the work to restore the building?  What is his/her connection to the area? 

If you answer those questions, you have a story.  You love fleshing out details, do the same with the story.  Invent interest and scandal, introduce new characters that you can maybe use again in later stories.  Battlecat, you tell a story every day of your life, whether you know it or not.  It may be a RL experience you share and so something you don't see as a story, but to the folks who hear it, it is a story.  Making up story from scratch is really no different.  You already "live" in Aldara in many ways, why not create a cast of characters to live there with you?  With that brewery building alone, you have all you need for the basis of a full novel (working title "The Brewery"), let alone a very short story to tell the make-believe history of the area.  You don't have to use fancy language or worry about anyone critiqueing your prose here.  We aren't going to grade you so you can't possibly fail.  Give it a try!  Answer the questions and make a story!

My suggestion for naming this town is "Sot's Corner".  It's the only source of alcohol in the entire region so far, so folks would definity gather here in large numbers.  The human condition being always partial to alternative states of reality (such as drunkeness), this would be a very busy trade town with the brewery a focal point.  Lots of grain being grown nearby and I would consider a waterwheel and grain mill near the brewery.  I'd also give serious thought to a sizable (and old-looking) tavern/inn.  Name the tavern something ironic and interesting, "Ale Widow's Tavern and Inn", or "Farmer's Retreat", for example.  Build a dance hall...this should be a party town...or a town that USED to be a party town.  What were the circumstances that lead to it's loss of party town status?  Did things get out of control?  Did religion play a role?  Up to you to determine.

Write a story!  It's easy!  I've given you all the talking points you need to get started...

And if you don't want to, that's fine too, please, I'm not trying to pressure you in any way. 


Lora/LD
Title: Re: Adara - Update 36 - August 14, 2009
Post by: art128 on August 15, 2009, 03:03:34 AM
Hmm, Your farming technique is always awesome my friend, I fall again of my chair when I see it. And that diagonal street looks very pace full and calm, a nice place to live !
Take care,
-Arthur.  :thumbsup:
Title: Re: Adara - Update 36 - August 14, 2009
Post by: Nardo69 on August 15, 2009, 07:08:06 AM
Great one Battlecat - as usual as I might say ...  ()stsfd()

And I missed FARpatible fences too I must confess. I just don't like that RRP path level crossing with the railway ... possible if there are only two or three trains per day crawling with less than 40 km/h over the tracks but for such low traffic two tracks would be far too overdimensionated.  $%Grinno$%

With typical Middleeuropean traffic on such a line - at least one (local) passenger train per hour and direction running with 80-160 km/h - I do know some double tracked railway without catenaries that have four passenger trains per hour and directions! - it would be far too dangerous!

You know me ... I had to pick on that ...  ;D


Take care

Bernhard  :thumbsup:
Title: Re: Adara - Update 36 - August 14, 2009
Post by: danielcote on August 15, 2009, 08:56:35 AM
beautiful rural! And that road looks Great!
Title: Re: Adara - Update 36 - August 14, 2009
Post by: calibanX on August 15, 2009, 06:35:25 PM
Battlecat, I'm very impressed with your solutions to those pesky jagged tiles along diagonal roads. Your Lot editing skills are advancing in a big way. I'm going to have to teach myself that trick. Thanks for the links!

By the way, your farms are beautiful. In order to make them really shine in the game they need to be 'worked on' and enhanced with specialty lots and some custom content. You're the best at it.

Take care.

Geoff
Title: Re: Adara - Update 36 - August 14, 2009
Post by: chasespncr on August 18, 2009, 12:33:56 AM
i love this this CJ...i dont understand a thing about all the LOT and BAT stuff but i love seeing the end result..keep up the great work! :thumbsup:
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Battlecat on August 18, 2009, 10:43:48 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Splime: Thanks very much!  I'm certainly glad you're enjoying the results.  As I mentioned in my PM to you, I'm using the No Rail Dirt Mod (http://simpeg.com/forum/index.php?action=tpmod;dl=item78) by Swamper77 and Pegasus.  With all the wide radius curves and FAR not having any textures, I just prefer not having a patchwork of textured and untextured rails. 

djvandrake: Glad you're enjoying the results.  I've got a lot more playing around to do with this! 

Lora (ldvger): Thanks for taking the time out of your busy schedule to post those!  You're absolutely right about that particular technique, I've seen it used here as well, in addition to just leaving a dirt barrier around the edges.  With a lot of the prop based farms, I'm going to be stuck with the dirt or grassy edge method simply due to the absence of any way to rotate the props to 45 degree angles.  As for the texture based lots, I'll have to see what I can do, I've got some ideas floating around. 

Your comment on the fences is an interesting one, farmers around here seem to use a huge number of fences.  Granted those are mostly barbed wire fences which are really cheap to install, but impossible to render effectively in Simcity 4.  You are absolutely right though, if I can't leave a buffer I'll have to leave the fences off some of the fields.  I figure, I like the look of fences, so I'll probably still use them more than is probably realistic though!  :-)   Thanks for all your ideas! 

citycapitalizer: Thanks for your kind words and for the name suggestions! 

Joe (JoeST): Glad you like it!  Thanks for stopping in!

Tomas Neto: Thanks very much!  Glad you're enjoying this!  Glad you're enjoying this!   

metarvo: Welcome to Adara!  The lack of options to create fields near FAR style roads has frustrated me since I got back.   I've got more ideas floating around to make them look better as well.  Thanks for stopping in!

Lora (ldvger) #2: You are quite right about the stories.  I do occasional pop in small tidbits of story, but it's primarily a time factor for me.  I can either spend my time writing the story, or playing the game to prepare the next update.  I appreciate the suggestion though!  Thanks for the town name suggestion as well!

Arthur (art128):

Bernhard (Nardo69): Now that I think about it, you're right.  I've seen crossings like that for field access, but I doubt a farmer would want to risk his animals that way.  A tractor with a load of hay would be far safer.  The railway there is indeed a mainline, and would be fairly dangerous with the trains descending out of the mountains.  There is a decent solution that I've seen, which I'll implement for you to see in update 38.  Thanks for the suggestions; it always helps to have someone reminding me of the details about rail operations! 

danielcote: Thanks for stopping in again!

Geoff (calibanX): Interestingly enough, a lot of the necessary diagonal textures necessary for the basic farm styles are already available through various other mods.  The real challenge comes from the FAR roads.  The only way to push the farms right up agains the road is through using the filler techniques I mentioned earlier.  Thanks for stopping in, I'm glad you're enjoying this!

chasespncr: Welcome to Adara!  Glad you're enjoying the results!  I'm certainly enjoying getting there. 

Update 37
Vavenby – Detailing the Dam

When I was thinking about the title for today's update, about a dozen awful puns and plays on words ran through my head.  Unfortunately, most of them can also be construed as rude and inappropriate, so I had to forgo the fun.  :-)  As today's title alludes to, I'm finally ready to start work on the dam.  This particular project didn't require as many custom lots as I expected.  But a couple of the lots were not what I expected to need!

The discussions with Lora (ldvger) in her Recreating San Francisco (http://sc4devotion.com/forums/index.php?topic=8332.0) diary regarding the Stafford Lake Dam really helped me finally visualize the approach I wanted to take. 

Before I get started though, here are the names that were suggested for the small town: 
Battinsville (citycapitalizer)
Brewer's Junction (citycapitalizer)
Fieldsview (citycapitalizer)
Sot's Corner (ldvger)

Certainly not an easy decision here, they're all great ideas.  I'm going to go with Brewer's Junction as suggested by citycapitalizer.  Thanks to everyone for their suggestions!

37-1: The plan for this earthen dam was first mentioned in Update 27 (http://sc4devotion.com/forums/index.php?topic=6976.msg255485#msg255485).  This is more or less what I showed you way back then!  Since then I've been working on it and thinking on it a great deal.  My final decision was to avoid using the BAT for this particular project, that's just not something I'm ready to get into yet.  So I'm going to have to adapt available lots and props for use here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F8800%2Fadara3701.jpg&hash=62792e55382abde5736c4e44a1a9670ad82b48ab)

37-2: One of the most dramatic structures associated with any dam other than the dam itself is the spillway.  The spillway is the structure that allows the controlled release of large quantities of water from dam before the top of the dam is reached.  There are huge numbers of different designs.  The shot below is a google maps of the Llyn Brianne dam in Wales, which also happens to be the poster shot of a spillway in Wikipedia (http://en.wikipedia.org/wiki/Spillway). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9352%2Fadara3702.jpg&hash=5f4d9b7acf7ab54ae4cf54b1357e288dab128c32)

37-3: One thing about a spillway is it also serves to dampen the energy of the water as it drops rapidly from the dam to the valley below.  Steps, coarse surfaces, a curved lip at the bottom or even just a reinforced barrier for the water to splash against will all serve this purpose.   Whatever the case, except in unusual dam designs, the spillway is only used when a dramatic flood event occurs.  Below is a shot from the top of the Cleveland Dam in Vancouver BC.  The lip is clearly visible below.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F4428%2Fadara3703.jpg&hash=b5a2fa4f9f7834b56602810b65f47580c0af69f8)

37-4: For this dam, I'm going with the simplest type possible, an uncontrolled spillway.  Once the lake reaches the critical height, water flows over the spillway, with no controls.  Some NAM puzzle pieces serve to bridge the gap over the spillway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F9324%2Fadara3704.jpg&hash=69b34f68bf13e3d534a29e724c1144bfe95b0800)

37-5: The water side of the dam needs to be built more carefully to protect the dam from wave erosion.  Jeronij's concrete walls fill this need nicely.  I had to make a custom version of the lower triangle lot without foliage to fill in the gaps that are empty right now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F6172%2Fadara3705.jpg&hash=22fc73c897d46f668dd20e573804be84017be8d6)

37-6: Meanwhile, at the bottom of the spillway, some terraforming is needed to clear space for the bottom.  This one is going to use a solid barrier to dampen the water's power.  I figure this area probably was quarried out to provide some of the rock necessary to build the dam.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F4518%2Fadara3706.jpg&hash=81a85add274d22b38f3aa8820594adf4d569dec7)

37-7: This project just continued to evolve on me as I kept on working on it.  I tracked down a fairly nice concrete texture.  One lot is used to fill the spillway, the other will be extended under the NAM pieces. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F7430%2Fadara3707.jpg&hash=586411eb19700400e45ac03bc2fdacb1bf375b5e)

37-8: As I looked at this, I realized that the water would just hit the bottom and hang a sharp right out into the river.  This doesn't quite serve to dampen enough energy. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F3453%2Fadara3708.jpg&hash=d340cbaec7e1407d50a16427d53ec049329f4617)

37-9: This should work a bit better.  The only other issue I can see, this spillway is too wide.  3 tiles looked good on paper, but seeing it now, I'm going to narrow this by one tile.  I added some security fencing around the quarry area.  It wouldn't do to have some one fall down this slope! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F6600%2Fadara3709.jpg&hash=2885276e20587f674e4938adf3fd38aa111067fd)

37-10: Moving along, I've been giving a lot of thought to the dam face.  A variety of options were available, but I finally decided I need to make some custom lots with the dam texture built in.  I used a variety of the maxis rocks to give this some real depth.  It's a bit hard on my CPU when I'm working close by, but if worst comes to worst, I can just bulldoze the lots until I'm finished developing this tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F3125%2Fadara3710.jpg&hash=dbb2719f7e55b08bd5a8901512b0f10a0a880195)

37-11: Here's a close up look at the surface texture.  Underneath there's a simple pebble texture so I didn't have to fill every available space with props.  There are 5 custom lots on the dam surface: 2 1x1 fence lots with different mixtures of rocks, 1 4x4 lot I used to fill in the bulk of the dam and then 2 other 1x1 filler lots to finish the job.  It might seem like a lot but I really wanted to avoid creating a pattern of any sort on the surface. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F1045%2Fadara3711.jpg&hash=302f06dbabf07252f55a28017fc43ed5b44c4c50)

37-12: Now we come to the problem of the powerhouse and the associated facilities.  A small commercial lot serves as the main office, and I've used a modular parking lot to create the entrance.  I downloaded every single power transformer lot I could find, these aren't bad, but they're not quite what I'm looking for. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F842%2Fadara3712.jpg&hash=57db33ca4479962bba34b36951179dd369bf6675)

37-13: This works much more nicely.  The dirt road around the edge serves to access the foot of the dam and the power transformers.  I added a second power line that goes up the mountain and along the lake behind the dam. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F783%2Fadara3713.jpg&hash=b01172b4af2e55d35f4547a918c98c879d51860f)

37-14: I wound up shuffling the powerpoles down the slope a bit so I could put in a security fence the rest of the way around the power plant.  This isn't a huge power facility, so I just grassed in the rest of the area.  The two indentations here are the locations outfalls from the main turbines hidden away inside the dam. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F4195%2Fadara3714.jpg&hash=4acd18e169a35774a7888f00155f93e1354e08aa)

37-15: A bit more custom lot work to finish that up.  I wound up using the RRP culverts and the lateral flow effect prop created by Pegasus.  I had a bit of trouble with jagged edges here when trying to lay the walls.  It took me until the writing of this update to remember the existence of the Jagged Edges mod.  I've grabbed it now, and I'll fix this annoyance up later. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F6449%2Fadara3715.jpg&hash=82cb31643b9be058f0d1a0dae30b6cc997bf4c23)

37-16: With the addition of some more foliage outside the fence and some river shoreline details, here's the appearance of the dam area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F7120%2Fadara3716.jpg&hash=cd2fd5b5fdd240b7808f0e7ab8e1db92e5eb6963)

37-17: And a look at the area from a bit further out. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F7120%2Fadara3716.jpg&hash=4a08fbd8e254ed025983950f723bcfd2e13772c4)

That came together reasonably well, there are few things I might change in the future given enough time though.  Hope you all like it! 

Only 12 more posts to go before 300! 
Title: Re: Adara - Update 37 - August 18, 2009
Post by: chasespncr on August 18, 2009, 10:59:05 AM
that dam rules...the rocks dont go to well on my eyes either  :o
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Glowbal on August 18, 2009, 02:25:00 PM
Everything looks good. Apart from these rocks. You might want to chance them a bit.. It's to white, imo. But I don't know what the real dam looks like..  :D
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Scarton on August 18, 2009, 02:33:54 PM
One of the reasons I follow this CJ is I like how you are innovative. That's the best dam I've seen!  :o &apls Splendid job! :thumbsup:
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Albus of Garaway on August 18, 2009, 07:36:10 PM
Impressive work! I've never seen a dam created using this process before. Most people just plop PEG's hydro-dam, which of course isn't very creative. I love what you've done!

I do have a question, however. In my opinion, the left side of the dam (As seen in 37-17) seems to jut out too far from the rest of structure. I understand you were trying to use that steep slope as a stopping point, but that little area seems unnecessary for preventing the water from leaving the reservoir above. Would engineers in real life spend the extra time and money to build it?

Maybe you have more insight into that than I do. No matter, the dam looks absolutely wonderful!
Title: Re: Adara - Update 37 - August 18, 2009
Post by: JoeST on August 18, 2009, 11:28:06 PM
A truly magnificent dam there :o

Joe
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Une_ame on August 19, 2009, 02:12:24 AM
Best dam I ever see in SC4 :o :o :o!!!!!!

:thumbsup:
Title: Re: Adara - Update 37 - August 18, 2009
Post by: nrmn67 on August 19, 2009, 08:13:31 AM
Hi Battlecat!

I really like your MD and I am following it since Day 1. You did a great job with the Dam, the finest I have seen in SC4. But I have some suggestions ;).

I am missing an entrance to the turbines in the dam. Maybe you could plop kind of turbine house at the bottom of the damn above the outfalls. An earthen dam normally has no caverns inside it AFAIK. The dam near my town has the turbines in rock caverns in the mountain to the side of it and not in the earthen dam itself for example.

Try to get a bit of weeds or dirt into your dam lots to give more varation and also to get it a bit more realistic IMHO.

But all in all a great job and I am looking forward to the area fully developed.
Title: Re: Adara - Update 37 - August 18, 2009
Post by: djvandrake on August 19, 2009, 10:05:22 AM
Oh wow!  Very elaborate project and it came out nice.  &apls  I especially like the channels at the bottom of it.
Title: Re: Adara - Update 37 - August 18, 2009
Post by: CraigKingOfIreland on August 19, 2009, 01:17:36 PM
Thats quite amazing :)
Title: Re: Adara - Update 37 - August 18, 2009
Post by: ldvger on August 19, 2009, 08:17:31 PM
Battlecat-

Thanks for the MD plug!  I returned the favor over on Recreating SF, being as how I am getting ready to start developing my dam, as well. 

My thoughts on your dam:  I agree with some folks here regarding the rock face.  I think it's too white.  Local stone would be used, dontcha think?  So maybe you could find something that matches whatever rock mode you are using?  I also agree with whoever said it's not likely the turbines would be housed inside the dam as they are in concrete dams. 

So, now please share some of the downloads/plugins you used?  Specifically, the rocks on the rock face, the concrete base at the floor or the spillway, the retaining walls lining the sides of the spillway, and the fences/guardrails.  If you could create a list of links, that would be most helpful!

Carry on!

Lora/LD
Title: Re: Adara - Update 37 - August 18, 2009
Post by: Yan077 on August 20, 2009, 12:06:38 AM
Very impressive work, one of the best dam I ever see ! !
Title: Re: Adara - Update 37 - August 18, 2009
Post by: threestooges on August 20, 2009, 12:09:40 AM
Excellent innovation with the dam Battlecat. I've pondered hydro-electric many times, though I've never really had any satisfactory results. Using Jeroni's walls for the spillway was a great touch. I can only wonder how it would look with one of the wave generators in use just at the bridge at the top. I know there are a few that don't stretch too far, but you might be able to find one to span the full channel, giving that foamy effect of a spillway in use.

There doesn't seem to be any visible tiling on the dam face either. Not sure the plopping style you used, but it seems to have worked.

Sorry I haven't posted much, but as always, I'm keeping an eye on things.
-Matt
Title: Re: Adara - Update 37 - August 18, 2009
Post by: calibanX on August 20, 2009, 09:09:30 PM
Beautiful work on the dam and spillway Battlecat. Anyone can plop a dam. Building one from scratch is creative. Keep up the great work!

Take care.

Geoff
Title: Re: Adara - Update 37 - August 18, 2009
Post by: tooheys on August 21, 2009, 02:26:14 AM
Impressive Battlecat, damn impressive ::)

You have obviously put a lot of time into putting the dam together and the results are very fine indeed.

I think you may have got a lot of people thinking, including myself, about creating our own dams rather than using the ploppable variety.
That in itself is worth a big  :thumbsup:.

Cheers

Dave
Title: Re: Adara - Update 38 - August 21, 2009
Post by: Battlecat on August 21, 2009, 09:50:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Thanks to everyone for Pushing Adara past 300 posts!
   
chasespncr: Glad you like it!  I'm going to see about adjusting the rocks a bit. 

Glowbal: Thanks very much for the feedback.  In retrospec, there are more white rocks in there than was probably necessary.  I'm going to look into fixing that. 

citycapitalizer: Thanks!  I'm pretty happy with it as a first draft, but there is still more I can do later. 

Jason (Albus of Garaway): Glad you like the initial results!  I'm accustomed to very large scale projects what with living here in BC, so I've always wanted to replicate it. 

Due to the odd shape of the valley there, the fill had to extend quite far along the left side where you're looking.  But the more I look at it, the more I have to agree that I did probably go a bit further than is necessary.  You're right that the engineers would have taken that into account.

On the other hand, if that odd shape was necessary to ensure the stability of the dam, they would build it without hesitation!  It's still cheaper than what would result if the dam broke!  But you're right, it does look odd, and I'll do some tweaking in a future update. Thanks for the feedback!

Joe (JoeST): Thanks very much for your kind words!

Une_ame: Welcome to Adara and thanks for your enthusiasim!

nrmn67: Welcome to Adara!  Glad you've been enjoying your visits to Adara.  I'm always up for suggestions and you've definitely provided some good ones.  The inflow point for most dam power houses is usually quite far underwater, although some have a pier that extends out to control that flow. 

My original instinct for the powerhouse was to have it inside the dam since the Bennett Dam in northen BC is built that way.  However, your point about the design of earthen dams is a good one, so I think I'll look into designing a powerhouse of some sort.  Not sure exactly where I'm going to put it yet, but I'll come up with something. 

You're also right about breaking up the monotony of the dam surface.  I've got some work to do on a new design for those lots anyhow since they're a lot whiter than I originally intended.  Thanks for the ideas! 

djvandrake: Thanks for the enthusiasim!  Glad you like the results! 

CraigKingOfIreland: Welcome to Adara!  Thanks for the comment and your kind words!

Lora (ldvger): Well, all those conversations about the design of the dam you're working on helped me sort out some of the issues with mine!  I'd have to agree with you and most of the other posters, it's a lot whiter than it looked at first.  I've already started revising the lots.  I'm so glad I did it that way; replopping that many rocks would be a huge headache. 

I also started trying to figure out what existing props I could use as a turbine building, although finding something satisfactory has been a challenge already.  I'm sure I'll figure something out eventually though! 

Now for some links!  The props on the spillway are actually pure maxis rocks, which appear in the lot editor under the name PZ1_.  There are a number of different styles available, and despite my best efforts to find alternatives, there are actually very few rocks props in existence that are small enough and cooperative enough for the coating on a rock coated earth fill dam.  I'm not 100% positive these props are in the lot editor by default, I do have the high density plopable maxis rocks (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1887) mod installed from Chrisadams3997.

The walls are set 3 from Jeronij's concrete walls collection (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=131).  I did a whole bunch of tweaking on the basic set to create some necessary custom lots to fill in the gaps.  The fences at the top of the dam are included as a component of these lots, I just created transparent and alternate texture versions of these for a couple parts of the dam. 

The concrete floor at the base of the spillway is a pure custom lot.  I just dug through the lot editor texture collection until I stumbled across the texture I used.  I'll look up the IID of the texture and edit this post to show it next time I get access to the game.  I'll try to track down which texture pack it is hiding in as well. 

One more thing that I should mention since your dam will probably have more foliage, Chrisadam3997's RRP foliage collection  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886) is also available in the lot editor as props or foliage (depending on the item), they are prefixed with the letters ALN if you're looking for them.  I'm using some of  these for the version 2 dam face tiles. 

Thanks for all your comments and questions!  Glad you're enjoying this project! 

Yan077: Welcome!  Thanks for your kind words!

Matt (threestooges): No worries, I understand how busy life can get.  Glad you found the time to stop by again!  I'll have to look into that wave generator, I'm not entirely sure how well that'll work with the Tahoe plopable water.  I was pleased with how well Jeronij's walls worked for the spillway, it was nice to have a ready made solution. 

The face of the dam isn't actually plopped, even though it looks that way.  It's actually a series of custom lots, using maxis rocks as props.  There's a pebble texture underneath, and I've been pretty careful to randomize the rotation of the lots and rocks so they don't look tiled.  I did it that way to save time and as insurance since there are a lot of things you can do accidently in this game to make plopped features disappear.  Glad you like the result.

Geoff (calibanX): Thanks very much!  The problem I encountered is that most of the plopable dams aren't big enough for my view of hydroelectric projects!  Nothing wrong with them, I'm just more familiar with the large scale versions.  I had a lot of fun designing this project, but as I've discussed above, there's more to do in a future update!

Dave (tooheys): Glad you lik the results!  I'm also very pleased that you found this inspirational.  Hope you like the modified design when it's done in a few updates!

Update 38
Vavenby – Farming Near the Dam

Hello once again everyone!  First of all, thank you all for taking the time to comment, pushing Adara past the 300 posts mark and 13,000 views.  I really appreciate the support!

This tile is starting to get close to being done.  I'm going to shoot for update 45, but I think it may take a few less than that.  We'll see how much time I have and how much more the lot editor distracts me!  Thanks to the feedback after update 36, I've got a couple of small modifications to an existing farm first. 

38-1: This is the location that needs to be tweaked a bit.  As Bernhard (Nardo69) pointed out, this is a very unsafe railway crossing, particularly since it's both double track and a route that I envision as being a major corridor.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F6172%2Fadara3801.jpg&hash=e04f3295a4fd0af88b3a852eece7febadb18d10c)

38-2: Fortunately, I've seen an obvious solution on many occasions in RL.  A large sized culvert can be used to allow the cattle safe passage under the railway.  There are other design solutions, but I can put this one together quickly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F4271%2Fadara3802.jpg&hash=742c8b5905181ab176adeb8e8354b24a2290cb46)

38-3: Here's the resulting field once all the details are added back in.  I think this is a lot safer! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F3332%2Fadara3803.jpg&hash=c17ba52c6975460b969054e41fc04ffe97c75e5c)

38-4: Moving right along, here's the first new block of farms I'm adding today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F5226%2Fadara3804.jpg&hash=3b0b29717868bb15baa61b5adcec821cde7e0f88)

38-5: And here is the first draft set of farms that developed.  That orange farm (the long narrow farm) is probably going to be replaced. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F4256%2Fadara3805.jpg&hash=9e5651abbc110095556413249d8008f1ea61a55f)

38-6: But before I replace that farm, I've got a new technique to present today.  This is a carnation farm by BarbyW and it needs some diagonal detailing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F3396%2Fadara3806.jpg&hash=044d50a716e07154a98be77251decac313dbd2da)

38-7: That bundle of plopable farm fields  (http://www.simtropolis.com/stex/details.cfm?id=17233)FrankU pointed out is a huge time saver!  Just a quick tweak to make a new diagonal filler style lot for the carnations and there you go. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F9218%2Fadara3807.jpg&hash=b78b3860845cd05efc53d18f5a04c2fa571189ae)

38-8: Well, maybe not.  Lora (ldvger) put together an interesting set of Autocad shots together after update 36 discussing farming techniques and the limitations of moving farm equipment through rows of plants.  There really isn't much room here to turn around a tractor. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F3743%2Fadara3808.jpg&hash=e047a7c30b48084e1b13142492b9406c72fd61d6)

38-9: Fortunately, I think I've got a good solution.  I'm still using the diagonal filler lot, but this time with the dirt texture as the remaining part instead of the fences and trees.  I've also pulled back the fillers one tile from the road.  This of course still leaves the same jagged edges along the road that we tend to dislike!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F3453%2Fadara3809.jpg&hash=2d041d74418e684a75b6897b4c3001925aa805e8)

38-10: But the traditional diagonal fillers come to the rescue here, straightening out the edges while blending in the dirt and leaving enough space for a tractor to maneuver.  It's still not perfect, but I think the scale's better.  Considering the size of the tiles, I would expect most farm equipment would only be half a tile wide instead of a full tile anyhow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F347%2Fadara3810.jpg&hash=218499aeb6be7e7d872247f0729af4fc4a325106)

38-11: And of course this same principal needs to be applied to the other side at the future edge of the river.  Of course, basic transparent fillers will do the trick here, the final edge will be roughened up by trees once I'm start in on the river.  Hope you like the effect; I think I'll be using it a lot.  Best part is, I can use different ground covers depending on the farm, dirt, grass and others are all an option. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F3693%2Fadara3811.jpg&hash=e935d0486a60265c382b93f336a582672c9f6833)

38-12: Moving along to the next farm, here's a simple set of RRP fields, this is going to be a pretty simple farm when I'm done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F2066%2Fadara3812.jpg&hash=fed4806a06fa3ba98b90fac1b2ba1d4b45be4297)

38-13: And the same farm with the grass and a few flowers added in.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F5466%2Fadara3815.jpg&hash=0b54f582ff5c1d0ed2caf3a1be2df996a1e7c376)

38-14: I've got some plans to have a small stream and waterfall coming out of the mountain here, I decided to slip in a culvert and irrigation channel to supply water to the carnation farm to bring the water through.  Remember, the tractor would be running parallel to the drainage ditch, so access isn't such a big issue.  A small mountain stream flows into the ditch out of the forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg242.imageshack.us%2Fimg242%2F4167%2Fadara3813.jpg&hash=2d38f74721c55e936f8af1241fa04c9575eee15d)

38-15: Here's the outfall to the Elsemar River.  The culvert outfall is also hidden in the trees here.  I've seen a surprisingly huge number of culverts where the inlet is visible, but the far side of the road is so heavily forested, it's almost impossible to find the outlet. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F2308%2Fadara3814.jpg&hash=0bc7c07f3f8aea990ed34d9ba4449a0edbd311d8)

38-16: Back near Brewer's Junction and the bridge across the river, I've replaced one farm with RRP fences and I've grown new versions of the other two.  The northern most one finally got replaced with the new growth texture.  You can see the start of my planning for the diagonal fillers for this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F9571%2Fadara3816.jpg&hash=b62ad55947927727ac44ba02bde182ac963211bc)

38-17: For the new growth farm, I needed fillers that would leave room for power poles along the road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F8025%2Fadara3817.jpg&hash=b3a5e2ce3ea824b48bdaf8a6bce3d58ca32c20ea)

38-18: I had a bit more room to play with the winery, just a simple grassy surface to extend the buffer around the farm in the areas tractors need to maneuver. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F8126%2Fadara3818.jpg&hash=71ca714112937cf5dc2ef6622c80d809f2ae5e44)

38-19: And here's an overview of the area after a few more foliage details are added. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F6844%2Fadara3819.jpg&hash=021f0141bd1e52a0bd179523cf3c04a048a274fb)

That's all for this update.  Looks like it's going to be time to start in on the river details in the next update.  Thanks as always for your ideas and support!
Title: Re: Adara - Update 38 - August 21, 2009
Post by: djvandrake on August 21, 2009, 10:03:39 AM
 &apls

Great update!  I'm sure the cows are happy to have a safe method of getting across (or under) the rails.  I'm sure the train conductor is happy about that too!  :thumbsup:

Your farm fields look fantastic.  I agree that it's a lot more realistic to have that space of dirt for tractors to turn around and such.  Your attention to detail shows with great result.  :thumbsup:
Title: Re: Adara - Update 38 - August 21, 2009
Post by: JoeST on August 21, 2009, 10:37:17 AM
Quote from: Battlecat on August 21, 2009, 09:50:51 AM
38-2: Fortunately, I've seen an obvious solution on many occasions in RL.  A large sized culvert can be used to allow the cattle safe passage under the railway.  There are other design solutions, but I can put this one together quickly. 
I dont know how accurate you want to be, but usually the entrances to those culverts is rather muddy, and the track less well defined :)

Quote from: Battlecat on August 21, 2009, 09:50:51 AM
38-18: I had a bit more room to play with the winery, just a simple grassy surface to extend the buffer around the farm in the areas tractors need to maneuver. 

Is that a different to standard street ending? It looks awesomely rustic :D

loving your update

Joe
Title: Re: Adara - Update 38 - August 21, 2009
Post by: chasespncr on August 21, 2009, 11:24:30 AM
fantastic as usual..i love how you do the trees on the hill!  :thumbsup: &apls
Title: Re: Adara - Update 38 - August 21, 2009
Post by: threestooges on August 21, 2009, 11:37:08 AM
You have a nice way of combining your skills with the LE and your skill at working with the game. The new lots are excellent (ever thought of attempting to compile them for release, similar to the farm fields you linked to, even just a basic diagonal set?) and things like the irrigation canal "appearing" from a creek, visibly going under a road and "reappearing" in the heavily wooded area are great touches from real life and very well executed. It's a great visual effect. Does it work as well from other angles too? You're doing some amazing things here.
-Matt
Title: Re: Adara - Update 38 - August 21, 2009
Post by: Tomas Neto on August 21, 2009, 03:38:28 PM
Impressive again!!! Another awesome update, with your fantastic style!!!  &apls &apls &apls
Title: Re: Adara - Update 38 - August 21, 2009
Post by: ldvger on August 22, 2009, 02:18:27 PM
Battlecat-

I really like the way you resolved the tractor turn-around area at the ends of diagonal rows, excellent solution!  I have to agree with JoeST about the culvert under the railway for the cows to go through, those entrances in RL are usually very churned up and muddy, but if there's a decent "mud" tile or texture out there anywhere, I have'nt found it.  Given your skill with the LE, maybe you can play around creating one?

Lora/LD
Title: Re: Adara - Update 38 - August 21, 2009
Post by: Scarton on August 23, 2009, 06:14:25 AM
Wonderful job on those fields! &apls It's great how you try to make this as realistic as possible! :thumbsup:
Title: Re: Adara - Update 38 - August 21, 2009
Post by: beutelschlurf on August 23, 2009, 06:47:34 AM
moin Battlecat,

:shocked2: really nice one ... it look quite close to reality!
QuoteThanks as always for your ideas and support!
... i like the idea of havin' the riverbank next to the cattlefarm emty or at least not covered with trees if you know what i mean, but hey, i always think you doing a great job there, so whatever you do i'm gonna like it anyway!

cheers
b_schlurf
Title: Re: Adara - Update 38 - August 21, 2009
Post by: Albus of Garaway on August 23, 2009, 08:29:43 AM
Regarding the previous update, if the extension of the rocks is needed in order to prevent a dam break, then it should definitely stay!

As for this update, I love how smoothly things are blending together now that you've started using creative diagonal fillers. I especially like 38-10. I love the smooth line the trees make alongside the road.

Great work, as always!

-Jason
Title: Re: Adara - Update 39 - August 24, 2009
Post by: Battlecat on August 24, 2009, 10:10:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: I'm quite certain the train operators are very happy about this change as well!  Glad you like the results of the farm experiments! 

Joe (JoeST): Thanks for the comments!  I agree entirely on the appearance of the entrance to the culvert, and I'm going to look into working on it more in the future.  It's an improvement over the level crossing, but the visuals needs some work. 

It'll probably involve making my own version of the culvert entrance since the bottom quarter of these underpass culverts are usually filled with dirt as well, but since the game won't let me drop the prop below ground level, this will have do for now until I get brave enough to try out the BAT.  Thanks for the feedback!

chasespncr: Thanks for the kind words!  I'm messing around with a variety of tree controllers on the hill sides (mostly jeronij's Elm Forest, CP Oak Forest and CP Rainforest), glad you like the results!

Matt (threestooges): I'm certainly giving some thought to releasing these diagonal lots, but I'm going to have to put some serious effort into figure out how to organize them on the menus (they're quite cluttered right now), and I'll have to fill in some of the gaps in the set as well since I'm just making them as I need them right now.  But since you asked, I'll start looking into releasing them! 

It's actually amazing how well some illusions work in this game, such as the irrigation canal starting in the forest.  There's an alternate angle shot of that illusion in this update (39-12), let me know if you thing the illusion stands up!  The idea of waterways that are hidden in forests was inspired by David (Dedgren) and some of his work in 3RR.  Thanks for the comments!

Tomas Neto: Thanks very much for your kind words!

Lora (ldvger): Yeah, the absence of the mud around those culverts is something I'm going to have to fix in the future.  I'll probably have to make a custom version of both the culvert and the ground texture, since those culverts are usually sunk partway into the ground as I mentioned to Joe.  Thanks again for inspiring the creation of those tractor patterns on the diagonal rows.  I've got some more ideas floating around; hopefully I'll be able to implement them sometime in the future.  Thanks for stopping in! 

citycapitalizer: Thanks very much, glad you like the results! 

beutelschlurf: Glad you're enjoying it!  The cattle farms would tend to push up closer to the edge of the river since it's a very cheap source of water, which means they don't have to provide a water source for their cattle.  There will be some trees, but not as many as adjacent to other farms. 

Jason (Albus of Garaway): They are probably necessary, but I'll try to square it off a touch better.  I think in reality, the designers of this dam would have set it back a bit further in the valley than I did.  But, what's done is done at this point.  Glad you're enjoying the results of the diagonal fillers!  Thanks for the kind words! 


Update 39
Vavenby – The Joy of River Details

Today, I'm going to go to detail the Denara River from the Williston Dam (the official name now) through to the north side of Brewer's junction.  I've also got some other green spaces in the area that I spent some time on as well.

39-1: Today I'm going to start with the last block of land between the dam and the  last farm on the road from update 29.  I envision this area would have been used as a stage ground for the dam construction.  It could have even been used as site for temporary housing for construction personnel.  Of course, everything would have been removed, and the local forests have been replanted (there will be a lot more trees when I'm done).  The land has been converted to a city park and the old haul road through the site has been converted to a trail now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F9120%2Fadara3901.jpg&hash=93cb01a67bed09124ff784a54004177fec2a4233)

39-2: Here's the trailhead.  The old road itself has been blocked off, an only a narrow trail actually goes through now.  This is to keep joyriders from blasting through the forest here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F4879%2Fadara3902.jpg&hash=c59dc760eb24c772d4b5971dd7c8d37f944292ea)

39-3: The old road goes through the forest to the edge of the quarry area.  Before the river was diverted through the dam, the road would have gone right through to the dam here.  You may notice I'm already working on some revisions to the dam, more to come in the next update! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F5370%2Fadara3903.jpg&hash=1d230a8f5e40234b303d4e17ea91c1b4017897a5)

39-4: The only activity besides trail maintenance in this area is under the power lines.  Given a choice in the matter, most power companies prefer to keep the forest chopped down under the power lines.  It keeps trees from getting tall enough to hit the lines, and makes it easier to access the site for maintenance.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F8107%2Fadara3904.jpg&hash=2febee9a0b3e44b17de8bd95bd67b3a01e338e2a)

39-5: A second trail has also been added along the river bank, resulting in a nice long loop trail through the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F6462%2Fadara3905.jpg&hash=50530413670f04b2a371cbd6cd4528229605e9bb)

39-6: Here's the finished park area, complete with details right down to the river bank.  I've also started putting in the trees up the slope as far as the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F4523%2Fadara3906.jpg&hash=e38768480f1234a66f13d66ba331cb31dbf72431)

39-7: Working my way downstream, and finishing up the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F2360%2Fadara3907.jpg&hash=e085cb86b85ecefc08467d0dea2fce2f3eb49bb2)

39-8: Moving further downstream, here's the confluence of the Denara River and the newly named Lindeman River. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F8253%2Fadara3908.jpg&hash=f27cccd9155b5d9bdf5d84d5b0d9fbb92189f6fd)

39-9: I gave some extra time to the river front by the Old Brewery Museum. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1360%2Fadara3909.jpg&hash=3c31a2b3ad6242a92fcff31c74ffc2f7992c109d)

39-10: I decided there would be a grassy lawn down to the riverbank, perfect for picnics! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F9017%2Fadara3910.jpg&hash=12e4504dee7a6bcbe5cf45734b428fbe88ff3bd5)

39-11: Moving along, here's a bit of eye candy along the highway above Vavenby.  I just liked the way this area turned out, even though the right side of the highway isn't done yet! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F1134%2Fadara3911.jpg&hash=f8bd7267c887443fe0a95f77213ecbf8fe8bcfa5)

39-12: One last major project for today, here's an alternate look at the irrigation channel.  I personally think the illusion stands up from this vantage point as well.  The next two shots are upstream from here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F8831%2Fadara3912.jpg&hash=010d30909c21899ad2ddd88f15695e94b2d4ab82)

39-13: You see, the source for the irrigation channel flows out of this narrow valley here.  Valleys like this are quite common in BC, under most circumstances the rivers are hidden under dense trees.  The only indication that there is a water way is usually the presence of deciduous trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F5487%2Fadara3913.jpg&hash=5b967e45f5764593d5eaef4efd6f0e01859c8981)

39-14: However, when there is a waterfall, you can usually spot the river up in the mountain.  So I did this just for the fun of it.  It's hardly visible at far zooms, but I just like the effect. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F2848%2Fadara3914.jpg&hash=b629b82e644f2d38ceaf13c68d0908f4fccb0764)

39-15: Finally, just to wrap things up today, here's a shot just to demonstrate that the railway really does get used!  This train is building up some speed through Brewer's Junction in preparation for the long climb up through Vavenby. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F1521%2Fadara3915.jpg&hash=9966b03b6508301e9a7c83b3b5ec78a7bb0bbb70)

That's all for today!  Next time I'll have another major block of farms, and the second draft of the dam to show you!  See you all then!
Title: Re: Adara - Update 39 - August 24, 2009
Post by: djvandrake on August 24, 2009, 10:15:09 AM
Looks great!  I love the waterfall and you did a great job with the landscaping around the road and riverbank.  :thumbsup:
Title: Re: Adara - Update 39 - August 24, 2009
Post by: Glowbal on August 24, 2009, 10:32:24 AM
Rural areas are not my thing.. But this looks great.  ;)
Title: Re: Adara - Update 39 - August 24, 2009
Post by: Tomas Neto on August 24, 2009, 08:33:39 PM
I agree with Djvandrake!!! Really amazing update my friend!!!  &apls &apls &apls
Title: Re: Adara - Update 39 - August 24, 2009
Post by: Kumba on August 24, 2009, 09:09:14 PM
WOW! Amazing work you've done here, you captured the rural feel perfectly. Great job so far, I look forward to more!
Title: Re: Adara - Update 40 - August 27, 2009
Post by: Battlecat on August 27, 2009, 09:34:59 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: Thanks!  I actually left most of the river landscaping longer than I usually do.  It was quite fun to do it all at once like this.   

Glowbal: Glad you like it!  Thanks for stopping in!

Tomas Neto: Thanks very much!

Kumba: Welcome to Adara!  Thanks for your kind words!

Update 40
Vavenby - Williston Dam Version 2
and More Farms of Course

First of all, as promised, I've put together a tutorial regarding blurring and hiding city boundaries.  It's posted here (http://sc4devotion.com/forums/index.php?topic=8676.msg270286#msg270286).  Feel free to add any comments, questions or suggestions to the thread!

Today, I'm going to show you the second version of the Williston Dam, including my first attempt at the hydro electric facility.  The two critical pieces of feedback you all kindly provided were: 1: the dam face was too white, and 2: the power house can't really be inside a properly designed earthen dam.  I agree entirely with both those comments, and today's update takes them into account.  Plus I've got some more farms getting started as well!  So, here we go. 

40-1: Here's the site I'm going to use for the actual power house.  I've already redesigned the layout of the walls and riverbank to make some additional room. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg365.imageshack.us%2Fimg365%2F3636%2Fadara4001.jpg&hash=6a74e38b4f168e5cda5661d290629e1240811d69)

40-2: I did a lot of research trying to find some good shots of hydro electric power houses.  In the vast majority of cases, they're pretty utilitarian buildings, much like office buildings, with only some electrical infrastructure outside to give away the true function.  Below is the Stave River Powerhouse, which is quite close to where I live.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F2408%2Fadara4002.jpg&hash=29a0f3fb2931224fb8ebf86f78382a51ecbd9d89)

40-3: I haven't found appropriate buildings to replicate it exactly in game, and I'm not ready to face the BAT yet.  Instead, I used a couple maxis buildings and a small variety of electrical props that I managed to track down.  I'm sure there's still more I could do with this, but it's not jumping out at me quite yet.  I'm open to further suggestions about the design!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F8408%2Fadara4003.jpg&hash=62c7597a5ce7e02c91b5f756a59570dee9d24e06)

40-4: Moving along, I made to significant changes to the dam face lots.  First, I replace all the rock props and only used the darkest ones, plus the only prop that's a medium orange color.  I didn't use any white props at all since they jump out even in small quantities.  The second change is I added a textured coating of grasses.  I'm glad the suggestion was made; I think it adds a nice additional layer of texture to the lot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F785%2Fadara4004.jpg&hash=71acdfaf2f1f1ab2b77f9161cbf92c3173ae16eb)

40-5: Here's the powerhouse with the completed dam face tiles around it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg505.imageshack.us%2Fimg505%2F557%2Fadara4005.jpg&hash=8a7cb2936d0803d81c4534a630c865eca0e2f38a)

40-6: And a more distant shot of the dam.  I still haven't finished the details along the left face of the dam, I've got to plop some rocks in there to finish it up.  But first, I'm interested in your opinions!  Let me know what you think. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F8600%2Fadara4006.jpg&hash=0c15e77f801187a9e076235e701a90fa953e7c8c)

40-7: While you're thinking on that, I'm moving on to this block of farmland over here.  This is the largest block of land left on the valley bottom. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F2582%2Fadara4007.jpg&hash=b170434a27803fd928ffc450ed9ebf4726363243)

40-8: Here's the initial zoning, this really is a very big chunk of land. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F8589%2Fadara4008.jpg&hash=2c22476b9bad9a3937537ba38d8cafdbd29644d0)

40-9: And here are the farms that developed to start.  I can already see a couple farms that are going to be given the RRP fencing treatment.  There are also a couple spots that will need diagonal filling.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F5281%2Fadara4009.jpg&hash=f355350994e2529d01f9e3d1da681231a6f97bda)

40-10: Moving along with the details, I've decided to put another small ditch based stream through this area.  There's an appropriate valley in the hills above this farm.  I've already started the revision work on the farm border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F8162%2Fadara4010.jpg&hash=dd222189063849c9caf68b0744f7352677f46abe)

40-11: And zooming out a bit, you can see where the ditch dissapears into the forest.  Have to say, I really do need to find the time to create the next batch of textures for these farms.  But this will do as a placeholder for the moment. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F2295%2Fadara4011.jpg&hash=7cf26a2ce5413680f7b00e525a0b1a195442ee53)

40-12: One more really detailed shot of the farm by the ditches, now with a pumpkin farm next door.  These  irrigation canals  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=891) of simgoobers are quite nice to work with. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F2961%2Fadara4012.jpg&hash=7c4620f5fcca49bd90a806ee2540e0eb1ee05e8a)

40-13: Up in the hills, the stream only reveals itself once as another minor waterfall nearly hidden by the surrounding forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F4870%2Fadara4013.jpg&hash=77279f00c47cc24e9f555e84ecbecb7bd38d31c6)

40-14: One more shot of a farm that I just managed to finish up before I ran out of time for this play session.  I'm toying with some ideas to spruce this area up a bit more for the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F6734%2Fadara4014.jpg&hash=44e65bab2d67d5e5eb0f6aef9da49019ad657e00)

40-15: Finally, just to throw something at you out of left field, here's a sample  from the ongoing mapping experiments.  Currently I'm experimenting with techniques for rendering the farmland without hiding the underlying terrain color (the yellow farmland is just a bit too much when it's solid).  I've already moved on to some additional changes, which I'll reveal when I'm finished the Vavenby tile.  I'm always looking for feedback on the map styles, so feel free to make some comments! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F3774%2Fadara4015.jpg&hash=670d9c8c729e0c443f377a3d8c6630897635e517)

That's all for today.  Next time, I'll make a push to finish these farms, and possibly even the rest of ther Denara River that lies below the dam.  As always, comments and questions are appreciated, and also feel free to ask to see more details of a particular area! 
Title: Re: Adara - Update 40 - August 27, 2009
Post by: djvandrake on August 27, 2009, 09:55:21 AM
The little stream / ditch that you placed between the farm fields is a brilliant idea and it really looks great.  Very authentic.  &apls
Title: Re: Adara - Update 40 - August 27, 2009
Post by: chasespncr on August 27, 2009, 10:15:38 AM
really nice!  is all the work that you have done in one large city tile?
Title: Re: Adara - Update 40 - August 27, 2009
Post by: Tomas Neto on August 27, 2009, 01:42:33 PM
Wooow, to follow step by step this update is the same that to have an excellent lesson of as to play Simcity 4! Already it said and I repeat, you are a master in this game! I liked this update absurdly!  &apls &apls &apls
Title: Re: Adara - Update 40 - August 27, 2009
Post by: calibanX on August 27, 2009, 01:49:10 PM
Again, a great dam. Version 2 looks great. I like the shots of your rapids too. Great effect with the pine trees. And to top it off a very well done map. Fantastic!

Be well.

Geoff
Title: Re: Adara - Update 40 - August 27, 2009
Post by: ldvger on August 27, 2009, 01:58:56 PM
Battlecat-

The dam looks much better with the new textures, I think.  My only other comment is that there would not likely be plant life in the water immediately in front of the powerhouse outflows due to turbulence and variable flows/water levels.  Water needs to move at a bit of speed to turn those turbines and that would likely prevent plant life from growing in the area, except maybe on the verges.  Also, water exiting the outflows would tear up the stream bed quite a bit, again due to force/turbulence, so I'd consider using a concrete floor there rather than natural terrain.  And, this thought just came to me, perhaps plopping some boulders a bit downstream from the outflows to break up the water's force as it leaves the dam's built area and returns to being a natural stream.  

We're both going to be self-taught dam engineers by the time we're done with our respective dam projects!

Lora/LD
Title: Re: Adara - Update 40 - August 27, 2009
Post by: KoV Liberty on August 27, 2009, 02:05:08 PM
Completely AMAZING dam!
Title: Re: Adara - Update 40 - August 27, 2009
Post by: Glowbal on August 28, 2009, 03:53:43 AM
It all looks amazing.  ;)
That rocks on the dam looks way better as before.
Title: Re: Adara - Update 40 - August 27, 2009
Post by: nrmn67 on August 28, 2009, 06:22:23 AM
The new dam texture with a bit of green really looks great. And the power houses really make the dam visually interesting. Good work as always.
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Battlecat on August 31, 2009, 10:24:20 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: Glad you like it!  I'm glad I've finally found some places to use those ditches.

chasespncr: Thanks!  Vavenby is the third large city tile I've been working on in the Adara Region.  Delmar Junction and Alexandria are 1 and 2.  Update 27 (http://sc4devotion.com/forums/index.php?topic=6976.msg255485#msg255485) from when I started the Vavenby tile shows the context of Vavenby relative to the other two tiles I've finished so far.  Everything from update 27 through until now has been on the same tile.   

Tomas Neto: Thanks for your enthusiasim!  Glad you're enjoying your visits.

Geoff (calibanX): Thanks very much!  That map is just a fragment of a larger project I've got on the go! 

Lora (ldvger): Thanks for the feedback!  A few years back I actually got the opportunity to go on a tour of the Bennet Dam, a large earthen dam project in Northern British Columbia.  Inside the power generation facility itself (carved out of bedrock), there is a pair of large internal concrete bunkers that the water flows into from the turbines prior to being released into the natural environment.  The entire purpose of this room is to dampen the flow force and turbulence of the water before it's released into the natural environment specifically so it doesn't have the energy to tear up the terrain downstream. 

Effectively, the way it's designed, the water swirls around inside of it, and is physically unable to leave the room while it is at a high energy state due to the geometry of the room.  Once it drops below a threshold, it flows out at a much more sedate speed.  There are two of these structures so that the dam can continue operating while the other one is being inspected or repaired. 

The foliage is also necessary to hide some odd textures that are showing up because of the steeper retaining walls.  I do appreciate you thoughs on the matter!  You're absolutely right, we're certainly learning a lot from this! 

Driftmaster07: Thanks very much!

Glowbal: Thanks!  I agree, the new look is an improvement! 

nrmn67: Glad you like the improved look!  Thanks for stopping in again!

Update 41
Vavenby – Farming and Camping

Today I'm going to pick up right from where I left off last time.  This tile is getting very close to being finished now! 

41-1: The next farms on the list are this tulip farm and the tomato farm.  I've already got the edge dirt in place on the tulip farm here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7848%2Fadara4101.jpg&hash=ad0e8fe18cfacc2dcfd0a9f39f012fd7dde2efd4)

41-2: A simple dirt road up between the two farms provides easy access and a reasonable surface for the tomato farm vehicles to turn around. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F4608%2Fadara4102.jpg&hash=454d47858a0f5fa59e2d479ac032579e824246d2)

41-3: Due to a minor accident, the first farm on this lot got destroyed.  After a few revisions, I got one of mrbisonm's Nexis Dairy farms.  I've never had this one develop, and I quite like it.  It's still getting the fencing treatment though! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1185%2Fadara4103.jpg&hash=76e2a89c42da24d8de8e282df27ff5ca1e7c9fed)

41-4: Removing the fields, adding a few fences, an access road and some parking lots.  I was a bit whimsicle with the fencing here, but I like the way it looks!  I've also added the dirt on the tomato farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F8114%2Fadara4104.jpg&hash=bb9a0782a250f5e485e0a8e78dc4410c89ecd6d7)

41-5: A few final details across the street along the edge of the tomato farm.  The grass really helps blur those sharp dirt field edges. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F6025%2Fadara4105.jpg&hash=35057fc8e95bc2632853b0679c77bc4b236f8d41)

41-6: And finally some details and cows on the Nexis Dairy Farm.  I was fortunate to get an open gate here, so I put the cows in to give the impression they are being moved to the next field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F3666%2Fadara4106.jpg&hash=12a75415f6804c62037401944dc8ae4cc7066d7e)

41-7: Almost finished here, there's only one more detail that I need to wrap up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F6307%2Fadara4107.jpg&hash=a648ee52598a48391fa2511ad4ae63e66666eb90)

41-8 It really is amazing how much of a difference the details on the rivers edge make.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F4940%2Fadara4108.jpg&hash=392cd34094f2bb7fb7cc5b01a2d19d4af8889e7e)

41-9: Working my way upstream to past the railway bridge.  I really like how this section turned out.  The swampy patch turned out nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F9443%2Fadara4109.jpg&hash=ac66ba596167d94822abdd5377ead133328c8ba0)

41-10: Here's an overview now that the trees are in place.  You can see Brewer's junction in the bottom left corner of the shot.  The border with Delmar Junction is on the left side of this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F6656%2Fadara4110.jpg&hash=c6b2b9e811866171452fdf0fe9530ccd18499bbb)

41-11: Moving on to another unfinished area, I've had some plans for this hill with the power lines for a while, but it's going to require significant terraforming.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F5120%2Fadara4111.jpg&hash=0f6bee1658f3ffc0b3e9b0ce8986ad3c23d5aadd)

41-12: I wanted to run a road up and give the impression of a small energetic creek flowing down.  That being said, after much cursing and aggravation from trying to lay streets, I finally went with roads for the first half.  You can now see the minor channel the river flows through. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F3229%2Fadara4112.jpg&hash=7067950ca7f1ff01c6f158e7dff6eea34daf0a15)

41-13: At the top of the road, there is a fairly large campground.  This will be surrounded in trees when I'm done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F5343%2Fadara4113.jpg&hash=09248f5c948b978cb9173c08eb154be5c35d9e23)

41-14: Here I've laid out the basic route of the mountain stream using the CP Oak/Elm Forest controller.  There's a trail leading up the mountain to a historic site. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F3504%2Fadara4114.jpg&hash=c26b1d8fef61ccc94337ae656c224d71de0bdf52)

41-15: This isn't exactly where I'd planned to leave off, but I suddenly ran out of time.  This is an old abandoned mine that is a local tourist attraction.  The above ground facilities are long gone, but the mine is still there.  It's quite safe; a great deal of money was invested to improve the safety of this site. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4190%2Fadara4115.jpg&hash=1058e4e71196daf7919c03c7b54375d75b763086)

I'd love to post more, but I didn't quite finish up a few things for the completed shot.  That'll come for the next update along with some more work on Vavenby itself! 
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Tomas Neto on August 31, 2009, 04:32:35 PM
Woowww!!! My friend, amazing how you create a virtual world so real!!! Awesome update!!!  &apls &apls &apls
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Nardo69 on August 31, 2009, 06:12:56 PM
Hi Battlecat!

That new "railway crossing" is way better than the first layout. A not too high bridge would have done it perfectly but unfortunately I haven't seen such a bridge for Sc4 by now.

I do like SG's irrigation kanals a lot - I prefer to use them as kanalized creeks, more or less like you did. ;) And about Lora'S (ldgver) comment - she is perfect right. I posted a three part tutorial about the same stuff years ago on ST, justr have a look of Urland there (page 7 or 8 I think). I might - however - put it into my (in)famous thoughts - thread if there is a demand for it.

Really great work on that hydro plant. I'm in them since since some time, too - might copy get inspired by you!

In update 41 I rather would've deleted the tulips instead of the Maxis farm, but well ...

I like the gras as an edge softener, too. A real universal toy ChrisAdams gave us with it!

All in all I like what I saw (as if it had been different ...)

Take care!


Bernhard  :thumbsup:
Title: Re: Adara - Update 41 - August 31, 2009
Post by: BarbarossaS on September 01, 2009, 03:38:19 AM
Wow, absolutely amazing stuff. I've been away to France for a whole month, so I missed a few updates, but now I've read the whole thing through.
You never quite stop to amaze me and your a huge source of inspiration! Thanks for sharing this fantastic MD!  &apls

-Stijn-
Title: Re: Adara - Update 41 - August 31, 2009
Post by: FrankU on September 01, 2009, 05:30:23 AM
Another great update!
Pity that some of the images seen to have been deleted, because all I get is a small red cross at 41-1, 41-4, 41-11.

Yesterday evening I finally found some time to do farm building myself. But all I could think of is a kind of copy of what you did already before. So at the moment an image would show nothing new. But maybe I'll come up with something. Pity that my time is so scarce.

Just the rail yard looks a bit out of place in my opinion.
But indeed, without Chrisadams' grasses and weeds life would be much less interesting in the rural areas.
Title: Re: Adara - Update 41 - August 31, 2009
Post by: io_bg on September 01, 2009, 05:39:59 AM
Fantastic work as usual! &apls
Title: Re: Adara - Update 41 - August 31, 2009
Post by: djvandrake on September 01, 2009, 10:09:45 AM
Very impressive!  :thumbsup:  Looking forward to seeing how the area around the mine finishes up.  And you're not the only one who gets plenty of cursing and aggravation trying to get the terrain to do what we want.  :D  I can sympathize.
Title: Re: Adara - Update 41 - August 31, 2009
Post by: ldvger on September 01, 2009, 03:24:35 PM
Battlecat-

Excellent work, as always.  I really like the campground and mine.  Just a few comments about RL tulip and dairy farms:

I lived in the Skagit Valley for 18 years and tulips are a very big crop there.  In fact, the area hosts an annual Tulip Festival which lasts a week and draws hundreds of thousands of tourists to see the tulips in bloom.  However, the tulips are grown for the bulbs (as you probably know), not for thier flowers and in fact sometimes folks are alarmed and dismayed when they see the tractors in the tulip fields cutting all the flower tops off at the peak of thier bloom.  But, one thing you would never, ever see is a field of mixed colors of tulips because once the blooms are removed, there is no way of knowing which bulbs create which color of flower.  So, each field is homogeneous in color, not multi-colored as your tulip farm displays.  It's certainly very pretty when multi-colored, just not very realistic. 

Skagit Valley also boasts a number of dairys and is in fact the site of the Washington Cheese Company's cheese making factory, which is another tourist attraction.  One of the huge issues facing dairy farmers is cow waste.  Cows create a LOT of waste and barns must be kept extremely clean to keep milk from being contaminated (not to mention keeping the cows themselves healthy), so not only is there a lot of waste to deal with, but there is also a lot of water mixed with the waste.  Most dairy barns are concrete floored, so the little round waste dump your farm shows behind the dairy barn isn't terribly realsitic, either.  First, it's way too small and second it's way to close to the farmer's residence (phew!).  Modern dairy practice is to pump cow waste and waste water into a human-made above ground pond, which is usually very remote from the barn itself.  There's usually a large bor pipe (say, 12" diameter?) that runs from the barn, across the fields, and to the waste pond.  These ponds are quite large and you can smell them from a very long ways away, as you might imagine.  The ponds "ferment" the waste, which is actually an excellent fertilizer.  When pumped out of the barn and into the pond, the waste pipe runs up the side of the berm that encloses the pond and shoots the waste onto the top of the pond, aerating the waste and creating turbulence in the pond to stir up the "soup".  There is almost no solid matter in the pond...everything liquifies to a stinky, watery sludge, which is then pumped out and into containers to be used to spray on food crop field dirt as fertilizer.  You can read about modern dairy farming practices here:

http://www.dairyfarmingtoday.org/DairyFarmingToday

I know you didn't make the farm you used, but I know you like to use the LE to create custom stuff, so maybe you could create some waste ponds and pipe lots?  Might be fun!  Also, you don't live more than an hour away from Mt. Vernon and the Skagit Valley, so you could always run down there some weekend and see for yourself!  It'd be fun...stop by the Conway Tavern and have a burger and a beer.

Lora/LD

Title: Re: Adara - Update 41 - August 31, 2009
Post by: calibanX on September 01, 2009, 07:04:45 PM
Very nice as usual Battlecat. I'm curious to watch that stream come down next to the mine shaft. It should make for a great effect. You've really gotten the hang of placing those fences around your farms too. They look darn good.

You've created some healthy suspense too by leaving that last update hanging. Very well done!

Geoff
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Albus of Garaway on September 01, 2009, 07:47:43 PM
Fantastic update! I'm really looking forward to how the area with the power lines develops. By the way, you made that Nexis farm look amazing with those fences. Great work!
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Scarton on September 02, 2009, 03:47:58 AM
Nice job, and wonderful updates! :thumbsup: I've missed the past few (or that is, I've been lurking around)  ::)  ;)
Title: Re: Adara - Update 41 - August 31, 2009
Post by: Bobbi on September 02, 2009, 04:08:48 AM
A beautiful rural area. &apls

Bobbi :thumbsup:
Title: Re: Adara - Update 41 - August 31, 2009
Post by: FrankU on September 03, 2009, 06:49:45 AM
I'd like to add a little to Lora's remarks on tulips and manure.

As probably every foreigner knows, the Netherlands are the country of tulips (even if they are originally Turkisk flowers). Like in Washington they are here also grown for their bulbs and the fields are homogeneously coloured.
That's why I don't use Simgoober's tulip farm, because that's the farm you use. I take the lilly lots from Urocha's ploppable farm fields. Lillies, you say for tulip farms? Well, cheating is allowed here, I thought. We would need at least a zoom 8 in HD to see the difference. ;D But these fields give the chance of uniformly coloured fields in several different colours.

Manure: in the Netherlands the manure of the cows is usually put in tanks next to the farm. These tanks are covered. So there is no smell. Out of these tanks the manure is injected into the ground of meadows around the farm. This is done with special machines that use a tank full of manure and a row of injectors that are stuck into the ground. This is done on special days where there is rain foreseen, or no rain foreseen (I don't know which). This injecting is strictly regulated by European Union rules.

For realistic Dutch farms we weuld need someone who knows a bit of farms and who has time to do some ABTting and some lotting. I'm sorry I do not have that time... Still trying to grow my little own region....

On a regular basis my thoughts go into the direction of lotting some Dutch farms, but so little time!
Title: Re: Adara - Update 41 - August 31, 2009
Post by: tooheys on September 07, 2009, 03:33:36 AM
You've certainly created a great rural area here Battlecat  :thumbsup:.  41.10 is a favourite shot with the
farmland on the river flats below the mountains.

Your close-ups highlight the great detail, and obviously the time and effort you put into each update.

And the last dam pic, nicely done.

Keep it up mate  :)

Dave
Title: Re: Adara - Update 42 - September 8, 2009
Post by: Battlecat on September 08, 2009, 11:56:54 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Tomas Neto: Thanks very much as always!

Bernhard (Nardo69): I haven't seen anything that would work as a bridge for a cattle crossing either.  Something to keep in mind if I ever play with the bat.  I actually intended to keep the maxis farm, but it was destroyed by accident and then I clicked the save button when I was trying to revert!  Ahh well, such is life.  Thanks for all the feedback and comments! 

Stijn (BarbarossaS): Thanks very much, hope you enjoyed your trip! 

FrankU: Apparently imageshack had a couple servers go down for a while.  The shots should be back now!  Thanks very much for all your comments. 

Railyards are a funny thing, they take up huge amounts of land and are effectively only for sorting and storing rail cars.  Loading and unloading takes place at completely different facilities.  That particular activity usually happens outside of cities on whatever land happens to be available.  As such, they'll tend to look out of place no matter what happens.  In real life, we don't usually notice these things because we can't see the whole context from ground level. 

io_bg: Thanks!

djvandrake: The finishing of the area around the mine isn't going to be hugely dramatic, although the rest of the forest really finishes the area nicely.  I quite literally took that shot and then realized I had to run out the door right then.  Didn't want to make you all wait too long for the next update!

Lora (ldvger): Thanks for stopping in as always!  We have a significant tulip farming community up here in the lower mainland as well.  You're absolutely right about the layout of those farms and the way they sort by color.  Out of the box, the game isn't capable of creating multi colored rows with growable farms.  The tulip field uses a prop family to create a field with diverse but random colors.  I created a solution to that problem today, and I'm going to deploy it in this update! 

As for the farm, that waste dump in the last update is actually identical to ones we have all over the place here in BC.  If you look carefully, there is actually a pipe from the barn in this lot.  The concrete tanks are used here in BC because of the shallow water table to prevent leeching into the ground water (the source of drinking water in the local areas as well).  You're right though; it usually is more remote from the barn and facilities than that, although I've seen some that are pretty close to the barn.

Designing new wasteponds and pipes would actually probably require using the BAT, which I'm not prepared to get into yet.  I'm going to leave this particular farm the way it is but I'll have to look into creating something more in the future.  Thanks for all the suggestions! 

Geoff (calibanX): I decided early on that there just wasn't any feasible way to actually explicitly place every single watercourse that exists on the map.  As many smaller streams are hidden under trees anyhow, this solution works nicely.  Using this illusion allows me to acknowledge that water does flow out of those mountains without actually placing the water.  Hope you enjoy this update!

Albus of Garaway: Thanks for stopping in!  The main thing right along the power lines is going to be the complete absence of trees.  Here in BC, our transmission corporation is extremely aggressive about keeping vegetation under control below power lines.  Hope you like the results!

citycapitalizer: Nothing wrong with lurking, but thanks for stopping in!  Glad you're enjoying the work!

Bobbi: Welcome to Adara!  Glad you're enjoying it!

FrankU: And even more from you today!  You and Lora both have good points about those tulip farms.  Fortunately, I've found a solution.  The nice thing about random prop families, they're always made out of static props!  As for the cattle farm, and specifically the manure pit, I hate to say it but I've seen farms that look exactly like that one.  Farms in North America aren't nearly as well regulated as the ones in Europe, and so facilities like this one by Nexis are sadly more real that one might expect.  Thanks for the additional thoughts!   

Dave (tooheys): Thanks very much!  I particularly like 41-10 as well.  I'll be showing more of those larger scale views soon now that the tile is getting close to completion.  I'm also glad to hear you like the dam! 

Update 42
Vavenby – Back to Town

First as a bit of a warning, one of the days I usually use to play SC4 will be tied up for the next 7 weeks, so I'm probably only going to manage one update per week for the next while.  We'll see how it goes though, I might be able to manage two smaller updates if I ration my enthusiasm.  On the bright side, it's 8 classes of training in sword fighting, which I've wanted to learn for a very long time!

Today I'm heading back to put some finishing touches on the town of Vavenby, plus of course showing you the finished campground!  Beyond that, there are a few bits of lot creation work that came out of your comments from the last update.

42-1: First of all, Lora and FrankU made some excellent points about the tulip farms around my region.  The big problem with them is the totally random layout of the farm.  Now, as we all know, there's no way to create a growable farm with fields that have consistent different colored stripes.  The only two growable options are completely uniform or completely random.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F3540%2Fadara4201.jpg&hash=0bb12874384a491fd76796e96ca7cd6671a8583c)

42-2: Fortunately, we have plopable field options.  I made a series of lots using the static props that make up the SG tulip field prop family.  I made a diversity of lots so I could have odd and even number of rows of each variety since there are two props on each lots.  Looking at this in retrospect, it would appear I missed one color option.  I'll have to create another lot and tweak this a bit more. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F4421%2Fadara4202.jpg&hash=426369593128ee7118808fcdcaf8df736c0bae8c)

42-3: There are two tulip farms on this tile, so of course it was necessary to modify them both!  This one was first shown in update 29 (http://sc4devotion.com/forums/index.php?topic=6976.msg259088#msg259088), although I didn't draw any special attention to it.  You can see it in full bloom at the beginning of update 30. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F9126%2Fadara4203.jpg&hash=0934003617a4c98d6cf5d2562362965cb2a354c5)

42-4: The other leftover project from the last update is the final wrap up for the campground area.  The only reason I didn't finish it last time was utterly time related.  Here's the trail leading up to the mine entrance, now hidden away in the trees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F9597%2Fadara4204.jpg&hash=b9a6a83475f4779ffc554449cedbec3ad9f9ea65)

42-5: And the campground now with a pleasant supply of shade from the trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F497%2Fadara4205.jpg&hash=e107b51b63818c571884d069aab510d4c40f3a3f)

42-6: One last look at the campground area.  You can see the wetter area winding through the trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F8969%2Fadara4206.jpg&hash=261556bc05ad8ea0b544c45c534fdf8082940813)

42-7: Now on to the other job of the day.  Vavenby city itself isn't quite done yet.  Here's a quick look at the urban core today.  As you can see, the wealth level of the town has risen substantially since I first showed it to you.  A fair number of medium wealth homes have appeared since then.  I'll be working on the city over the next two update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4904%2Fadara4207.jpg&hash=5a089ba8024898448c917829ab8aa14d6c5e1d93)

42-8: This block of land next to the fire hall and industrial area is the only project I'm going to manage to finish up for today's update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F7379%2Fadara4208.jpg&hash=8e2bf3d91a9eae78b2c4c561e72fdc25e499634e)

42-9: Lot by lot, I'm working my way up this block.  The used car lot is commercial, and the other building is an industrial lot.  By zoning carefully I can control the quality of lots that generate here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F8782%2Fadara4209.jpg&hash=b6de17c9835df29003190df746579e3bce9ffdf4)

42-10: Working my way up the block, a series of small to medium sized industrial buildings develop.  I've been pretty careful with the ones I allow to develop so far. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F77%2Fadara4210.jpg&hash=fa662544c604b8a77973e3e31446c7f0d08f6fec)
42-11: There's a bit more industry to come, but first I wanted to finish up this corner under the power lines junction.  Originally, this was just going to be an empty block of land as you can see in this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F4088%2Fadara4211.jpg&hash=baadf2491be9cffc7d13862832007e6318bb60a0)

42-12: But later I decided to add a trail in.  It's unlikely the city would entirely waste a nice chunk of greenspace like that.  I decided against a farm due to the power lines.  Plopable fields don't work so nicely under power lines and that corner is pretty crowded already. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F7442%2Fadara4212.jpg&hash=75f965583cfdc4684c1d25a57e3f4184c34add20)

42-13: Here's the area, now with the river detailing completed.  Across the highway from the trail you can see the start of the road that leads to the campground. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F3222%2Fadara4213.jpg&hash=f19c340a161050b1347369f0c5a1a8880fe1cf90)

42-14: Finally, to wrap up today's update, I added a few more businesses to the other side of the highway.  Right beside the main highway at the top of this shot, there's a set of commercial businesses.  At the bottom of the shot, there's another set of industrial buildings. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F3883%2Fadara4214.jpg&hash=16b3b6f2eff6eaaedd60f8d2f99943dd9c0f9cc8)

As with last time, I failed at time management and didn't manage to finish up the work I wanted on the city.  As a result I'm going to have to leave it off there.  I should have an hour or two in the next couple days to finish that up!   Next time, I'll be getting a big chunk of the remaining available land for housing developed in Vavenby.  Thanks for stopping in! 
Title: Re: Adara - Update 42 - September 8, 2009
Post by: jimbo_jj on September 08, 2009, 01:09:40 PM
You really have great attention to detail! Very nice campground. I love urban pics but I think 42-5 is my favorite here, it just looks so peaceful there, plus I like all the custom trees. :thumbsup:

-James
Title: Re: Adara - Update 42 - September 8, 2009
Post by: threestooges on September 08, 2009, 01:46:22 PM
Great tweak of the tulip farms; the beds looks much better now. It's also good to see the other projects coming together like the campsite and mine entrance. I like the meticulous development of 43.08-42.10. The building-by-building zoning style really does seem to aid in better building distribution and a more realistic layout. I may have said it before, but it bears repeating, that this MD reminds me greatly of Anduin Valley Revisited (at ST). Great attention to detail, good planning, a willingness to work with the game but to also push the envelope in terms of developments. My only question/critique is about (of all things) the split in the powerlines in 42.13. It would seem a shorter route (and therefore cheaper) to have the line branching to the left begin their trek from one pole further up (making a 90-degree turn instead on the current 45). Was this the result of two separate line-building projects that just ended up like this, or is there a story that goes with it? Always nice to see what you're doing here. It's great stuff.
-Matt
Title: Re: Adara - Update 42 - September 8, 2009
Post by: io_bg on September 08, 2009, 01:51:45 PM
I agree with James and Matt, your attention to the small details is great! I really like the tulip farm and the hidden from the trees campground. Fantastic work! &apls
Title: Re: Adara - Update 42 - September 8, 2009
Post by: dsrwhat316 on September 08, 2009, 03:25:37 PM
I do like your rural areas, especially pic 42.12. The power lines used fit in better than the Maxis ones, so that makes the pics look more realistic. Nice work!

~ Dan
Title: Re: Adara - Update 42 - September 8, 2009
Post by: metarvo on September 08, 2009, 07:13:32 PM
Good update, Battlecat.  I notice that you have taken care to keep tall trees from growing under the power lines, which IMHO is quite realistic.  Not only does this reduce the fire hazard, but it makes the electrical service more reliable since there aren't as many trees that might fall on the lines.  Nice work, and I'm looking forward to more.

:thumbsup:
Title: Re: Adara - Update 42 - September 8, 2009
Post by: peter007 on September 08, 2009, 11:50:16 PM
Nice work  &apls
Title: Re: Adara - Update 42 - September 8, 2009
Post by: BarbarossaS on September 09, 2009, 04:39:21 AM
I enjoyed my trip a lot, and I hope you'll enjoy your swordfighting lessons. Always wanted to do that myself too. Ah well, maybe someday  :P

Great work in this update. You know I'm a fan of your river detailing, but all the rest is of a superb quality too!  :thumbsup:
Those powerlines through the forest, the trails, the campground,...
I can see why you ran out of time the last updates. Making this all work most be very timeconsuming.

-Stijn-
Title: Re: Adara - Update 42 - September 8, 2009
Post by: Tomas Neto on September 09, 2009, 05:52:25 AM
It is a great happiness to visit your MD! Here, the updates are always phenomenal!!!
Another great work on Adara!!!   &apls &apls &apls
Title: Re: Adara - Update 42 - September 8, 2009
Post by: djvandrake on September 09, 2009, 10:05:20 AM
I'll echo the others comments that your attention to the details pays off nicely.  Your tulip farms look great!  &apls
Title: Re: Adara - Update 42 - September 8, 2009
Post by: Nardo69 on September 09, 2009, 10:49:30 AM
Well, the tulips ... they are till on the list of those Bats&Lots&Props that I am not sure of keeping or moving out ...  ??? even though your parallel lines do look better!

Power Lines are a problem with all kind of lots. What works rather good however is laying a street below the wires. You just have to make curves around the poles ... and the flora below them - next to the RRP's grass more or less only Simfox's small trees used as bushes are working rather fine ...

The campground is nice. Never tried something like this.

Take care!


Bernhard  :thumbsup:
Title: Re: Adara - Update 42 - September 8, 2009
Post by: hooha47 on September 10, 2009, 02:40:45 PM
Wow.

I just finished reading your MD, and I must echo what others have said, your attention to detail in creating these rural areas is nothing short of stunning.  I've been working on similar areas in my city, and I have all the lots, etc. that you have, but nothing I'm creating looks nearly as good as what you've done.  Keep up the great work. :thumbsup:
Title: Re: Adara - Update 42 - September 8, 2009
Post by: Dreamcat on September 11, 2009, 12:37:45 PM
Amazing work there, Battlecat!

I really like what you've done with the campsite...simply stunning.  I also love your use of trees, which you've probably realized by now.  XD  I must say that this is my favorite MD I've seen so far.  You've realy got your rural areas down.

This is one MD that dam well deserves to be in the Classics section.
Title: Re: Adara - Update 42 - September 8, 2009
Post by: ldvger on September 11, 2009, 07:14:10 PM
Battlecat-

Excellent work, as always, and I really like the fix on the tulip fields...much more realistic. 

But I think you may want to change the name of your used car dealership in Vavenby next to the fire station.  I won't reprint it here, but I think whoever created that lot had a slightly sideways sense of humor.

Lora/LD
Title: Re: Adara - Update 42 - September 8, 2009
Post by: KoV Liberty on September 11, 2009, 07:18:10 PM
Looks very good!
Title: Re: Adara - Update 42 - September 8, 2009
Post by: calibanX on September 12, 2009, 10:13:00 PM
Your fields and greenery look great as always Battlecat. However, in this update I really like pic 42-9. Selecting really interesting buildings gives so much to the area. Those low density industrial lots are great. Love it!

Have a good one.

Geoff
Title: Re: Adara - Update 42 - September 8, 2009
Post by: kbieniu7 on September 13, 2009, 03:02:16 AM
These forests and fields look so nice  :)
Title: Re: Adara - Update 42 - September 8, 2009
Post by: FrankU on September 14, 2009, 03:59:11 AM
Quote from: ldvger on September 11, 2009, 07:14:10 PM
Battlecat-

Excellent work, as always, and I really like the fix on the tulip fields...much more realistic. 

But I think you may want to change the name of your used car dealership in Vavenby next to the fire station.  I won't reprint it here, but I think whoever created that lot had a slightly sideways sense of humor.

Lora/LD

I agree on Lora's comment. The dealership is probably by Simgoober. And he indeed has a special sense of humor, as we all know.
When there are tulip fields around I always look for windmills, although in real life the windmills aren't the old wooden ones anymore, but more and more the modern auminium and steel ones. There are BATs outside there on the STEX that will be useful.
Wooden windmills by Meurdoos and Oppie,
Modern windmills by Neder.

Good work and have fun with your Sword training!
Title: Re: Adara - Update 42 - September 8, 2009
Post by: Bobbi on September 15, 2009, 05:14:43 AM
Looks beautiful! &apls

Bobbi :thumbsup:
Title: Re: Adara - Update 43 - September 15, 2009
Post by: Battlecat on September 15, 2009, 09:51:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

James (jimbo_jj): Welcome to Adara!  I really do enjoy camping a lot so there will be a fair number of them around my region!  Thanks for your kind words!

Matt (threestooges): Thanks for your thoughts!  I have been greatly inspired by Darmok's work in Anduin Valley Revisited.  I'm a huge fan of his methodical approach!  Your point about the power lines is a good one; I mostly just did it to break up the grid a bit more.  Also there are few invisible restrictions in the placement of power lines due to the wide radius curves that I was trying to avoid as well.  I'll see if there are any alternative options. 

io_bg: Thanks very much for your kind words! 

Dan (dsrwhat316): Welcome to Adara!  I've certainly gotten a lot of mileage out of your tutorials on adding props to existing lots and on wide radius curves!  The power poles are actually just a retexture of the standar maxis poles done by Pegasus.  It can be found here. (http://simpeg.com/forum/index.php?action=tpmod;dl=item998)

metarvo: Thanks very much!  Here in BC our power transmission corporation is extremely aggressive in keeping the trees and foliage under power lines down.  I'm not sure how they manage it but I guess once the trees are chopped down you've got a fair amount of time before the next crop becomes a serious problem. 

peter007: Thanks!

Stijn (BarbarossaS): Actually it's suprising how few places actually do swordfighting lessons.  It's easy enough to find modern fencing but renaissance style combat is a lot rarer.  These updates do seem to be taking up more and more time!  I guess I'm just being more careful about the way I develop towns and cities in this game now.  Thanks very much!

Tomas Neto: Thanks for stopping in again and for you kind words!

djvandrake: Thank you very much!

Bernhard (Nardo69): The tulips have been a challenge, but I think the custom lots help a lot with them!  You've got a good point about the power lines, although I don't think I've ever seen a road running parallel to high tension power lines right underneath them.  Usually the road is adjacent if anything. 

Anyhow, the issue I'm looking at is actually having the farm right underneath the power lines.  It's something I'll be dealing with today in the easiest manner I'm aware of.  Often in the real world, the legal right of ways for high tension power lines cuts right across farm fields to take the most direct route.  However, the nature of the power lines is that farming can occur under them right up to the pole base.  I'm looking at ways to recreate that effect.  Thanks for your thoughts!

hooha47: Welcome to Adara!  Thanks very much for your kind words.  I've found patience to be the biggest challenge to creating these nice areas.  I started back in February, and I've just about finished my third large city tile!  It's been an interesting journey trying to integrate all the brilliant creations around the SC4 community. 

Dreamcat: Welcome to Adara!  I'm certainly glad I could help you track down those tree controllers.  Thanks very much for your support and enthusiasim!

Lora (ldvger): Thanks!  Glad you like the modifications to those tulip fields, I'm glad you suggested it!  You know, I hadn't even noticed the name of that car dealership!  I'm certainly at the mercy of the people who made some of the custom content.  I think I'll keep it because even if the play on words is a bit rude, the lot does look good!

Driftmaster07: Thanks very much!

Geoff (calibanX): One of the main reasons I'm developing the lots this way is to prevent the simulator from creating dozens of those little filler lots!  It tends to prefer making lots of little lots over a few nice looking big ones.  The fillers work great for filling the gaps, but larger buildings make a better visual anchor for the neighborhood.  Thanks for stopping in! 

kbieniu7: Glad you like it!

FrankU: I'll have to look into them.  Although windmills actually don't seem to be that common here in BC where I live, they would add a nice bit of additional detail to the lots I'm working on.  Thanks for the suggestion and for stopping in!   

Bobbi: Thanks very much! 

Update 43
Vavenby – Housing For All

I was planning on finishing up the entire valley south of Vavenby today.  I managed to finish most of it right about the time the computer crashed and ate 45 minutes of work.   I managed to stretch my time a bit but it's still not quite done.  The only detail left in the valley is the river itself which I'll do in update 44.  After those river details are done, the last main project for the Vavenby tile will be the edges of Williston Lake behind the dam. 

43-1: Here's the area that still needs development for residential.  This valley through to Highway 45 needs attention.  It's deceptively steep though so it'll need some terracing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F490%2Fadara4301.jpg&hash=22c95492327807442a1296d00d5945c13b1d68f3)

43-2: Here's the main road down to Highway 45.  The terraces aren't very visible without gridlines, but they are present. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F8431%2Fadara4302.jpg&hash=e6df868b3834b98c6bf5df3bd13bba7fd4c8c39e)

43-3: Of course, in my enthusiasm I forgot to take a full set of work in progress shots.  This valley up behind the new library was the last to be created.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2558%2Fadara4303.jpg&hash=4826e52a86df547f82b00a4e55fb64f5be94001a)

43-4: You'd be surprised how steep the slopes are along this road!  Some of the area just isn't suitable for zoning at all. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8339%2Fadara4304.jpg&hash=b645fdf166306340f70acd69171c222ae1ac7665)

43-5: Here's the finished subdivision complete with the necessary forests. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F8404%2Fadara4305.jpg&hash=241a2acac1b29c8c244fb731adcd2fb28a9fcfc7)

43-6: And an overview of the town as it looks now.  It's not quite done yet though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F3185%2Fadara4306.jpg&hash=c2e9bc130b0b1b540bff6cd3e4a704a6906728f6)

43-7: I decided this block of land was a bit too perfect to leave undeveloped.  After some careful terraforming I created these two terraces to fill in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F1198%2Fadara4307.jpg&hash=95b80939adda04e421e82541d889655a35c6ae5f)

43-8: I used diagonal fillers and seasonal trees to finish up the area.  The green block on the other side of the railway is a bit steeper than it looks.  I decided to leave it alone as a small bit of green space.  Not that there's a shortage of greenspace in my cities! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F7893%2Fadara4308.jpg&hash=1739943d60217b58127fd1505c893f7a460eef87)

43-9: The next set of development goes right up to the tile boundary.  On the highway side of the river we have the start of a farm and a small river front subdivision.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F5770%2Fadara4309.jpg&hash=d126628cf0c9c0eb3f4b51a010e7e37d01c5ba5e)

43-10: On the other side of the river, a quiet country road approaches the tile edge.  I learned something really interesting this week that'll help with this road.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1664%2Fadara4310.jpg&hash=78e9aed706e8252623f2cbf4527972454786bca5)

43-11: But first, I need a few more houses down here.  I decided to extend the street cemetary down to the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F9315%2Fadara4311.jpg&hash=642596319c1f77d11dab94a9ff007c595abfcd95)

43-12: Still lots of green space, but it caps off the city a bit better.  Can't believe I forgot to turn the grid off for this shot! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4560%2Fadara4312.jpg&hash=30837fb85a114970496f738003ee471959b5edb0)

43-13: Thanks to metarvo and his brilliant tutorial on creating street neighbour connections (http://sc4devotion.com/forums/index.php?topic=7350.0), we have a new tool available for hiding tile boundaries.  When I eventually develop the next tile you'll see the results on the other side of the border.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F1566%2Fadara4313.jpg&hash=11b425fc66a465b848049062b8541af19fb71fb9)   


43-14: On the east side of the river, I finally had to farm right through the power lines to get the farm style I wanted to appear. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F8906%2Fadara4314.jpg&hash=ce093f17bbc3b97e9c7dd4b5ff865fade210c248)

43-15: The black triangles are a necessary evil while I'm doing the prep work here.  It's starting to take a long time to do a redraw.  Now that the power lines are re-established, I can start running the fences.  This particular farmer owns land right up to the cemetary. I'll have a detailed shot of this when I finish it next time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2927%2Fadara4315.jpg&hash=a8ad56bf4195aaa9c189635429c78c089d778383)

43-16: I decided a few more fragments of residential development were necessary here and there.  I'm also considering putting a handfull of small homes along the winding road.  I'll see how it looks for the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F2169%2Fadara4316.jpg&hash=45c6ffd10f62c1e03acb6e48ec6ba878c8afe8b7)

43-17: I placed as many trees as possible to fill in down towards the river, This is about where I ran out of time last night. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1933%2Fadara4317.jpg&hash=37789e4de1af7f1319f995cf670b9cee9341be65)

43-18 To wrap up for today, here's a close up shot of one of the little developments I added in 43-16.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8562%2Fadara4318.jpg&hash=561302481eb1c7a112de5b33402daa0db7f4dab6)

43-19 And just a quick showcase of the wide raidus curves on the hillside since they always look so good! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7453%2Fadara4319.jpg&hash=6f809723405ff8aacf3d2f6ef738935849c9a68e)

That's all for today!  Next time, river and lake detailing plus a small bit of additional development.  If things go really well, that should wrap up this tile!  Thanks for stopping in!
Title: Re: Adara - Update 43 - September 15, 2009
Post by: djvandrake on September 15, 2009, 10:13:55 AM
 &apls  &apls  &apls

A very extensive and wonderful update.  You've done an excellent job of creating that smaller town look in fairly challenging terrain, and the details blend in very nicely.  Great stuff!!!  :thumbsup:
Title: Re: Adara - Update 43 - September 15, 2009
Post by: Dreamcat on September 15, 2009, 02:14:06 PM
Another wonderful update, Battlecat!  What impresses me most is probably your residential layouts.  They are very well laid-out, as usual.  I'm also really impressed with all the greenspace and the STR.  The R$$ houses look really nice blended with all the trees.  It's got that small-town charm to it...heck, I wouldn't mind living there myself!
Title: Re: Adara - Update 43 - September 15, 2009
Post by: citymax on September 15, 2009, 02:23:07 PM
Nice  &apls
Title: Re: Adara - Update 43 - September 15, 2009
Post by: BarbarossaS on September 16, 2009, 03:51:04 AM
Really beautiful update. I like the way Vavenby is turning out. It's a place I'd love to live in myself  ;)
To bad you didn't have time to finish it, and to bad that in the next updates, we'll have to leave this town behind.

-Stijn-
Title: Re: Adara - Update 43 - September 15, 2009
Post by: Tomas Neto on September 16, 2009, 01:24:07 PM
Wooowwww my friend!!! Awesome again! Great rural town, with details very well done, and with a realistic atmosphere!!!  &apls &apls &apls
Title: Re: Adara - Update 43 - September 15, 2009
Post by: danielcote on September 16, 2009, 03:52:02 PM
Nice town! Is it in the rockey's?
Title: Re: Adara - Update 43 - September 15, 2009
Post by: joelyboy911 on September 16, 2009, 06:25:35 PM
Lovely pictures!

I like the little town, and how the farms are going.
Title: Re: Adara - Update 43 - September 15, 2009
Post by: tooheys on September 17, 2009, 03:37:14 AM
Great update Battlecat. Nothing I hate worse than working with sloping terrain, but a necessary evil I'm afraid. Looks like you are doing a good job though.  :thumbsup:

Well done with the use of flora in the last pic's, they highlight your skills very well. And the road looks good too.  :)

The only thing that caught my eye was the rail in 43.2. It probably shouldn't drop steeply into that hollow but the ground built up instead to flatten things out. But remember, I'm an apprentice of Nardo69 so I tend to nag a bit  :D. ALthough not as much as my master  $%Grinno$% (I'm going to pay for that  &ops)

Dave


Title: Re: Adara - Update 44 - September 21, 2009
Post by: Battlecat on September 21, 2009, 05:59:43 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: Thanks very much!  I think the next map tile is going to provide an even more interesting challenge than this one did.  Glad you like the results in Vavenby! 

Dreamcat: Thanks very much!  I've been through a lot of towns, and the nicest ones I've been too are the ones that have spend a bit of extra money on trees and green space.  I'm really happy with how much R$$ housing has developed.  At this point, the overwhelming demand is for R$ with all the farms out there. 

citymax: Welcome to Adara!  Thanks for stopping in!

Stijn (BarbarossaS): Thank for your kind words!  You're right, there's not a huge amount of time left on this town, but there will be a bit more in the neighbourhood before I move on to tile #4! 

Tomas Neto: Thanks very much for your kind words! 

danielcote: Thanks!  It's not specifically in the Rockies, although the terrain is very mountainous.  Vavenby in the real world is located a fair distance west of the Rocky Mountains at the western edge of the Monashee Range in BC.  I took a bit of inspiration from that area, although my version is a bit larger than it is in reality. 

joelyboy911: Welcome to Adara!  Thanks very much! 

Dave (tooheys): Thanks!  Sloping terrain is a big challenge because the game tends to want to level out zoned blocks of land.  Terracing is the only really functional solution I've found so far in the game.  Glad you like the results!   

As for that slope on the railway, I ran into a few problems when placing the wide radius curves.  Most of them pretty much insist on being level, so they sometimes override the slope mod I have installed.  At this point, I've pretty much leveled myself into a corner, so it's just going to have to stand as it is.  I intend to plan my railways a bit better in the future after all the trouble I had here. 

Once I've got the next phase of mapping work finished, I'll calculate out the slope of that segment, just because you've made me curious.   Thanks for your thoughts!

Update 44
Vavenby – The Last Spots

Today, I've got two major jobs left to take care of in Vavenby.  The first is a bunch more stuff at the entrance to Lindeman Valley, including finishing the river details from last time.  I think I'll also tuck a few more homes here and there in the neighbourhood.  The second project is to take care of the edges of Williston Lake.  Without any further ado, let's get start!

44-1: First of all, I'm going to slip a handful more homes onto the map.  I intend to continue this pattern on the other side of the border when I eventually develop the neighbouring tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F2802%2Fadara4401.jpg&hash=5f119e4d62868145a987f2812e627c4b1d4f642e)

44-2: Nothing fancy, just a few low wealth homes here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F4640%2Fadara4402.jpg&hash=efebf5c1cda799aafb3e67ea676e4372c912c6aa)

44-3: The main project today is the river.  It's going to be a bit rockier than the valley bottom river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F8250%2Fadara4403.jpg&hash=4edd451cb806863507516e983fd5f53251605b29)

44-4: All done, this river came together quite nicely.  Granted, it was my second time doing it though!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F2940%2Fadara4404.jpg&hash=f2e73cbb15dd5c9c9b7a14f7738abe30fed34b84)

44-5: Here's a wider shot of the river just at the edge of the urban part of Vavenby. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5944%2Fadara4405.jpg&hash=6cbf9debd83cd49720889829937620d352898a44)

44-6: Now for the last big project, it's time to detail the edges of Williston Lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F2992%2Fadara4406.jpg&hash=cee6c4b121759f497be694ce24f17260e892a32c)

44-7: First, just up near the border to the next tile, I decided to put a marina in.  Interestingly enough, a fair number of lots from Pegasus' OOW set don't actually need to be on the coast by default.  They work fairly nicely just as they are.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F6763%2Fadara4407.jpg&hash=5ece301ca07ccb6e6a57343b401c3f853bd08552)

44-8: The big headache has been figuring out how to detail the edge of this lake.  In keeping with what I've seen of most artificial lakes, I'm keeping the shore fairly narrow.  Naturally in mid summer, the level would drop, but for my purposes here, the lake is effectively at the maximum level.  Here you can see some early experiments with Peg's shoreline textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg170.imageshack.us%2Fimg170%2F1069%2Fadara4408.jpg&hash=b464e7ca78be3c61d23a561d3963bad7fae6734a)

44-9: Here's a shot of the finished northern shoreline near the marina. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5656%2Fadara4409.jpg&hash=0e37a79516496fa3fd9c632f6c9257ed479d88f2)

44-10: Up the hill on the other side of the highway, I originally considered putting a farm in, but in the end I decided on a low density set of residential.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F4549%2Fadara4410.jpg&hash=723b72e69fae01f9ed698fb014cc96cc862bb1d6)

44-11: I added a few more lots and then some trees.  This side of the lake is effectively done now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F6778%2Fadara4411.jpg&hash=a705ff79d5e06b7b740702a38f70d520da5ed495)

44-12: The island in the middle of the lake doesn't have any development on it.  There are a few small beaches that you could boat to though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F3786%2Fadara4412.jpg&hash=61d81391b64dfc9af40911957de482b9dc12cde8)

44-13: Finally, we're off to the other side of the lake.  Initially, I was thinking about using a fairly major road up this side.  In the end I decided to downgrade the road to a gravel road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F9406%2Fadara4413.jpg&hash=7e4a85a645ce1dc074b710ea6adeae095bb78314)

44-14: There is a small handfull of homes on this road, again, mostly small cabins.  Here you can see I'm halfway through the addition of trees and foliage along this section.  Don't ask me how I managed to get that text in the upper left corner! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F1048%2Fadara4414.jpg&hash=e83471a28491599fbe7bd9bbf0c905a49e06e695)

44-15: Finally, the south shore of the lake is done.  Here, the railway swings down to be parallel to the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F5417%2Fadara4415.jpg&hash=b4197e84528f253144f313a3439a9948cf0d4a14)

44-16: And another shot of the same area from a different angle. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F5958%2Fadara4417.jpg&hash=354efee35f3ed853e0e1ee09929b1bbe0eae491a)

44-17: And finally, here's an overview shot of the lake!  This tile is effectively done! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F3572%2Fadara4416.jpg&hash=dacc06688dac51dae9701f8add555d70488a91c6)

44-18: To wrap up today's update, here's a composite shot of the entire Vavenby tile.  Click the image to see a full sized shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6295%2Fadaravavenbycompositefi.jpg&hash=adc8e1cbd64a9188f680793253d33770db1cd03e) (http://img97.imageshack.us/my.php?image=adaravavenbycompositefi.jpg)

That's all for today!  Before I move on to the next tile, I've got a few extra things to show you all.  Hopefully I'll have those for you soon, in less than a week with any luck!  Thanks for stopping in!
Title: Re: Adara - Update 44 - September 21, 2009
Post by: threestooges on September 21, 2009, 06:29:07 PM
Very nice work, though that comes as no surprise. Nice note with the Peg OWW stuff not needing shoreline. The effect you acheieve in 44.7 turned out great. Which water pieces are those? Something from Diggis' canal set? It really makes a realistic large, and seemingly deep, body of water. 44.9 is just an excellent shot. The shoreline is very well done, and I keep waiting for a bear to walk out, or a ski boat to run past, or something. My only critique would be the use of the same log model in both spots. They each look good on their own, but the repetition does seem to stand out a bit there. Nice work with the slopes in 44.10-11, both up the hill and down to the dock. Looks like a quiet spot with all the trees filled in like that (though I would suggest they cut back some of the trees to lower the risk of fire). I also like the island in 44.12. The shoreline looks realistic, as does the water choice. Nicely done. The area shot is a great wasy to cap off the update. Very nicely done. I'm waiting to see what you have in store next.
-Matt
Title: Re: Adara - Update 44 - September 21, 2009
Post by: BarbarossaS on September 22, 2009, 08:26:39 AM
Incredible work, how you manage to make it all look this realistic is beyond me  :P
The lake shore really is a beautiful piece of work, and the island in the middle of the lake makes it feel complete.
And of course, the rest of Vavenby turned out nice too. I love those residential zones, completely surrounded by trees!  &apls &apls

Can't wait for those extra things you're going to see us!

-Stijn-
Title: Re: Adara - Update 44 - September 21, 2009
Post by: djvandrake on September 22, 2009, 10:10:38 AM
Fantastic!  Outstanding results on your lake shoreline, and I love the island.  &apls &apls
Title: Re: Adara - Update 44 - September 21, 2009
Post by: Tomas Neto on September 24, 2009, 04:07:08 AM
The attention to every kind of detail, along with your talent, gives us a nice gift every update!!! Fantastic update!!!  &apls &apls &apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Battlecat on September 24, 2009, 09:23:36 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Matt (threestooges): I was pleasantly surprised to discover that the OOW set didn't need any modifications to work on land.  The shoreline here is all plopable water and flora.  The water is Pegasus' Tahoe style from the PPond Basic Kit (http://simpeg.com/forum/index.php?action=tpmod;dl=cat999).  The shoreline textures the most clearly visible in 44-8 are also from the basic kit.  The log model was a small error I missed; I should have clicked one of those an extra time.

I agree the fire risk is quite high there, but as I've seen on many occasions in RL, people living in forested areas rarely like to cut the trees back from their homes to keep the feel of isolation.  Thanks for all the comments!

Stijn (BarbarossaS): Thanks very much!  Mostly it's just taking a lot of trial and error.  I don't like to think about how many times I bulldoze things before I finish up an area!

djvandrake: Glad you like it!  Thanks for stopping in!

Tomas Neto: Thanks very much for your kind words! 

Update 45
Vavenby– Mosaic Day

Today is mosaic day!  I always enjoy this because it's my opportunity to show how all the pieces from various updates fit together.  I've got two of them to show you today. 

45-1: Mosaic number one extends from just near the border between the Vavenby and Delmar Junction tiles across Brewer's Junction through to the urban core of Vavenby.  This particular mosaic crosses the area where most of my custom FAR pieces are located. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F9875%2Fadaravm01.jpg&hash=2b44228fc8fea324ca08d90fe7ab07c5f84d2e30)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F3938%2Fadaravm02.jpg&hash=6767985b2d07c89f5553640e928774dea524923e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F9031%2Fadaravm03.jpg&hash=6d7c7069838fbf5c0b5516e7d310c0366106bff4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3833%2Fadaravm04.jpg&hash=ac67b96f6cd4fab19babecc72a2896e1e6244929)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F199%2Fadaravm05.jpg&hash=7b01c9fb260a21547cfb0fa0d2f028e6a89734dc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F5231%2Fadaravm06.jpg&hash=cead91bd2e9a407bfeddaa192b13ec1af5c963bc)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F8215%2Fadaravm07.jpg&hash=424700e1f6722690f892aeed48ec81d153f96dd7)

45-2: This is the largest mosaic I've ever built, at least in terms of the area covered.  It extends all the way from the Williston Dam in Vavenby through to the North West corner of Delmar Junction.  Yes indeed, that does mean that this mosaic is crossing the border between multiple tiles!  The river winding its way back and forth across the image is the Denara River.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F4905%2Fvdmosaic01.jpg&hash=5b7016e06f0631f7877ce13ed61cd4fcd9fde2be)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6897%2Fvdmosaic02.jpg&hash=70d154f438e92a05901b00653389318e16925ee6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7441%2Fvdmosaic03.jpg&hash=dc6f35dea6885607e89a4a12f4e3fbeca6f64285)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F1195%2Fvdmosaic04.jpg&hash=a1f8404164936aed840c6acc51824cbcd262d7e4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F25%2Fvdmosaic05.jpg&hash=8692b13d8a7e96fe96c8564cbcef49fd124fd549)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F4479%2Fvdmosaic06.jpg&hash=92c83162a19a7691fc0bb0b8225053dbb0e3dbe7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5978%2Fvdmosaic07.jpg&hash=16e38042167a28d1bd68bec0010a3798535bb3a3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F6341%2Fvdmosaic08.jpg&hash=3807a9c86f1654c436129858d10cd2f86d8052f0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F5232%2Fvdmosaic09.jpg&hash=35a2ec3599698849d587a7ba7eaf8432c80a359b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F4222%2Fvdmosaic10.jpg&hash=4dbc4ceb037689b9b699e1b338271e7053a0a372)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6564%2Fvdmosaic11.jpg&hash=9d407a9f0a97d17bf413f1ab296c7d7eb2843650)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F7690%2Fvdmosaic12.jpg&hash=346486d9e5800a62e851b59c67145e207053da6a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F3356%2Fvdmosaic13.jpg&hash=e24f4dc1f93c1a6795df519923c80de7b202a0ed)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F1776%2Fvdmosaic14.jpg&hash=84637e2a7c4078015a3c56fadeb1a79da9cd66ae)

Hope you like them!  Next time, I should have some mapping work ready and with any luck a first look at the next tile!
Title: Re: Adara - Update 45 - September 24, 2009
Post by: djvandrake on September 24, 2009, 10:23:00 AM
 &apls &apls &apls

Fantastic!  I love mosaics for the perspective gained across the landscape.  You've done an excellent job in making everything look harmonious and in context.
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Yan077 on September 24, 2009, 10:27:32 AM
the last mosaic is one of the best I ever seen !  :o
Just superb  &apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: threestooges on September 24, 2009, 12:18:20 PM
The Energizer Bunny of mosaics. They just keep going... and going... and, well you get the idea. You have maintained a very nice balance of agricultrual development, towns, and green space. Thank for the information on Peg's water. I guess there is a very good reason your pics reminded me a bit of Lake Tahoe. I may have to give that pack a shot myself. As for the setbacks around the houses there, yeah, I know people tend to let things grow in around there houses, it's just bad if a fire does happen. Nice mosaics, and great little update.
-Matt
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Dreamcat on September 24, 2009, 01:22:24 PM
Ah!  Forgive me, dear sir, for missing one of your updates.  Ahem...  Hmm...what can I say?  I know.  How about FANTASTIC?  And maybe INCREDIBLE?  And I might even stick in a JAW-DROPPING!!!  Because Vavenby is absolutely incredible!  Very nice work with the map!  And dare I say I cannot wait for the next masterpiece, er, city.  The mosaics are just wonderful!  You truly are an expert on those!  Also I must say...the dam looks 99% better with the detailing.

You have CAM installed, yes?  You can raise the demand for R$$ if you haven't already by installing the 1% R$$ working on farms.  Toodle-oo!
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Bobbi on September 24, 2009, 09:20:36 PM
The mosaic is fantastic! &apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: kbieniu7 on September 25, 2009, 12:35:51 AM
Awesome!... ehh, I can't find more words to describe my my feelings  $%Grinno$%
The way, you used FARR is excellent! I don't see the grid results here  &apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Xiziz on September 25, 2009, 01:07:49 AM
Just noticed the last three updates, and your journal for the first time actually, I have to say, wow!
I'll have to spend some time digging through the entire journal now. :P

Looks great!
Title: Re: Adara - Update 45 - September 24, 2009
Post by: metarvo on September 25, 2009, 05:50:49 AM
If you hadn't told me that the second mosaic crossed a tile boundary, I would've never been able to guess because the transition is so smooth.  That's a good thing!  :thumbsup:  All of the diagonal building adds a degree of realism to the rural landscape.  I've also just now noticed the small utility poles that you have lining some roads.  This also adds a nice touch to the region.  Keep up the good work, Battlecat!

&apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: Tomas Neto on September 25, 2009, 09:54:20 AM
It's amazing the beauty and the number of detail in this last update!!! Awesome mosaics!!! Fantastic work, my friend!!!  &apls &apls &apls
Title: Re: Adara - Update 45 - September 24, 2009
Post by: ldvger on September 25, 2009, 02:16:59 PM
Battlecat-

Beautifully done, as always.  A couple of questions:

1.)  Are you using the gravel and dirt roads from the SAM?  If so, are you able to get them to plop diagonally?  My experiments with the SAM pieces is that they only plop orthagonally, which really limits thier udefullness, for me anyway.

2.)  Whose pathways/trails are you using? 

Lora/LD
Title: Re: Adara - Update 45 - September 24, 2009
Post by: ldvger on September 26, 2009, 11:30:23 PM
Battlecat-

Please excuse me for bumping my own post in your MD, but I had to ask: how are your sword-fighting lessons goings so far?  Did you have to buy your own practice sword or did the school/instructor provide you with one?  Is it wood or metal (your practice sword)?

I ask because I have always been interested in learning to become a swordswoman but always figured it would be impossible in this world of modern weapons.  I was inspired by Eowyn, sword maiden of Rohan in the Lord of the Rings trilogy back when I first read the books when I was 14 (1968, to spare the mathophobes).  After I saw the LOTR movies, my desire to learn to use a sword returned and I researched online what my option were and found them to be few and far between, and expensive.  I almost bought a replica of Strider's ranger sword (not Aragorn's Narsil/Anduril) from the movie website soon after I bought a replica of the fellowship's magic elven cloaks, but balked both at the price and it's lack of utility.  Not that I want a sharp sword of weapon grade...heaven forbid!  As much wine as I consume, that would be dangerous to both me, my cats and my roommate!  No, my problem with purchasing the Strider ranger sword was that it was mounted in it's scabbard on a wooden plaque and there was no option for a belt so that it could actually be worn. 

My research into sword fighting schools here in the Seattle area yielded two basic results.  Those that taught fencing with a rapier/epee and those that taught movie stunt sword fighting.  There are a number of martial arts schools that teach the use of the japanese katana, but my interest is in the english broadsword or scottish claymore.  Neither are worn at the hip, both are carried over the shoulder...or so my research leads me to believe. 

Anyway, besides giving us updates on your MD, you should keep us informed as to your progress in sword fighting school, too.  I am sure there are many of us out here that would love the opportunity to learn sword fighting basics, so the fact that you are actually doing it is, I think, of perhaps tremendous interest to your readers. 

And, just in case I am having an extremely senior moment and you are NOT enrolled in a sword-fighting class....please excuse this post.

Lora/LD
Title: Re: Adara - Update 45 - September 24, 2009
Post by: citymax on September 27, 2009, 01:04:34 AM
awesome !! :thumbsup:
Title: Re: Adara - Update 45 - September 24, 2009
Post by: tooheys on September 27, 2009, 01:57:58 AM
A mosaic over multiple tiles, very impressive indeed. I've been trying to pick the borders but I can't see them. Great work Battlecat  :thumbsup:
Title: Re: Adara - Update 45 - September 24, 2009
Post by: hooha47 on September 28, 2009, 07:33:01 AM
Unbelievable!  I've searched that mosaic, trying to find the tile boundary, and I can't find it.  That is absolutely fantastic.  Definitely one of the best mosaics I've ever seen. &apls &apls &apls
Title: Re: Adara - Update 46 - September 29, 2009
Post by: Battlecat on September 29, 2009, 02:17:37 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

djvandrake: Thanks very much!  I really enjoy making the mosaics for the perspective you gain on the layout of the region.  I make the maps for much the same reason. 

Yan007: Thanks very much for your kind words! 

Matt (threestooges): I might have been a bit enthusiastic, but it just came together so nicely!  Thanks very much for your comments!  Pegasus did a wonderful job on his latest water pack.  He's also re-released his entire canal set to match it.  Apparently there's more stuff coming, but apparently he injured his hand a few months ago. 

Dreamcat: Consider yourself forgiven!  Far be it from me to criticize when I miss so many updates in other diaries because of my busy schedule!  Thanks very for all your kind words!  Vavenby has really come together beautifully, and I'm really looking forward to getting started on the next tile! 

Good point about the CAM, I hadn't actually realized it was capable of adding R$$ demand to farms.  I'm going to look into it after I make a backup copy of my region just in case it messing things up!

Bobbi: Thanks!  Glad you like it!

kbieniu7: Thanks for commenting!  Both the FAR and FARR really add a new level of flexibility in hiding the grid! 

Xiziz: Xiziz: Welcome to Adara!  Glad you enjoyed the last three updates, hope you enjoy your trip through the rest of the diary! 

metarvo: In all honesty, I know exactly where the interface point should be and I'm hard pressed to find it.  Adding the utility poles really do help remind me that there are all sorts of things that go on the land between the roads and the actual farms in rural areas!  Thanks for all your kind words!

Tomas Neto: Thanks very much!

Lora (ldvger): Thanks!  I answers your questions in a PM recently, but I'll cover the basics again here for anyone who has a similar question.

1: There aren't any plopable SAM streets, the only plopable SAM features are the wide radius curves.  What you can do is plop the standard diagonal maxis style diagonal streets.  Once that's done, you just need to plop the appropriate SAM controller and connect it to the diagonal segment.  The texture will propagate through the diagonal in exactly the same way as it does for the orthogonal streets.  The wide radius curve tiles include a one tile diagonal filler piece and a one tile orthogonal filler piece to fill in sections of road that are shorter than the 5 tile requirement for the SAM textures to be stable. 

2: The pathways you are looking at are one of the sets released as part of the RRP by Chrisadams3997.  They are available here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1885) on the LEX. 

As for the swordfighting, no worries about the bump, glad to hear you're interested.  I've done some research and at this point in time there really aren't many schools that teach this particular style.  The one I'm going to for the next 5 weeks is called Academie Duello (http://www.academieduello.com/) and is found in downtown Vancouver, BC.  They teach Italian Renaissance style rapier, longsword and short sword, as well as some of the hand to hand and knife fighting techniques from the same era.  There's a small online community that links to several similar schools including one in the Seattle area called Academia della Spada (http://www.academiadellaspada.com/).  From my quick look at the site, I think they do some broadsword combat training. 

I don't have a sword of my own but they provide a number of swords for training.  Training is done with real metal swords that have been blunted and have rubber tips for safety.  Even with the blunting, we did have to sign a disclaimer because there is still some risk of injury, as is the case with any martial art.  I haven't managed to injure myself yet, although I've been in quite a bit of pain from working muscles that I haven't used much in many years. 

The courses are 90 minutes long.  The first 30 minutes is usually spent introducing a new concept.  This week was the first we were actually using the swords in a cutting style (swinging).  Up until now we've been focusing on the thrust style attack (poking!).  It's a fairly light weight period.  Then the advanced students join us and we do a 15 – 20 warm up which is quite a bit of exertion plus stretching.  Usually the rest of the class we are paired up with a partner to drill on sword interactions, such as how to protect ourselves from an opponent's attack.

In the past four weeks of classes I've learned enough to realize that 8 classes is only sufficient to scratch the surface of the technique and skill need to fight with a blade.  I only wish I could keep doing the classes, but the 90 minute drive each way is a bit too much for me in the long term.  I'm really considering purchasing another sword.  I own two currently, one is an ornamental longsword, and the other is a fairly functional modern katana style blade.  If I can scrounge up about 350$, I'm going to be torn between rapier and a longsword!  Either way, the weapons are fully functional and beautifully crafted!  Anyhow, there's so much more that I could go on about, but I'll cut it short for now.  I'll drop another update into the mix next week! 

citymax: Thanks!

tooheys: Glad you like the results!  The borders only required a tiny bit of touch up in photoshop to hide!

hooha47: Thanks very much for your kind words!  I've provided a hint about where that boundary is hiding just below the title!

Update 46
Vavenby– Mapping

For those who are interested from the last update, the tile boundary on the second mosaic is located at the third point where the Denara River comes onto the image (the Dam being number 1).  It cuts through the middle of the corn field just down and to the right of the rail yard.

So today is the last update for the Vavenby tile!  I'm going to wrap things up with a bit of mapping and a few region scale shots.  The last thing today will be a first look at the next tile.  Also, in an interesting twist of face, every single picture today is a hyperlink to a larger version of one sort or another! 

46-1: To start off the day today, I've finally finished up the mapping work on the Vavenby tile.  I've updated the style of the maps and I've started marking a few more point features in such as libraries and churches.  As I mentioned above, click for a larger version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F5191%2Fadara4601a.png&hash=619b8a28ab8fbf0f4dcad5e208637bed540e1bf2) (http://img62.imageshack.us/my.php?image=adara4601large.png)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F4090%2Fadara4601b.png&hash=56c4a736b44ebba8c36e5c00ad96d2194b5625fd) (http://img62.imageshack.us/my.php?image=adara4601large.png)

46-2: Creating maps in the style above can be challenging because it doesn't allow much flexibility when you're actually looking at it after the fact.  More importantly, the bigger my region gets, the harder it is to present a composite map that's still readable.  Fortunately, and excellent solution was revealed by Tarkus in his MD Tarkusian Cities, namely the Gmap Uploader program.  So, I took the same concept and applied it to the larger version of the map below.  Click the picture to access the google map site, which even includes streetnames! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F1048%2Fadara4602a.png&hash=e9e44eda43aac4a00cd1e28237942670222900f3) (http://gmapuploader.com/iframe/RvjJ7HEUUw)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6907%2Fadara4602b.png&hash=56ebcf215c97c222c56f0a37472c0872725ee86f) (http://gmapuploader.com/iframe/RvjJ7HEUUw)

46-3: Finally, before we move on to the first look at the next tile, here's a composite zoom 5 view of the region to date!  Once again, click the image to view the full size version.  Warning, this file is quite large (7 mb)!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F444%2Fadara4603.png&hash=518ccb5440bcdd53e3a237ea201bb525038ba05b) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/Adara_46_03_Large.png?attachauth=ANoY7cr7MYcF9PuSlU5OyM7c9v7XM2Wlo6TXvibYZndf4jEXWAEZRfH9LgBILACqSlsd8wzboR153kGbb2dhncxEi4B631wCXSDtHUmuNoD-ZFMTnRMDO38Kz0UaRBmJ4hCI4x7_0tVx95-Ma5r0-Kt2gv3N5knscnW4sIJt2p3xu1I6oTdK5wVM6ZV26MM31IKfWVbfMg43qpehqBiGkGQoYz3lNH9BGryGWfmdTYWxfVa4cbWKmEE%3D&attredirects=0)

46-4: So now for a first look at the next tile.  For something completely different, I've got a couple of topographic maps of the area for you all to look at today!  I'm tentatively calling this area Jackson Pass.  As you can see, the terrain here is quite rough.  The contour that marks the boundary between dark green and grey is at 300 meters elevation and the contours are 20 meters apart.  The thick ones are at 100 meter intervals.  As you can probably guess, the area is called Jackson Pass because it is a low point in the mountains here and crosses over a drainage divide.  It is located directly east of Delmar Junction.  This is the area right after hitting the save button in SC4Terraformer.  That large prominent mountain is going to be getting some additional attention once I load it up in Simcity.  And yes, you can click this for a larger version.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F7339%2Fadara4604a.png&hash=0572e7f6cd62a21624d979be7f5d7596ccbb309d) (http://img24.imageshack.us/img24/1413/adara4604large.png)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F6656%2Fadara4604b.png&hash=2ccc6937c41dd76c58ce6ae4a053c7e43849b478) (http://img24.imageshack.us/img24/1413/adara4604large.png)

46-5: After I finished the map above, it occurred to me that it wasn't all that informative.  A map covered in a bunch of contour lines isn't terribly helpful to anyone without a few features marked in.  First of all, I added a new color class for the highest mountains.  The pale grey color starts at 500 m in elevation.  Don't forget, these contours are 20 meter intervals.  Secondly, I've added the waterways and lakes that show up in this area.  Down in the bottom left of this map there is a large lake.  That lake is part of Williston Lake, yes the same one that I just added on the Vavenby Tile.  It looks like this lake is going to play a prominent roll in several of the tiles in this area. 

The small streams I've added in should help clarify the drainage divide that I'm talking about here as well.  Again, the names are tentative, but I don't see any reason to change them at the moment.  Highway 22 is going to be the main route through the valley, and I expect there will be a second highway or even a larger RHW of some sort along the edge of the lake as well.  As with last time, click the image to load a larger version. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F1102%2Fadara4605a.png&hash=b83cf79a4ecc8d3a73fe42f2ea9237d89ba92b33) (http://img24.imageshack.us/img24/2156/adara4605large.png)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F1993%2Fadara4605b.png&hash=1e66262d6074ea648ca274801d3f0709fbaf6123) (http://img24.imageshack.us/img24/2156/adara4605large.png)

And that's a wrap for today.  Ironically enough, I just didn't have time to open up SC4 in the last few days, so there no preview shot from in game for this tile.  Next time I'll start digging into the actual game play in Jackson Pass  See you then!
Title: Re: Adara - Update 46 - September 29, 2009
Post by: joelyboy911 on September 29, 2009, 02:34:44 PM
Wow! Amazing maps. My internet connection was too slow to look at the 7mb one today, but it will be back in a few days (I exceeded my bandwidth/data allocation). Then I can't wait to look upon it. 

Also, last update,  fantastic as well, great farms. I liked your use of the plop water as well.
Title: Re: Adara - Update 46 - September 29, 2009
Post by: Tomas Neto on September 29, 2009, 04:04:51 PM
Your updates are very fantastic!!!  The image of the region is phenomenal, wonderful! I adore to follow the growth of your MD!!!!   &apls &apls &apls
Title: Re: Adara - Update 46 - September 29, 2009
Post by: turtle on September 29, 2009, 04:40:05 PM
Wow, Excellent maps! Amazing detail!  &apls
Title: Re: Adara - Update 46 - September 29, 2009
Post by: JoeST on September 29, 2009, 04:54:48 PM
Oh my oh my oh my, your maps are awesome, absolutly fantastic use of gmap uploader :)

Joie
Title: Re: Adara - Update 46 - September 29, 2009
Post by: Dreamcat on September 29, 2009, 06:32:54 PM
Fantastic work, Battlecat!  Your mapping skills are really quite good!  You make your maps in SC4terraformer, am I correct?  How do you make them so realistic?  Anyway, I cannot wait until you start on Johnson Pass!  I know you will do a wonderful job!
Title: Re: Adara - Update 46 - September 29, 2009
Post by: tooheys on September 30, 2009, 05:15:06 AM
Great maps Battlecat. You should hire out your services and make some Simoleans on the side  :) Although not sure what a Simolean is worth these days  ()what().
Title: Re: Adara - Update 46 - September 29, 2009
Post by: djvandrake on September 30, 2009, 10:48:27 AM
Fantastic update!  Your maps are very detailed, thorough and impressive.  &apls
Title: Re: Adara - Update 46 - September 29, 2009
Post by: Xiziz on October 01, 2009, 03:30:36 AM
Just finished a slight case of time traveling, 46 updates of majestic Adara in six days. It really is amazing what a few hours in LE and a fantastic use of ploppable flora can do, the first few updates are really nice, and it just keeps getting better as one progresses onward through the pages.

I thoroughly loved the large three tile composite image, and I'm really impressed by your maps!

+1 faithful follower of Adara.  ()stsfd()
Title: Re: Adara - Update 47 - October 6, 2009
Post by: Battlecat on October 06, 2009, 03:40:47 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

joelyboy911: Glad you like the maps!  Yeah, those large images are starting to become a challenge.  Some of my photo editing software is getting a bit angry at me when I try to create them as well! 

Tomas Neto: Thanks very much!  Glad you're enjoying your visits so much!

turtle: Thanks!  Glad you like the maps!

Joe (JoeST): I'm extremely glad Tarkus pointed the direction to the Gmap uploader!  It's a great service, although I occasionally wonder where all that map data is getting stored!  The nice thing is, it uses simple images for the upload, which means I can put any features I want on the map!  Glad you like it!

Dreamcat: Thanks very much, I'm glad you've enjoyed these maps.  You're partially right, I do all my initial terraforming using SC4Terraformer.  But I don't use that software to create my maps, although it does contribute the data I use to generate the contour lines.  I export the grayscale .png elevation drawing from SC4Terraformer and use the FME software I described in Update 11 (http://sc4devotion.com/forums/index.php?topic=6976.msg231859#msg231859) to match it to the polygons I drew in Autocad.

So, the contour lines you see on the maps are created as directly as is possible from the actual elevations in SC4.  They are actually created based on the sea level in my game; I went to a great deal of trouble to make sure I had it right.  While I'm working on Jackson Pass, I'm going to figure out a way to create labels for the contours so that it's illustrated a bit more clearly in the future. 

The beauty of the ArcGIS software I used to make the rest of the maps is that everything is based off of pointers.  In other words, the visual themes you see on the maps above are completely independent from the actual lines.  So I can make and discard a dozen different styles of maps very quickly without having to redraw all the lines every time.  It's an odd kind of fun to have, but I find using the FME flowchart and the mapping software very entertaining!  Thanks for the questions!

Dave (tooheys): Thanks for your kind words!  I've occasionally given some thought to offering the service, but a great deal of what I'm doing is very picky and depends a lot on my knowledge of the region.  I could theoretically generate the contour lines to a png image which could be used as a background for other mapping work.  I'm not sure on the value of a simolean either though! 

djvandrake: Thanks very much, glad you like them!

Xiziz: Thanks for your feedback on the trip through Adara, glad you enjoyed the trip!  I certainly appreciate the time you took the look at everything!  I really like the visuals available by create the composite images, I'll be adding more tiles on to that shot as I finish up more tiles! 

Update 47
Jackson Pass – Getting Started

Hello and welcome to the first update of October and the first full update for Jackson Pass!  As with every tile so far, the basics are going to tie up my first full update for Jackson Pass.  Today I've got two major goals to accomplish.  First, there is some final terraforming I've got to sort out.  Secondly, I need to run the basic transportation networks through the area.  Thanks to the layout of Williston Lake, I have to make some careful decisions about exactly how to do this since I have some plans for the tile to the south of here.  Granted, I'm not going to get to that tile for a while, I've got some other places to stop first! 

47-1: Here's a first look at the large mountain which is a core feature of the Jackson Pass tile.  But honestly, I'm really not happy with how this looks.  I can do a lot better.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F7667%2Fadara4701.jpg&hash=2914cac5bc4f0fe1f73575f104cae2e5911b726b)

47-2: This is the result after some serious carving with the terrain tools in game.  I'll come up with a name for it later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F2213%2Fadara4702.jpg&hash=6cf2dedb7ac6f9cc5ec55791115aa4a240e00670)

47-3: Highway 22 winds its way up through the mountains.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5816%2Fadara4703.jpg&hash=89efb090315367f8af9838e9c202b47d887ef4c5)

47-4: Of course, I'm not going to be leaving the roads like this.  It's just nice to occasionally have a before and after when it comes to wide radius curves.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F5900%2Fadara4704.jpg&hash=29ccb60dc144bfc3de3f98b21e3d22d2407b2eb2)

47-5: Every time I place these I have to wonder how we managed without them! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2555%2Fadara4705.jpg&hash=1f3e918b9d2831dd5d99f1d0935f40bcb3ba9cc4)

47-6: The hardest part of this particular map was the connection back to the Delmar Junction Tile.  I left myself with some challenging terrain here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F2996%2Fadara4706.jpg&hash=393c7ae461da12372c80323375da2a0e8a7a048b)

47-7: Things are a lot easier over the high point of the pass. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F1859%2Fadara4707.jpg&hash=89161787a89444f331cb8eb74b19cf83d2a9b015)

47-8: In the last update, I labled the streams and lakes on the last map of Jackson Pass.  This small mine is located in valley at the headwaters of Ourman Creek.  I'll have some more shots of this area in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F7939%2Fadara4708.jpg&hash=cb7c1756c82cd38168ebb6eaf02a757f138e2240)

47-9: Before I wrap things up today, I need to get the highway and lake in place on this side of the mountains.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F2792%2Fadara4709.jpg&hash=5f0f732937a04278663049ae3a5b4d4596a92139)

47-10: Williston Lake just creeps along one corner of this map.  It'll be easier to see what's going on when I develop more tiles in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F250%2Fadara4710.jpg&hash=3966656f2ed43ad26a61576985525dd548eb261d)

47-11: And finally, the highway.  I'm using the RHW2 through most of this tile, just for something different.  It occurred to me that I use frontage roads on highways anyhow, so the issue of not being able to develop residential on the highway isn't an issue for me.  After I took this shot, I did add a section of RHW4, primarily to serve as a passing lane area, which is quite common on highways that are through narrow mountainous terrain.  Saves a lot of money to only have passing lanes in some parts of the route. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6607%2Fadara4711.jpg&hash=d9aac2db028f885fb8eeca11246bc7f61d4ad4cb)

And that's all for today.  This is shaping up to be another really crazy week, so I'm probably not going to have another update for you until next week.  Next step on the list is picking out the sites for the two small urban centers on this tile.  See you all then!
Title: Re: Adara - Update 47 - October 6, 2009
Post by: Dreamcat on October 06, 2009, 06:25:34 PM
Cheers!  Things are looking good along that road, and the RHW is done very nicely as well.

Sounds like the process you use you make maps is quite time-consuming!  I honestly doubt I'd have the patience for that.  But I can see that your work really pays off!  Your terraforming is great!

Until next time~

EDIT: Post 399~!
Title: Re: Adara - Update 46 - September 29, 2009
Post by: threestooges on October 06, 2009, 09:48:29 PM
Quote from: Battlecat on September 29, 2009, 02:17:37 PMI might have been a bit enthusiastic, but it just came together so nicely!
I like your enthusiasm, and it did come together quite well, as have your GIS maps (amazing work). Your adjustments to the mountain really seem to have given it some character and depth. Before it looked like it was just a basic mountain made with the terrain tool (which still looks good with that rock mod you have, is that Orange's?) but now it's a bit craggier and the grass seems more fluid around the base. I like the mine in there too. Is that one of JMyers' works? As I recall he was working on some. Or is it PEG? It looks familiar. Whoever made it, it looks like you're off to a pretty good start here but, as always, I'll be looking forward to more.
-Matt
Title: Re: Adara - Update 47 - October 6, 2009
Post by: Tomas Neto on October 07, 2009, 02:29:14 AM
Wonderful start of project!!!  &apls &apls
I'm sure there will come a great city at the end of your work!!!  :thumbsup:
Title: Re: Adara - Update 47 - October 6, 2009
Post by: JoeST on October 07, 2009, 05:22:05 AM
Oh wow, yet again you stun me into silence :D

Going off on a bit of a tangent, I found an awesome little program for viewing (zoom/pan/rotate) SVG's as well as make full-blown slideshows with it (though I havent used this feature yet, having no svg's to slideificate) but yeah, if your maps are svg's and stuff, I am willing to share it with you :D it uses CouchDB, which is a bit weird, but it works good :D

Joe
Title: Re: Adara - Update 47 - October 6, 2009
Post by: djvandrake on October 07, 2009, 10:09:21 AM
Very impressive Battlecat.  This tile is off to a great start and I can't wait to watch it develop.  :thumbsup:
Title: Re: Adara - Update 47 - October 6, 2009
Post by: calibanX on October 07, 2009, 04:59:38 PM
Well Battlecat, I've missed a bit in your journal. I apologize. I'm liking the looks of Jackson Pass. Mountains and some industry, very cool. I have to say that I absolutely love the G-Map idea. That is awesome. I don't have the patience for it but I'm glad you do!

Going back a bit further, I like your residential layouts in Vavenby. They fit nicely with the landscape. That dam is great as well. It came together nicely.

I'll be lurking.

Geoff
Title: Re: Adara - Update 48 - October 19, 2009
Post by: Battlecat on October 19, 2009, 12:10:35 PM
Greetings everyone!  Before I get on with the replies, I have to appologize for taking so long without explaination on this update!  I was right on schedule for doing my usual gameplay last weekend, but I cleverly forgot that it was also Thanksgiving (well in Canada anyhow), so of course I was booked on my usual gaming day.  Then, the day after Thanksgiving I had to go get so sick that I could barely stand sitting in front of the computer.  Anyhow, such as it is, I'm better and thing should be back on track now! 

Have to say though, the residual effects of my cold made swordfighting classes this past weekend really interesting.  We started the day with a quick introduction to the longsword, which is uses a fairly interesting style of combat.  But the real challenge was when we put on the face masks and gorgets (neck guards) and tried our hands at full speed rapier combat.  Not something I recommend trying when you're still slightly dizzy and out of breath from a cold!  Despite getting seriously schooled by most of my classmates I got a few good hits in, and still had a great time. 

It's a shame I've only got one class left, but I just can't afford the time until I live a bit closer to Vancouver.  Right now it takes me an hour of travel each way to and from class.  On the bright side, I'll be able to keep practicing on my own; I purchased my own training rapier last weekened!  I'll post a shot of it another time, in the meantime, on with the replies and update!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Dreamcat: Yeah, it can be fairly time consuming, but a lot of the complexities that are there mostly allow me to take advantage of the strengths of the software I use.  Autocad is better for data entery, ArcGIS is better for data visualization.  FME just acts as the glue to bind them together! 

Oh, by the way, I checked into that 5% meduim wealth mod for agriculture you mentioned a while back, turns out I have it already, I've just run the demand into the ground already.  I think I'm going to need a pretty big city to start eating into the demand I have for low wealth residential.  Glad you're liking the start of Jackson Pass, thanks for commenting!

Matt (threestooges): Thanks for stopping in and for the 400th comment!  Yeah, that's Orange's texture.  I like how it's got a lot of green in it, it helps a lot when planting trees over the rocky surface in some places.  Despite the amazing power of the Sc4Terraformer which I use for my initial terraforming, I still prefer the in game tools for some of the more specific touch ups. 

The mine is actually a BlaM product by fukuda called the Bistagne Coal Single Pit.  It is available here on the STEX. (http://www.simtropolis.com/stex/details.cfm?id=17815)  He's produced an amazing variety of realistic industrials including a nice batch of mines. 

Tomas Neto: Thanks!  My intent is actually to try to keep the two towns on this map fairly small.  I've got plans for a fair bit of resource based industry in here though!

Joe (JoeST): Not to quiet I hope, thanks for the comments!  The neat thing about the way I manage the map data for this journal is that I can convert it to just about any spatial format in existance.  I'm currently using shapefiles and the data I used for the gmap uploader is a monster .png file, but I could easily produce SVG files as well.  I'm intrigued by your program, so if you feel inclined to post or send a link, I'll see what I can do with it!  Thanks very much!

djvandrake: Glad you like it!  I wish I had more shots for you today, but hopefully things will go better for the next update. 

Geoff (calibanX): No worries about missing the updates, we all get busy on occasion!  Thanks for stopping in again and for your kind words!  I'm actually really enjoying building these maps, it's quite enjoyable for me actually.  Glad you like the dam as well. 

Update 48
Jackson Pass – Initial Townsite

So in addition to the delays I explained above, Simcity 4 decided to be a bit recalcitrant during my playtime this weeked.  I wound up with 2 major crashes while saving before I finally figured out that a new security program I installed recently was the cause.  C'est la vie I suppose, but as a result I wound up building the same basic urban core 2 extra times before the save took, so as a result, I've only got 6 shots for you today. 

48-1: The actual town of Jackson Pass is going to be right near the top of the pass.  On this shot, Delmar Junction and Jackson Lake are on the left side of the image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F1142%2Fadara4801.jpg&hash=67706728fcfe8fab28a1f5005109311d9bf62de3)

48-2: I was feeling a bit whimsicle when I started planning out the town, so I went with a slightly odd planned approach.  I figure this entire town plat was basically built as one project when the resource industry started up here.  I'll be adding more on the other side of the highway in the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F4418%2Fadara4802.jpg&hash=efec68da9c6ad4524d22ee70761956d722f7c921)

48-3: Once the simulator took over, here's the resulting lots!  Only the red hotel is a plopped commercial building, the rest grew naturally. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F8627%2Fadara4803.jpg&hash=3b92e42868ab2993e813080ffe994b6a028406e0)

48-4: Here's a detailed shot of the school and sports field.  The town water tower is front and center on the main street.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F9229%2Fadara4804.jpg&hash=f263fc28d9bc57625a196afc6c935adae186281f)

48-5: The commercial developments at the main entrance to town.  A small grocery store and gas station, a fancy old bed and breakfast, and a hotel are visible in the middle of the shot.  The small store by the fire hall is a general store. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7576%2Fadara4805.jpg&hash=ac009a98dd25d06d7b2c8ccde43901d2e4a3fa0b)

48-6: Finally, tucked out of sight we have the town clinic, in a beautiful little home. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F2452%2Fadara4806.jpg&hash=37dcdd0f831178cefac094706d7d5cc0d569fdd3)

Sadly, that's a wrap for today.  More to come soon! 
Title: Re: Adara - Update 48 - October 19, 2009
Post by: BarbarossaS on October 20, 2009, 03:28:54 AM
Glad to see you back! It's been a time and I started to get worried you wouldn't continue this MD.
But RL is sometimes a pain in the butt  :P

Nice beginning to the town in this update, can't wait to see it develop further.  :thumbsup:

-Stijn-
Title: Re: Adara - Update 48 - October 19, 2009
Post by: Tomas Neto on October 20, 2009, 04:08:08 AM
My friend, is a big joy see your return!!! And that fantastic this update, always with your magic touch, transforming an empty area in a very beautiful rural village!!! Incredible!!!  &apls &apls &apls
Title: Re: Adara - Update 48 - October 19, 2009
Post by: Earth quake on October 20, 2009, 09:50:12 AM
Splendid Update. &apls
I'm impatient to see the developpement of the village.
Go on your excellent work.
Title: Re: Adara - Update 48 - October 19, 2009
Post by: djvandrake on October 20, 2009, 10:07:27 AM
Sorry to hear of the crashes, I know that's very frustrating.

I like the area around the school with the sports field and park.  Nicely done.  :thumbsup:
Title: Re: Adara - Update 48 - October 19, 2009
Post by: Dreamcat on October 20, 2009, 06:08:58 PM
Very nice!  I think the town layout looks wonderful.  Glad to see you back!
Title: Re: Adara - Update 48 - October 19, 2009
Post by: Bobbi on October 20, 2009, 10:32:44 PM
The small town looks very great!
Title: Re: Adara - Update 48 - October 19, 2009
Post by: tooheys on October 21, 2009, 12:22:31 AM
You've got that road winding nicely through the hills there Battlecat  :thumbsup:

The town looks good too. And the B & B building really stands out.

Great to see another update.

Dave
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Battlecat on October 26, 2009, 01:19:18 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9315%2Fadarabannerreplies.jpg&hash=f6598e623faf85615ff6add556bfde1bf871da65)

Stijn (BarbarossaS): Thanks for your concern!  Things have been going great with the journal despite the headaches with getting the last update off the ground.  Sometimes life eats a bit of time, sometimes it hits you like a freight train.  I should have things back on track now.  Glad you like the start of this town!

Tomas Neto: Thanks very much for your kind words!  Glad you like it!

Vivien (Earth quake): Glad you like the start!  Here now I will proceed with growing the town a bit further!

djvandrake: The crashes were my own fault actually.  Since I've never had a crash on save problem ever in the past, I should have looked to see if any new programs that were installed recently could be the culprits.  Oh well, this update went much better.  Glad you like the way the park, school and sports field turned out! 

Dreamcat: Glad you like it!  Thanks for stopping in!

Bobbi: Thanks very much!

Dave (tooheys): Yeah, it did come together nicely, it'll look even better once I get some trees around it.  Thanks for stopping in!

Update 49
Jackson Pass – Terrain Stylings

In addition to getting some more of the town of Jackson Pass put together, I'm also taking my first stab at forestry related details on this map.  As I mentioned way back in Alexandria, I wasn't entirely happy with the results of my first attempt at a clearcut, so I'll be experimenting a great deal with various styles in this area. 

49-1: Here's the area I'll be filling in today.  Some more city will be on the upper terrace and the first clearcut will be on the lower terrace. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F4301%2Fadara4901.jpg&hash=25ad3f343660f887ce1ef5a8faef7923fe8d8500)

49-2: A quick layout of residential.  I tried to mirror the feeling of the other side of the highway while still working within the limits of the terrain here.  I prefer to avoid modifying the terrain too much in these little towns unless I have no other choice.  The small towns wouldn't have the financial ability to do large scale terrain modification. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F2893%2Fadara4902.jpg&hash=b2d7911f411f6f9ea218f5e67321f95e1f16a0fa)

49-3: As the homes slowly fill in, you may notice a few new house models appearing.  Mattb325 uploaded a huge selection of superb single family homes, which I've added to my rapidly growing plugins folder!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F614%2Fadara4903.jpg&hash=d7c6162e0a192ac43ef92bbca3189d3fea261129)

49-4: Let's have a closer look at a few of them!  All the 2x2 lots here are the new models.  The ones with the blue roof really stand out, but they still look great! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F8148%2Fadara4904.jpg&hash=ad74c453074515086d5d406f09652b537fa8dcca)

49-5: Here's a look at a couple from another angle.  They are really high quality products, and I'm very happy to be able to added them to my region!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F4815%2Fadara4905.jpg&hash=ed43bed408f564689bd8400d535d3cedba4c40fc)

49-6: Moving along from housing, a lumberyard and a sawmill can be found a short distance down the highway from the town of Jackson Pass. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F3738%2Fadara4906.jpg&hash=af48fc7a15b1d2e9e3880f368f1653dbf78560ce)

49-7: And a bit further up the road from the lumbermill, there's an active clearcut.  I've outlined the edges of it with trees.  Neat thing I discovered, if you're really careful, you can transition from one SAM type to another using the various bits in the rural wide radius street curves set. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8819%2Fadara4907.jpg&hash=207e9af3b9aa67392731c9db3ceb7c01a185ceaf)

49-8: After a lot of playing around, here's the result.  I've made this one a bit greener than my last attempt, mostly for the sake of aesthetics.  Additionally, I've obtained the new set of terrain flora tools from Pegasus' site (http://simpeg.com/forum/index.php?action=tpmod;dl=item1077).  They add a nice variety of additional options beyond the current RRP.  I'll be exploring those tools a lot more in future updates.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F9540%2Fadara4908.jpg&hash=8cdefa32b1d3b4b5b4fa41d28f25d0c04b29029e)

49-9: Peg also has a nice variety of logging scene props, including the stumps, fallen trees, lumberjacks and various pieces of heavy equipment.  It gives a pretty nice feel to the whole area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7687%2Fadara4909.jpg&hash=e26c669e420c4d3bee90b2d4b126545d2736723f)

49-10: Finally, to wrap up today's update, here's another detailed shot of the clearcut.  The style I'm using here is intended for the recently active clearcuts where not much has had a chance to grow back.  I've added a lot more coarse green grass and a few dead trees to add texture.  If you look carefully, you'll also be able to see the clover, grass and one style of flowers from Peg's new set, just to break up the monotony.  I've already started playing around with another style for older clearcuts, which I'll show to you next time! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F8139%2Fadara4910.jpg&hash=0aeb8f75e16d55a764ad4e78bc35a89c026b76cf)

And that's a wrap for today.  But for once I can promise a second update before the week is out.  And that update will be my 50th update since I started this project!  See you then!
Title: Re: Adara - Update 49 - October 26, 2009
Post by: BarbarossaS on October 26, 2009, 03:57:08 PM
Beautiful update! Thanks to pegasus' new stuff, your work is even more perfect ;D
Just love that clearance you've created with it! It really complements with the RRP.
And you say the next update is the 50th. This calls for celebration  :P  ;)

-Stijn-
Title: Re: Adara - Update 49 - October 26, 2009
Post by: joelyboy911 on October 26, 2009, 10:36:46 PM
Battlecat, you're doing a very good job here in this diary.  I don't check here and comment nearly as often as I ought (especially since it seems you are a faithful follower of mine, shame on me.), but your last updates have been very nice. You've done a very nice job with the mayor mode flora.
Title: Re: Adara - Update 49 - October 26, 2009
Post by: io_bg on October 27, 2009, 02:29:28 AM
Another great update! Matt's new houses fit really well in that small town! Looking forward to more of your experiments with Peg's new flora :thumbsup:
Title: Re: Adara - Update 49 - October 26, 2009
Post by: turtle on October 27, 2009, 02:55:59 AM
Hi Battlecat,
I've been lurking for too long here in the corners of Adara. I love all the updates and I think your attention to detail really makes it standout in realism. If I were adding a lumbermill I'm not sure I would remember clearcuts closeby. Also your methodological approach and documenting everything makes for an amazing region mosaic and great maps. And congratulations on completing that great dam (ages ago). It does look great!
I also love Matts houses, and it is indeed an impressive batch he send out the last couple of months, and though they stand out a little in your village, they are just too good not to make use of them.

I'm looking forward to the next update.
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Earth quake on October 27, 2009, 04:03:05 AM
Nice Update my friend. :thumbsup:
Your small  suburbs is very pretty.
Finaly the last pictures is really original and beautiful.
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Nardo69 on October 27, 2009, 04:48:00 AM
Nice little town there. :) But I guess I'm stuck in my rather traditional modified street village layout  :D

The last update reminded me of Idefix, the small dog of Asterix and Obelix. Seeing the cut trees he wouldn't sop howling unless the druid would spread out some of his magic acorns  :D

I guess I should try *coughcough*'s new terrain tools , too. And mattb325's housings are waiting to grow in my plugin folder, too. Regarding his BATs we seem to have the same preferences! ;)

Take care my friend


Bernhard  :thumbsup:
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Tomas Neto on October 27, 2009, 09:04:02 AM
My friend, another perfect update!!! Awesome as usuall!!!  &apls &apls &apls
Title: Re: Adara - Update 49 - October 26, 2009
Post by: djvandrake on October 27, 2009, 10:03:56 AM
Very nice update.  Your new area is very well put together and uses those props from Peg quite well.   :thumbsup:
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Fabian93 on October 27, 2009, 11:41:51 AM
Great update &apls
Besides that small village I also especially like that sawmill in the middle of your forest of which some parts are already torn down. Pretty realistic I must say  &apls

Keep up the great work :thumbsup:,
Fabian
Title: Re: Adara - Update 49 - October 26, 2009
Post by: Xiziz on October 27, 2009, 03:07:30 PM
Lovely little town, mattb's houses really fit right into Jackson Pass and I just love the woodwork. Nice to see some wildlife eating those clover too. :)

Looks like you have some rather wasteful kids in the block though, you ought to enlist RippleJet (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1810)'s help to clear all that wasted toilet paper from those beautiful trees.

Cheers
Title: Re: Adara - Update 49 - October 26, 2009
Post by: kwakelaar on October 28, 2009, 01:00:35 AM
As always a beautifully made small town. I keep going back to your earlier updates, to get to grips with how you manage to make your wonderful rural scenes.
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Battlecat on October 29, 2009, 11:12:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Stjin (BarbarossaS): I certainly have to agree, the new terrain tools are a great addition to our tool box for beautiful terrain!  I actually found another one I was missing after I posted the last update.  It's perfect for what I'm working on for today's update!  Thanks for your support!

joelyboy911: No worries about not stopping by to much!  Everyone has different amounts of time available to poke through everyone's work.  Personally, I try to stop by as many MD's as I can since I get a great deal of enjoyment out of seeing how other people use the tools available in the game (love that estuary you built recently!).  Thanks for finding the time to stop in and for your kind words! 

io_bg: Thanks very much for your kind words! 

turtle: Glad you took the time to delurk once again!  Clear cuts are a sad, necessary reality of the lumber industry.  The raw materials have to come from somewhere.  Living in British Columbia, that reality is visible in many places so I'm quite familiar with them.  Glad you're enjoying the maps and mosaics!  I certainly enjoy building them. 

I think those new homes will start to fit in better as they begin to appear more.  They really are far nicer looking than the traditional maxis style lots! 

Earth quake: Thanks very much for all your kind words!  Glad you enjoyed this update!

Bernhard (Nardo69): Thanks for stopping by!  You know, I hadn't even thought about those comics till you mentioned it.  I haven't read those in years, I think I'll see I can track a few down, I remember those comics were quite fun.  My plugins folder is growing rapidly thanks to all the great stuff still being released around this community!  Gotta love those new homes though, they really are quite classy!

Tomas Neto: Thanks very much for your kind words!

djvandrake: Thanks very much!  I'm going to play with some of these new props more today!

Fabian (Fabian93): Thanks for stopping in!  Reality isn't always pretty but even a clearcut has it's own charm!  Glad you like it!

Xixiz: Yeah, I'm really pleased with how those houses look, I thought they were all intended as medium wealth, but having low wealth versions as well is great!  You know, I was looking at those shots and thinking how much that toilet paper tree annoys me!  That's exactly what I needed, that change will be going into the system right away, although it won't be reflected in all the shots from today's update!  Thanks for pointing that out for me! 

kwakelaar: Glad you like the latest small town.  The methods I'm using to make rural scenes at this point is an evolution that's developed over the last 50 updates!  I'm starting to occasionally look at older shots from the early updates and thinking about what could be done to improve them!  Thanks for commenting!

Update 50
Jackson Pass – Update 50 Picture Blowout

Welcome to the 50th update of Adara!  It's taken a mere 262 days to reach this point!  In addition to today's extensive update, I've got a couple extra things to show you all first.  You may have noticed I made a new replies banner today!  That particular shot is from the start of the Lehman Valley area of Vavenby.  I just really liked the STR winding through the area. 

Ironically enough, despite this being the fiftieth update, most of today's update is going to be business as usual.  I considered doing a recap of the various towns and cities I've created so far, but I think I save that for the 1 year anniversary!  Today I've got 40 pictures for you (including the first two bonus items) for you all to enjoy as Jackson Pass continues to develop its own character. 

50-1: As I did on update 25, here is a list of all the visitors that have visited Adara in the past 50 updates!  In total, excluding my posts there have been 375 comments on this MD!  Thanks for your support everyone, lurkers, and commenter alike!  The green bar shows how many posts were made by everyone as of update 25.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1908%2Fadara5001a.png&hash=bccb85688a5c6c7732cb1b78fbe10a6d60b70836)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F4314%2Fadara5001b.png&hash=861c741d37d3fb067a8f378c0017b01e988830eb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F3033%2Fadara5001c.png&hash=6791a9a599f51a156a0d3f0c66014ec891af8a2b)

50-2: Just for the sake of my curiosity, here's how the last 50 updates have been used. I'm thinking the trend in the length of updates is getting a bit out of hand.  I'm going to see what I can do about turning that around for Jackson Pass! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F1755%2Fadara5002.png&hash=4005f0d55902d6efa307a8edb9ecfaccd8717ce0)

50-3: To start today's actual update, I've started blocking out the last major bit of  truly urban residential in Jackson Pass.  Most of the future residential in this area is going to be the super low density style. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F8690%2Fadara5003.jpg&hash=7064b59ec429e16dd0b6b3ebd8b4c972df63351c)

50-4: Another set of low wealth residential, but with the new homes from Mattb325, low wealth has never looked better! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F5160%2Fadara5004.jpg&hash=9d4aac2f7c244247163a28651d9318094f140e0d)

50-5: Here, let's have a closer look at these superb lots!  I don't think I'm ever going to get tired of looking at these!  I can't wait to start getting some of the medium wealth going on a future tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F5926%2Fadara5005.jpg&hash=9f657b511c065e33eaa65213a2de33f123a288e5)

50-6: Moving along, I've added another forest service road in just to the west of the summit of the pass. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F5120%2Fadara5006.jpg&hash=8bbc1af2baf873cd3d3f8d4897083100d6eb6259)

50-7: And again, I've outlined the two clear cuts in this area.  As I mentioned in the last update, I want to try for a slightly older feel to these. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F177%2Fadara5007.jpg&hash=5c86440026f84f6b4eecb1bca35ab56ed79ccd43)

50-8: Enter Peg's scrub brush tool!  This tool adds a nice variety of low scrub to the area.  It gives the feel of a slightly more overgrown area.  Additionally, a small number of medium sized coniferous and deciduous trees helps give the impression of age.  Also, there are a lot more flowers here, I've used a wide variety but mostly still the pink (fireweed) and the blue (lupins). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F1088%2Fadara5008.jpg&hash=460a7f5aa5881359b2ae860422f456fef76f5395)

50-9: Here are the two clear cuts now finished up.  Strictly speaking these aren't actually clear cuts.  In modern forestry they tend to cut smaller sections called cut blocks and leave a wide swath of trees between them.  I think the idea is to provide a better source of natural colonization in addition to the replanting. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F9458%2Fadara5009.jpg&hash=5a237f4538c970eb53f3306b6a72ea38834f2540)

50-10: Next, I've decided to add a trail leading from Jackson Pass up to one of the valleys at the foot of Mount Garibaldi.  In case you're wondering, that's the new official name of the big mountain that's a major feature of this map.  The trail leads off from a residential street in town.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F7455%2Fadara5010.jpg&hash=2be59fdf5f3c1c4c91c823c95990078758a77dd4)

50-11: It winds its way up the mountain.  The terrain is quite steep here, so switchbacks are a necessity!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F6%2Fadara5011.jpg&hash=794a97ce23d1db787d9fe149a25ac91afbd47178)

50-12: From the bottom half of the previous shot, now we have a flower covered meadow about halfway up the mountain.  I really went crazy with both the old and new flowers in this one!  I'm  really enjoying having these new options, but it's going to still take some getting used to!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F7097%2Fadara5012.jpg&hash=2317fc15a92e30fbe170d746a5881ee8d0881834)

50-13: Continuing up the mountain through the trees, there's a little something hiding up at the foot of the mountain here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F7691%2Fadara5013.jpg&hash=8ef3a2963e719d82e6c00c0596fac242e71a44b6)

50-14: A small hotspring and a picnic area are hidden away in the hills! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F5434%2Fadara5014.jpg&hash=da818d89ad3ad244167dfe6f2e612bbd2b450dcd)

50-15: A beautiful meadow marks the end of the trek to the this little hideaway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F826%2Fadara5015.jpg&hash=9cfad508963ff2588de57fc555cc2626f31deeee)

50-16: A this point, the more I'm looking at the lower meadow, the less I like the way it looks.  So I've bulldozed the area and started again.  First a rough batch of flowers, a mixture of RRP and Pegs. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F8305%2Fadara5016.jpg&hash=f4eae6ea9830964155d0cdc1f19b04d6f29d23c1)

50-17: In among that, a mix of the coarse grass and some of the various weeds available. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F2108%2Fadara5017.jpg&hash=c6f79953bd4cdf267e74f557616f0ce9cf03c17b)

50-18: Finally, to wrap things up, some trees, logs and a mixture of peg's grass and clover textures over top of everything.  I'm much happier with this result. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F6663%2Fadara5018.jpg&hash=d71565fb8cc2b89f95f68cf70072da92828aeeee)

50-19: Here's an overview shot of the trail I just finished up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F2405%2Fadara5019.jpg&hash=98afa377b78ca0bdcd195d88cf71e9252f07e27b)

50-20: Moving down the valley to the edge of the tile, I want to work my way up through the valley with the mine next.  I've left the grid on here to give you a better feel for the local terrain. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F5220%2Fadara5020.jpg&hash=7c8a21de9d40339f01a1c4ace029957506acbce9)

50-21: A line of deciduous trees marks the stream that flows out of the valley on this side.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F7310%2Fadara5021.jpg&hash=acd4d33f885110c80b96cf4d12f1d18c99686c99)

50-22: Just a short distance up the valley, I'm adding another clearcut.  I intend for this one to feel even older than the previous ones in this update.  First of all, I'm using narrower road textures to give the feel of a decommissioned logging road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F6094%2Fadara5022.jpg&hash=2abcddd1078e9124ea5feb00fc0a7fd4d464f0cc)

50-23: Outlining the area with trees gives the basic shape of the clearcut. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F6787%2Fadara5023.jpg&hash=1bb6e4b347538f79ab381b91b2d6c26b03a02acb)

50-24: Clear cuts tend to be quite slow to grow back, particularly the native coniferous trees.  Despite tree planting programs, deciduous trees will tend to be the primary colonizers of clear cuts.  I've added in a mixture of aspens and oak groves to reflect this succession.  The large coniferous trees represent the trees that are left behind by loggers to theoretically seed the area.  Scrub brush will cover most of the remaining area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F3015%2Fadara5024.jpg&hash=d193121dbd72566b325b5e4205bc0c64d5325d5d)

50-25: Here's a tighter shot of the scrub as it continues to get plopped.  One nice thing about using these particular tracks for older clear cut areas is the plopable features can be pushed right up to it to give the feeling of the road slowly being overgrown.  Despite that, roads are an incredibly resilient structure, the natural forest will be well on it's way to being fully regrown before vegetation makes any significant inroads to colonizing it.  Even one vehicle travelling the road every couple of months is enough to undo most of the vegetation growth! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F7315%2Fadara5025.jpg&hash=13435d60d5c9a65da30c5ee58960dad127f4ab48)

50-26: Moving along, I've added flowers, grasses and a whole bunch of short little trees to represent the slowly growing trees that will eventually be the mature coniferous forest.  At this point, it's mostly finished.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5686%2Fadara5026.jpg&hash=845968aef81f8d9bc7c51acfd1258c745b3638a8)

50-27: Still, there's room for just a bit more.  One big danger of removing all the vegetation from an area is erosion and rockslides.  That's one of the reasons we no longer log directly adjacent to watercourses in BC.   So, I've messed around a bit with rocks to create a small landslide remnant.  I'll certainly have to play with this more in the future.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F9774%2Fadara5027.jpg&hash=7bff966fe7e5122afaead443ab598159aab18fe5)

50-28: Here's an overview of the finished clear cut. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F8988%2Fadara5028.jpg&hash=d9863c96c2512e42798330fac29c959f43734a33)

50-29: But still there's more!  I realized I hadn't added the power supply lines for this town.  Since Jackson Pass is so small, a simple single power pole network runs up the highway to a substation.  I'm simply going to assume that all urban areas have underground lines in this world! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F7641%2Fadara5029.jpg&hash=fb9bf4262e02760cec5d0440cb236fd3f0e836e4)

50-30: Further to that, the mine will need power as well.  Assuming that the mine came before any other development in this valley, the trunk power lines follow the most direct route to the mine. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F9369%2Fadara5030.jpg&hash=cf37b77d91abc850256b4fa319022c0eb11568d3)

50-31: A small stream does flow out of this valley, in fact quite close to the mine.  As with most of my small streams, the deciduous trees mark the route.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F1943%2Fadara5031.jpg&hash=12dabbe2521e479b98f643ee2ccf2047b0aa6c75)

50-32: Now for some development.  I've run a small stream up into this small valley, and in a rather quirky mood, built a rather inefficient road network for the area!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4360%2Fadara5032.jpg&hash=39b10f0018b5440a0c5c37c5106a530a6c31453a)

50-33: Expanding the concept, and adding in the "extra low" density housing to the area leads to this initial layout.  You can see the grass lots that carry power on the hill, in reality the power poles would carry it over.  Once I add trees in, those lots will be invisible. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8703%2Fadara5033.jpg&hash=3eb36ffb4f9e7dc03e1142b0021493df32226071)

50-34: As the housing continues to grow in, I decided a small set of stores would be appropriate for this area.  In the end, they wound up on the other side of the street though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F2243%2Fadara5034.jpg&hash=8e3a64dc7753e2c30c3deb3d3f3954f7f5e4cb34)

50-35: Things are getting close to finishing up now.  Houses are in place, there's a wide diversity of home styles here, including a number of Mattb325's new homes.  Nice to see they come in 1x2 formats as well!  You can see the gas station at the bottom of the image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4846%2Fadara5035.jpg&hash=4a55fe655c499cd8a66253673215538864129ab8)

50-36: Just an eye candy shot here, I just love how this house looks with the STR and power lines running behind it!  I put a bit of extra effort into blending the back law of this home in!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3595%2Fadara5036.jpg&hash=69a4bd2f1124b796e074048378da36d0798e6b86)

50-37: I threw an automata generator in at the mine so I could get a couple of active rail shots.  Here's a train going past a bunch of single family homes on a straight stretch.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F2939%2Fadara5037.jpg&hash=a79e2556a52754985f9281dbdcf78bc8fbe340cd)

50-38: And later in the day, another train making the crossing near the stores.  Have to say, I think those new homes really do fit the region quite nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F768%2Fadara5038.jpg&hash=00b8baa9c513b3c9f2b81dcd09014c5f928660f1)

50-39: Further along, the same train is entering a set of curves, just near the small commercial area I built earlier. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1362%2Fadara5039.jpg&hash=e1dff8416a212009e82a92f38a1cf1c9e7b43518)

50-40: Finally, to wrap things up, here's the state of the mine valley after all the work I've done today.  I think this came together quite nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F3006%2Fadara5040.jpg&hash=e774ad7af029f3507113f17d6162e49de3f00c69)

Phew, finally made it to then end!  I think that's the most shots I've ever put into a single update.  Anyhow, that's a wrap for update 50!  Stay tuned though, there's more to come very soon! 
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Xiziz on October 29, 2009, 12:34:51 PM
The clear cuts really do look good, the landslide in the last one makes the cherry on top, there was always a lot of rocks in the clear cuts I used to play in back in the days. Those powerpoles look very nice and fit in perfectly, shame no one has modded them to the streets yet, that would make a perfect addition to all these small towns and villages.
The action shots of the trains, I love them. Just having automata makes such a big difference for the feeling of a picture. :)

Cheers
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Earth quake on October 29, 2009, 12:42:43 PM
Awesome Update my friend. &apls
As usual, your small suburbs is very pretty and your trail is really splendid. :thumbsup:
Besides, your valley is really wonderfull.
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Nardo69 on October 29, 2009, 01:48:25 PM
Hi Battlecat!

Great update! Love the update with the railway branch to the mine! Great work also with the mountains, those pine tree forrest do look good - better than my tries but all in all I am more into deciduous forrests and hills.

Gotta see these new mattb325's growing, too, the more I see the more I like!


Take care my friend!

Bernhard  :thumbsup:
Title: Re: Adara - Update 50 - October 29, 2009
Post by: JoeST on October 29, 2009, 02:13:34 PM
oh wow...just :o :o :o

I take my hat off to you, creating such magical places

Joe
Title: Re: Adara - Update 50 - October 29, 2009
Post by: ecoba on October 29, 2009, 02:16:33 PM
Have I not commented here before?

Geez, I'm sorry, Battlecat, but I do follow Adara.

This was quite an amazing update. Adara has a very beautiful landscape, and it seems slightly similar to the region I'm working on now, although mine is set in NE California. (That's not the region that my MD started.)

I really love your way of during rurality, it's very realistic.

Thanks,
          Ethan  
Title: Re: Adara - Update 50 - October 29, 2009
Post by: io_bg on October 29, 2009, 02:41:52 PM
What a huuge update! Your attention to details really makes your MD one of the best (if not the best) rural MDs I've ever seen! Superb work! The last few shots with the trains and the small village are especially nice.  &apls
Keep up the great work!

Title: Re: Adara - Update 50 - October 29, 2009
Post by: kbieniu7 on October 29, 2009, 03:24:45 PM
Oh, that looks great! :thumbsup: I couldn't imagine right words so: ALL looks awesome  &apls
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Dreamcat on October 29, 2009, 06:37:52 PM
Amazing update!  The clearcuts you have look very realistic, and I especially like the last one.  Matt's houses are looking great, as usual.  Good to see they're getting some publicity, they look great!  I'm liking the somewhat erratic nature of the streets you have there, it's wacky but it looks great in the end.  At first I saw the street layouts and I cringed, but now I like it a lot.  Good work on that!

Also, I must apologize for not commenting in so long.  Real life has been busy...surely you'd understand.  Thank you for these wonderful pictures!
Title: Re: Adara - Update 50 - October 29, 2009
Post by: danielcote on October 29, 2009, 07:00:27 PM
You're city has a nice rural aspect to it! The way the houses are all bundled in the trees makes it look cozy and I like the way you show us the steps you did to do it.  :thumbsup:
Title: Re: Adara - Update 50 - October 29, 2009
Post by: woodb3kmaster on October 29, 2009, 07:53:09 PM
What an update! In terms of magnitude, it certainly puts Nyhaven's 25th update to shame. It also reveals just how much more often I need to post here. Adara is too high-quality to go without more replies from me! Excellent work, as always, Battlecat!
I don't mean to be a grammar Nazi, Daniel, but you're really means "you are". You meant to type "your", which is the real possessive form of "you". Sorry to bother you about this, but some things just really irk me.
Title: Re: Adara - Update 50 - October 29, 2009
Post by: metarvo on October 29, 2009, 08:07:49 PM
I really like the forest and field detailing that you've shown in this update, Battlecat.  Of course, the power lines also add a fair amount of realism.  Good work!  :thumbsup:
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Bobbi on October 29, 2009, 10:03:28 PM
Awesome pictures and details. :o
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Sciurus on October 30, 2009, 03:42:06 AM
Very beautiful update I've seen &apls &apls

Guillaume :thumbsup:
Title: Re: Adara - Update 50 - October 29, 2009
Post by: djvandrake on October 30, 2009, 10:30:21 AM
Wow, so many wonderful things in this update.  The trails and forested areas look wonderful, and you've managed to make those clear cuts appealing (which is usually not the case in R L).  That triangular steet layout at the beginning of the update made for a really interesting res zone.  And your railroad looks really great.  &apls

Congrats on the 50th update!  &apls
Title: Re: Adara - Update 50 - October 29, 2009
Post by: Tomas Neto on October 30, 2009, 06:37:44 PM
Your MD is truly magical!!! Impressive and magnificent update my friend!!! Awesome!!!   &apls &apls &apls
I also loved your statistics!!! Congrats on the 50th update!!!   :thumbsup:
Title: Re: Adara - Update 50 - October 29, 2009
Post by: threestooges on October 30, 2009, 09:19:37 PM
I wish I had more time to leave a more complete comment here, but let me just say, this update was amazing. The clearcuts are a great idea, and wonderfully executed. I may look into the scrub brush thing as those pics of yours remind me of some Weyerhauser areas I passed when I was up in Washington a few weeks ago for a fishing trip. The overgrown brush and the few trees left are almost dead-on what I saw. The only thing I would suggest to improve it would be a few stumps and/or partially standing trees (though I know those are things we don't have... yet). The rock slide is a great touch, and pretty well done. There are only two nitpicks I have for it: that the color of the rocks doesn't match the color of the cliff just above the area in the pic, and that there are no other rocks visible in the area around it. 50-28 is a good example of this. One or two boulders or even just regular rocks would help blend in the rockslide with the rest of the scene. 50-36 turned out great and I'm not just saying that because of the telephone poles (though it's always fun to see something you made in use) and you did a great job of blending the lot into the scene. In 50-40, what's the smoking thing up in the top right? I don't recall that area. Great overview. the village, or whatever you want to call it, looks great nestled in the trees there. I may "borrow" a few of these ideas here in the future. You do a great job of working with the game.
-Matt
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Battlecat on November 02, 2009, 09:17:43 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Xixiz: Glad you like how the clear cuts came together!  The landslide was a last minute addition, but it came together pretty nicely.  It would be nice to see them on streets, but at least this way I can control where the power poles are pretty carefully.  I'm not sure I'd trust SC4 to handle them properly, even with some careful T21 modding.  Thanks for commenting!

Vivien (Earth quake): Thanks very much for your kind words!  Glad you enjoyed the update!

Bernhard (Nardo69): Railway branch lines are pretty common, but they're something so easy to forget about.  My only frustration is wanted to build bigger rail yards and industrial sites.  I've got to restrain myself since I haven't gotten to the more urban parts of my region yet. 

Interestingly enough, the forest is actually mostly a single tree controller, a mayor mode tool called the west coast rainforest.  It's an amalgam from one of the large tree controller packs on the LEX.  There are three tree controller sets in total, one for each of Cycledogg's terrain mods.  Thanks for stopping by to comment! 

Joe (JoeST): Thanks very much for your enthusiasm!  Glad you like it!

Ethan (ecoba): Welcome to Adara!  No worries that you haven't commented till today, I certainly appreciate that you've been taking the time to check up on the project all this time!  It's actually not surprising that my region resembles yours, my inspiration comes from the Pacific Coast of North America as well, primarily British Columbia of course.  :-)  Thanks for your comments!

io_bg: Thank you very much for your kind words!  I was really happy when I found the automata generators on the LEX, they are really nice to have around.

kbieniu7: Thanks very much, I'm glad you enjoyed this update!

Dreamcat: No apologies necessary at all!  Life happens to all of us!  I really like to showcase the efforts of the modders and batters in the SC4 community as much as possible.  There's far too much work out there to pass up on it! 

Honestly, I was cringing a bit when I put those roads together as well, I'm glad it turned out as well as I did.  Every once in a while I've seen something just about as bad, it's usually a result of a land owner blocking road construction through his property.  Thanks for stopping in!

danielcote: Thanks for stopping by!  Glad you enjoyed this update and the step by step process.

Zack (woodb3kmaster): Well by comparison, this puts my 25th update to shame as well!  Thanks very much for your enthusiasm, and for your kind words!

metarvo: Thanks for stopping in!  The power lines are invaluable for realism, glad you enjoyed the results!

Bobbi: Thanks very  much! 

Guillaume (Sciurus): Thanks for your kind words!

djvandrake: The clear cuts are a huge challenge for exactly the reasons you point out.  You are right that the reality is far less pleasant that what I've created under most circumstances.  I'm glad you think I've struck a reasonable balance here!  Thanks for all your other kind words and comments! 

Tomas Neto: Thanks very much for your enthusiasm and the congrats!

Matt (threestooges): For an incomplete comment, you've got a lot of stuff here!  Glad you liked the update!  The only headache with the stumps and deadfall tree models available is that they're a bit finicky to place, particularly peg's models.  I'll look into playing around with them more in the future though!  You're right about the rocks, I'll probably have to work a bit more on my techniques with rocks.  I've got another shot using rocks planned for a future update. 

The smoking thing in 50-40 is the mine, it seams to produce large quantities of steam on occasion!  It was a bit of a surprise, but at least it keeps the mine from disappearing in the trees.  Ideas are free, I'm looking forward to seeing what you do with them!  Thanks for all the questions and comments!

Update 51
Jackson Pass – Delmar Junction Boundary

As you might guess from today's title, among other things, I'm going to be taking care of the boundary with the Delmar Junction tile today.  Naturally, this means I've got a few cross border shots ready to roll! 

51-1: Before we get to the cross border shots, first I need to review and modify Delmar Junction a bit.  The border between Delmar Junction and Jackson Pass is mostly dense forest.  This is the only area where something more is going on, just above Jackson Lake.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3432%2Fadara5101.jpg&hash=6340d4f99f6c34c05b114193e8ede6ec5d959769)

51-2: When I originally did this, I didn't have the trees marked out for the hidden river as carefully as I could.  So I've got to bulldoze the trees down here and replant to ensure a consistent transition.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3818%2Fadara5102.jpg&hash=784977c30911dc860bd0b792ba4a6f26c3af345f)

51-3: I decided another waterfall would be a great addition to this valley as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F5722%2Fadara5103.jpg&hash=0fe77749153cf46bea19d6ddef2479cf3087b74c)

51-4: Once all the trees are replanted, this is what Delmar Junction looks like.  This shot is one of the two that will be used to make a composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F6573%2Fadara5104.jpg&hash=24b487fca8669da7c28af828b1412d74bbc6d587)

51-5: And this is the other shot that will become a composite by the end of this update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F8873%2Fadara5105.jpg&hash=626fc801960361a27d167fc990748175e4547bab)

51-6: Before I make the composites though, first I've got to work on Jackson Pass.  Here's the upper end of the valley before any work is done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F338%2Fadara5106.jpg&hash=62c2959f3678cccce39c36857ba220b4cc122925)

51-7: First, I trace out the pathways for the hidden rivers on this tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9093%2Fadara5107.jpg&hash=9914157f75ed98b8704e4a64da9f289077b19aa8)

51-8: I've added a couple of streams that weren't on the original map of this tile, but that's about how things work.  You'll be seeing a lot more of these hidden streams in the next couple of updates. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F5117%2Fadara5108.jpg&hash=130291e20447903b03cf642aa0885a4964e43c10)

51-9: On the highway just past the border, this seemed like a good location for a viewpoint.  At the very least, it adds a bit more variety to the area!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F4333%2Fadara5109.jpg&hash=bbe537cd8f2e106d3142e1aee653fe6ac8c5b528)

51-10: Here's the viewpoint from another angle.  As you can see, the last of the trees are in place now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F5894%2Fadara5110.jpg&hash=1c91a1224caa0a0c2ef3448e20be80962527a29f)

51-11: Here's the border with the first band of trees done from one angle.  This shot will be matched up with one of the Delmar Junction shots.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F430%2Fadara5111.jpg&hash=9e51ed782be060c37a0c8fa567eb96b51bef9501)

51-12: And the border from another angle.  No surprise, this one matches up with the other shot along with a second one that I'm not showing you here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F6830%2Fadara5112.jpg&hash=af1e37bdc994a6061c890e805564f2bc94cc4489)

51-13: To wrap things up for this update, here's the first cross border shot assembled together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F558%2Fadara5113.jpg&hash=4841c036288c2f01f58bb943e1170e3cdfa63f3c)

51-14: And the second one.  If I'd had more time, I would have finished detailing this second shot, but time did run out on me for this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1271%2Fadara5114.jpg&hash=6271c30587ac27e743c4aaf10ad988b37a48c946)

And that's all for today.  Fortunately, there's more coming very soon!  Thanks for all the comments!
Title: Re: Adara - Update 51 - November 2, 2009
Post by: djvandrake on November 02, 2009, 10:23:36 AM
A beautiful and realistic landscape.  &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Earth quake on November 02, 2009, 11:42:39 AM
Wonderfull landscape. :thumbsup:
The river is really nice and realistic. &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: danielcote on November 02, 2009, 03:11:01 PM
Great update! I love the view point and the highway and the lake with the water fall looks fantastic very creative.
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Dreamcat on November 02, 2009, 03:50:13 PM
Battlecat, I know you could never hold it against me for missing a few updates...but it does make me feel better about myself  ;D

I really like the way you're so meticulous about your border crossings...very well done!  &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Tomas Neto on November 02, 2009, 06:15:01 PM
Fantastic, my friend!!! Really awesome landscape!!!  &apls &apls &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: BarbarossaS on November 02, 2009, 11:48:45 PM
Nice work in letting the 2 landscapes flow together. Your eye for detail makes it look very good!  &apls &apls
I love that viewing point, it's in exactly the right spot.

Can't wait for the rest of Jackson Pass!

-Stijn-
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Nanami on November 03, 2009, 12:07:50 AM
What a realistic landscape
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Bobbi on November 03, 2009, 06:21:56 AM
Beautiful scenery. &apls &apls &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: Yan077 on November 03, 2009, 06:37:14 AM
it reminds me Alaska!!  Very nice mix of trees, and superb landscapes  &apls
Title: Re: Adara - Update 51 - November 2, 2009
Post by: ecoba on November 03, 2009, 08:07:06 AM
Wow, great work Battlecat!

Those hidden rivers are quite an imaginative idea, a good way to represent tiny streams.
We've got plenty of those down here....

Do you do all of your trees in mayor mode?

Yes, now that I think about it our regions, where they're supposed to be set, aren't far away really at all, but maybe I'll move it a bit to the north, because right now it's NE California for inspiration when I feel it should be Oregon, or Washington.

Great work, and I can't wait for more.

Ethan
Title: Re: Adara - Update 51 - November 2, 2009
Post by: JoeST on November 04, 2009, 04:31:10 AM
oh WOW :o :o :o


you are obviously magical ??? :D


Joe
Title: Adara - Update 52 - November 4, 2009
Post by: Battlecat on November 04, 2009, 11:16:33 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

djvandrake: Thanks very much!

Vivien (Earth quake): Thanks for your kind words, glad you like it!

danielcote: Glad you enjoyed the update!

Dreamcat: Considering how sporadic I am sometimes, I could never hold it against anyone here!    Glad you like the attention I pay, this one was relatively simple since there's mostly just trees here.  I expect future border crossings will be a bit more challenging! 

Tomas Neto: Thanks very much for your kind words!

Stijn (BarbarossaS): Glad you like it!  The payoff really comes when I add the next tile onto the regional composite image!  Jackson Pass is actually coming together reasonably fast!

976: Welcome to Adara!  Thanks for stopping by!

Bobbi: Thanks very much!

Yan077: Glad you like it!  It's interesting, Ethan (ecoba) was saying much the same thing.  It seems to me that most of the west coast of North America has a lot in common in terms of the landscape and foliage. 

Ethan (ecoba): Thanks very much!  I wish I could take credit for the idea of those hidden streams, but David (Dedgren) first played around with that idea in the 3RR project.  It does work out well though. 

Yes, I do all my trees in mayor mode; I find it gives me better control over the placement of the trees since the God Mode controllers can behave a bit oddly at times.  Helps that I'm fairly patient with that as well!  As I mentioned to Yan077 above, it is interesting that a lot of the ecosystems on the west coast of North America carries a lot of similarity! 

JoeST: I'm not sure it's so much magical as it is a bit obsessive!   :D  Thanks very much for your enthusiasm, hope you enjoy today's update!

Update 52
Jackson Pass – Greenspace

Hey look, a new update already, and it's only been two days!  I think it's been quite a few months since I managed to pull that off.  Best part is, I can already promise one more update this week, probably Friday or Saturday.  Today I'm going to play around with green space a bit more and continue filling in the area near the Delmar Junction Border. 

52-1: Over the course of the next two updates, I'm going to fill in this block of land between Delmar Junction, Jackson Pass and the Mt Garibaldi Ridge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F5485%2Fadara5201.jpg&hash=d4c756e22b2621655624076a43f051688f34cacc)

52-2: Going right down to the micro scale, I think this area needs a small pond right about here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F6986%2Fadara5202.jpg&hash=f1027fd06b9d5c94f23c1564aa6f9dfafd400f68)

52-3: First, with the grid on, I trace out the rough edges with quarter sized Tahoe Water (by Pegasus). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F46%2Fadara5203.jpg&hash=95db04fa55e4a409467c90ad11e1fccd5d2e7ccc)

52-4: Using the sand shoreline, some of Pegasus' new grasses, I've begun to establish the basic details of the area.  I'm also playing around some more with the rocks, this one is meant to be a fairly old rockslide. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F1678%2Fadara5204.jpg&hash=f9c8ff076f8bff8c2e1fc981a651c106b59dd429)

52-5: Zooming out a bit, now you can see how the rockslide fits into the area.  A flower and grass filled scar is dotted with a handful of aspen trees (very enthusiastic colonizers). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F4016%2Fadara5205.jpg&hash=987c6ac77208e79ff53a9188c375042b192d604b)

52-6: Continuing at the further zoom, there's a trail to this small lake.  A couple of picnic benches are on the edge of the hill above it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F6017%2Fadara5206.jpg&hash=e861a4a92a78eecfd5ffbf7c38b73108e8aa216f)

52-7: And then with great enthusiasm, I pull out all the other floral tools and fill in a large meadow around the edge of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F6205%2Fadara5207.jpg&hash=56259f1ea8d8fba18e4916787b09bcbbc31ecdab)

52-8: Here's the pond from another angle.  As you can see, the picnic tables are just at the edge of the meadow, they'll have a pretty nice view of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F8190%2Fadara5208.jpg&hash=e45e61cbd88578f425cfa559deb61d747254de96)

52-9: Before I wrap up today, I'm going to fill in the wedge between the pond, the hidden stream and the highway.  After all, that trail has to start somewhere. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F1998%2Fadara5209.jpg&hash=e70c5957f4fa3d63444ea86be4587362fdf2dadb)

52-10: And there's always room for another campground.  This area will be just inside the border of Jackson Lake National Park when I draw out the map.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F3497%2Fadara5210.jpg&hash=81dbc5d036ae5e0402265c58014dd4de6c591bd0)

52-11: Finally, to wrap things up, the area needs trees.  Lots of trees!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F6236%2Fadara5211.jpg&hash=0af4482b840b630937a18085e93ea2ea4f5bcb39)

52-12: And one more slightly closer view to get a better look at the pond, trail and campground. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F5433%2Fadara5212.jpg&hash=152ec8320a4051ab9f6d14fe2e6f44ce56cb2667)

That's all for this update, but don't worry, there's another one coming right on the heels of this one!  Hope you enjoyed it, see you all soon!
Title: Re: Adara - Update 52 - November 4, 2009
Post by: Tomas Neto on November 04, 2009, 11:30:43 AM
Every update you make is like a lesson in how to properly play the SC4! Impressive update again!
Title: Re: Adara - Update 52 - November 4, 2009
Post by: Earth quake on November 04, 2009, 11:34:37 AM
Excellent update. :thumbsup:
Your tutorial is very well accomplished and interesting. &apls
Bedside, the camping (or campground) is really nice and the overview of this forest is impressive.
Title: Re: Adara - Update 52 - November 4, 2009
Post by: threestooges on November 04, 2009, 11:40:58 AM
The rock slide looks better in this application, and the flowers behind it are a great touch. I'm not sure what options you have, but the actual rocks in the slide looked a bit uniform. Perhaps feather out the top with a few smaller ones if they're available and have a bit of one of those gravel plops that I think Peg has. Aside from that, the pond looks good, the campground is a nice touch, and I like your tree selection. Those mossy CP Pacific Northwest type trees always look great, but I've yet to find a good space for them in Greenacre, though you're making want to try more and more. Looking forward to what's coming next. How goes your swordfighting (or at least your practice)?
-Matt
Title: Re: Adara - Update 52 - November 4, 2009
Post by: Dreamcat on November 04, 2009, 12:02:12 PM
Nice campgrounds you have here, Battlecat.  You're still using the Olympic Tree Controller, right?  The trees look fantastic.  Nice little pond there, as well.  You do such fantastic work with the RRP tools...that meadow next to the lake is RRP material, amiright?  You make such amazing nature.

Have a wonderful day.  ;D
Title: Re: Adara - Update 52 - November 4, 2009
Post by: BarbarossaS on November 04, 2009, 01:26:16 PM
Wow, we're getting spoiled this week  ;D
I love your attention to detail. The way you make it look like there's really been a rockslide with the little space between the trees is so realistic!
It has become a beautiful lake, with the trail, picnic area and campground! You've done a great job with it.  &apls &apls

Love to see a composite image the next update, to see how everything fits together. But don't rush it on my account  :P

-Stijn-
Title: Re: Adara - Update 52 - November 4, 2009
Post by: Glowbal on November 04, 2009, 01:45:24 PM
that looks impressive. Nicely done. Mostly, im not really a fan of these plopable stone/trail things. But you made it look good!  :thumbsup:
Title: Re: Adara - Update 52 - November 4, 2009
Post by: danielcote on November 04, 2009, 03:10:58 PM
I'd love to stay at that campsite! its lovely.
Title: Re: Adara - Update 52 - November 4, 2009
Post by: ecoba on November 04, 2009, 03:31:38 PM
Another Update? and another one on the heels?

This isn't a bad thing, but I feel like I'm soon not going to be able to keep up!

Well, now actually to the update: Of course, it was marvelous! Greenspace is definitely wonderful, and you certainly do a perfect job of creating enjoyable greenspace. Jackson Pass is an interesting little city, and the variety of the subjects (I hope you understand this) that you add (In great detail, I may add) just make it even more enjoyable.

Yes, the environments along the West Coast seem to not have much of differentiation (did I use that word right?), but, actually, I live less than 5 hours from the East Coast.  :D . Althuogh, I have been to the West Coast, (Not as far North as Adara is set,) so, it was of course, a bit different.

I like your usage of the PPonds, and you've done wonders with the flora. National Parks now? Cool. That's quite a nice campsite you've got there, and (even though I don't care for camping) could probably manage a night there.

With of course my, ehm.., adjustments....

Ethan
Title: Re: Adara - Update 52 - November 4, 2009
Post by: woodb3kmaster on November 04, 2009, 04:58:34 PM
Wow, two quality updates in such a short timespan! You really make rural landscape design look easy, even though I'm sure it takes up plenty of your time to get the right feel to areas like the one you just laid out. The last update is just outstanding, with the trifecta of campground, trail and pond to make the scenery interesting. I could look at those pics for hours and not get bored! Congratulations on another job well done.

Zack
Title: Re: Adara - Update 52 - November 4, 2009
Post by: sumwonyuno on November 05, 2009, 02:12:27 AM
First, I need to apologize for not coming here any sooner.  :-[   All this time you were coming to my mayor diary!  Second, I'm in awe of the quality of your work and your gameplay strategies.   :o
Title: Re: Adara - Update 52 - November 4, 2009
Post by: Bobbi on November 05, 2009, 02:25:49 AM
Good campsite. &apls
Title: Re: Adara - Update 52 - November 4, 2009
Post by: djvandrake on November 05, 2009, 09:54:17 AM
More beautiful landscape.  Looks like a wonderful place.  &apls
Title: Adara - Update 53 - November 6, 2009
Post by: Battlecat on November 06, 2009, 11:20:36 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: I'm glad you're enjoying the extra details I've been adding in about the steps I take to create my scenes.  Thanks for stopping in!

Vivien (Earth quake): Thanks for your kind words, I'm glad you find the tutorial style interesting! 

Matt (threestooges): Those are some good ideas for continuing to improve the efforts I'm making with rocks.  I'll be playing with the rock options some more in the near future.  One of the headaches I run into is that a lot of the plopable rocks available can't be clustered very tightly, but I've found a few more options I'll mess with in the future. 

Glad you enjoyed the rest of the update.  Those mossy pacific coast trees are pretty specialized and they do play very nicely with the Olympic Terrain style.  Sword fighting is wrapped up for now, it was a very fun class and I intend to continue with it in the future.  Unfortunately, right now it's just a bit further to travel to get to class than I would like but I plan to move closer in the next couple of years (my work is halfway between my home and the sword fighting school.

In the meantime, one of my friends and I have both purchased training rapiers and we plan to keep in practice until we are in a position where we can attend class again!  I keep meaning to post a shot of the rapier; unfortunately, I can't find my digital camera.  Hopefully I can track it down soon!

Dreamcat: Glad you like them!  Yeah, I'm using the mayor mode Olympic tree controller!  I prefer the style of forests produced by that controller for the purposes of the high mountains!  The meadow is a mixture of RRP and the new flora options by Pegasus.  Glad you like it!

Stijn (BarbarossaS): There might be a bit of spoilage involved here, but I hope to keep the pace of updates high, around 2 per week minimum!  Little rockslides like that are so common on lakes around my region, it's hard to believe it's taken me this long to try replicating one!  There will be a lot more features like that coming in the future as I continue playing with various plopable tools!

No worries, at the rate Jackson Pass is coming together, I expect there will be a composite image of the area in another couple of weeks!  I'll stick with the tradition of presenting composites, major mosaics and maps while I get the initial prep done on the next city tile!  Thanks very much for your enthusiasm though!

Glowbal: Thanks very much for your comments!  Those trails are a bit of a challenge to use, but they are quite handy for creating organic trails!  I've been messing around with other applications, but mostly they're pretty specialized. 

danielcote: Glad you like it, thanks for stopping in! 

Ethan (ecoba): This many updates in a row is pretty unusual, but things came together so nicely with this area, I couldn't resist!  Glad you enjoyed the greenspace in the last update!  Actually it's an interesting thing about the west coast, while the forests look pretty much the same from a distance, there's a pretty gradual transition from dryer forests in California, through the rainforests through to the cold forests of Alaska.  They all have subtle differences, but at the scale we use in SC4, it's really not terribly relevant or visible. 

Interesting thing, the National Park is actually already on the map as part of the Delmar Junction update.  I really do enjoy cluttering up my maps with interesting features and borders!  Camping's not for everyone, and this particular site's a bit close to the highway for my personal tastes, but it's fairly realistic regardless.  I would guess you prefer RV camping to tents?    Thanks for all your comments!

Zack (woodbk3master): Thanks for your kind words.  I do usually go through a few drafts, but I'm pretty careful.  Occasionally, I make silly mistakes, like accidently plopping a tree or flowers in the middle of a lake.  Fortunately, with the way plopable features work, I usually only have to bulldoze one tile.  Glad you enjoyed the scenery!   

sumwonyuno: Welcome to Adara!  No apologies necessary, there's such a wealth of talent here, it's easy to miss an MD or two.  I find one I've missed about once every couple of weeks or so!  Glad you enjoyed your first visit, hope to see you drop by again soon!

Bobbi: Thanks very much!

djvandrake: Thanks!  Glad you like it!

Update 53
Jackson Pass – Lower Density Homes

Yes indeed, a third update in one week.  No idea if I'll be able to keep this pace up, but it's been pretty fun!  Today, I'll be wrapping up the rest of the area on this side of Mt Garibaldi.  I've got some more extra low density housing and a bit more experimentation with clear cuts today!

53-1: Here's the layout of the first of two extra low density residential areas in the remaining space. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2816%2Fadara5301.jpg&hash=e7a4dbbfe3fe2b6011a8810cc1f8c765a4266836)

53-2: It's tucked between the two hidden streams on a fairly flat chunk of land.  When I'm done here, this subdivision should be pretty much invisible. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F4083%2Fadara5302.jpg&hash=8533d0087d8c4198f39b93c20ee8ce7868615ef8)

53-3: Here's the initial housing that developed, I expect it'll change a bit more as I continue to run the game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F4216%2Fadara5303.jpg&hash=1bb5d5bc4320b4d168b05f600f93c7fd86805254)

53-4: A bit further along the highway towards Delmar Junction, there's room for one more small extra low density area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F1509%2Fadara5304.jpg&hash=f89304fad0c713863a5ff338c05f51909c2fbb86)

53-5: A plopable gas station and general store fit in quite nicely right next to the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F7012%2Fadara5305.jpg&hash=9da77040b0aea8742be450baeeba29c686cf9cd2)

53-6: The rest of the zoning is now in place, I've added one more street into the original design.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F4405%2Fadara5306.jpg&hash=bf579244c1ad9d3dc4642d4ad7b3d3d2d1db7564)

53-7: One last look at the housing before it gets hidden away.  Now you see it . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F2771%2Fadara5307.jpg&hash=66cb223629227e068ccfed1a7371df0eec3c02ca)

53-8: . . . and now you don't!  The trees really help bring this particular subdivision design together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F8945%2Fadara5308.jpg&hash=2fc9092eee09247dbb1c00cba513d127d9ec3a3b)

53-9: Here's a closer shot of the small commercial area, now with more trees!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2475%2Fadara5309.jpg&hash=79f71180a4e5dec064ec0726a203b79df6c1c127)

53-10: And a quick shot of the other residential area, now in it's finished format! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F9199%2Fadara5310.jpg&hash=8ce28b8147f9dc5609e15f1d2d280730f3ecb5c1)

53-11: Zooming out a bit, here are the two subdivisions, showing their close proximity to the pond from the last update.  The developer of this area really pushed up close to the park boundary! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F9706%2Fadara5311.jpg&hash=3a90a34c7155d0a36a5fd6aa9ce40423c75adc7d)

53-12: From a bit further out you can see how these two residential areas are located relative to the town of Jackson Pass.  The pond and one of my clear cuts earlier update are also visible in this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F9224%2Fadara5312.jpg&hash=380f6f6e549b14fe52341795e838f6f7dc3baa80)

53-13: Speaking of that clear cut, a bit more work was necessary with one of the forest service roads from a few updates back.  I decided to extend it to the map border as an older forest service road using a series of dirt tracks.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F9851%2Fadara5313.jpg&hash=81a2ab62cbe7869b6eaaa0b918935f600fac7065)

53-14: Additionally, I'm going to run you through an attempt at making an extremely old clear cut.  The idea I originally had here was that this would be a clear cut that's pretty much ready to be logged again.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F9842%2Fadara5314.jpg&hash=bbf19bef42d0f00d3a34c7540c6d12e289fca521)

53-15: In all honesty, once I'm done here the effect is going to be pretty subtle.  I've added a large number of aspen groves and some dense groves of cedar trees.  The idea here is that the forest composition isn't quite the same as the surrounding forest.  Similar but different is the goal.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F6687%2Fadara5315.jpg&hash=a585e59f71cf119570ec9cc11370063d8bfe9d11)

53-16: I filled in the rest of the area with a light brushing of the Olympic controller, plus a slightly larger bias towards the red cedar trees in particular.  It's a subtle effect, but it's still there.  Call this an early experiment; I'll probably mess around with this kind of thing more in the future!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F6360%2Fadara5316.jpg&hash=a620ca6f9f6dc27519df4407cba7c5f5cbee8f4d)

53-17: With that batch of trees in place, I've effectively finished this side of the Mt Garibaldi ridge.  There's still some more trees to go on the mountains themselves, but I'll take care of that once I've gotten a feel for what I'm putting on the other side of the ridge by Willison Lake! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2282%2Fadara5317.jpg&hash=99302fbaf33b8a774cf06f0b8910f84436b27bee)

That's it for today.  Next time, I'll rotate the view around a bit and get started on the Williston Lake side of the ridge!  Have a great weekend!
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Earth quake on November 06, 2009, 12:26:51 PM
Wonderfull update. &apls
The small villages interspersed in the forest are very splendid.
The picture 53-9 is really beautiful and realistic.
Finaly the last picture is really impressive and the trail is nice.
Title: Re: Adara - Update 53 - November 6, 2009
Post by: ecoba on November 06, 2009, 03:56:20 PM
Ooh, such a pretty mountainside, Battlecat.

I like those low-density subdivisions, not quite different from the one outside of our town. That's a nice variety of housing in the subdivisions too. Is that the Euro style Maxis along with the Mattb325 houses? It seems like it might be nice to add some brick houses though, 50s style maybe.  ;D

I really like those small commercial buildings, are they by SimGoober by any chance? Or are they from another BATer?

I like this new design of clear cut, much more heavy. No, I would definitely be the RV Camper, if I were to camp at all. I like my nice, dry buildings, although I could probably live in a small country town!  ;D

The new clear-cut is very innovative, I think it's a very good way to represent the almost-ready-to-be-logged cuts very well. Although, I really also like the old style too, and I think that I like the SAM Dirt Streets for logging roads better than those dirt trails, maybe it's because they don't have any wide-radius curves.

Ready for update 54!

Ethan
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Dreamcat on November 06, 2009, 05:38:11 PM
Man do I love your residential areas.  And I must say that things look 100% better with trees, but that's a given.
Thanks for another great update.
Title: Re: Adara - Update 53 - November 6, 2009
Post by: djvandrake on November 06, 2009, 06:38:33 PM
Very nice. Those low density neighborhoods just dissapear in the trees.  &apls
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Tomas Neto on November 07, 2009, 12:20:22 AM
You create reals worlds, while playing SC4!!! Impressive the beauty of your images!!! Awesome update my friend!!!  &apls &apls &apls
Title: Re: Adara - Update 53 - November 6, 2009
Post by: woodb3kmaster on November 07, 2009, 01:17:05 AM
Those have to be the best exurbs I've seen anyone create in SC4, though I honestly haven't seen very many. Ultra-low-density developments like yours are all to frequently omitted from people's cities, as I know all too well from experience (though, to be fair, I'm rather unfamiliar with exurbs, since Los Angeles doesn't have any on account of the scarcity of water down here). The houses tucked away into the forest look just like I've always imagined that exurbs might look. Great job!
Title: Re: Adara - Update 53 - November 6, 2009
Post by: kwakelaar on November 07, 2009, 03:47:54 AM
Great to see all the different updates from an area that is essentially a lot of forest. With all the small details you are adding, it is still interesting to follow your development.
Title: Re: Adara - Update 53 - November 6, 2009
Post by: metarvo on November 07, 2009, 05:43:43 AM
Nice subdivisions, Battlecat.  :thumbsup:  They remind me of the ones I've seen in RL, sometimes miles away from any cities.
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Fabian93 on November 07, 2009, 11:01:30 AM
Fantastic update &apls
I'm still quite new to this MD, but I try to follow it very closely, since I'm currently working on rural areas myself and you are definitively a huge inspiration &apls

I'm looking forward to more :thumbsup:,
Fabian :)
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Nanami on November 07, 2009, 04:41:05 PM
Awesome
Title: Re: Adara - Update 53 - November 6, 2009
Post by: sumwonyuno on November 07, 2009, 08:02:06 PM
Heh, you're strategy of roads -> zones -> development -> trees is slightly different than my strategy of roads -> trees -> zones -> development.
Title: Re: Adara - Update 53 - November 6, 2009
Post by: Bobbi on November 08, 2009, 08:30:44 PM
Great update again &apls
Title: Adara - Update 54 - November 9, 2009
Post by: Battlecat on November 09, 2009, 10:58:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Vivien (Earth quake): Thanks for stopping in!  I do like how 53-9 turned out as well, it's amazing how much of a difference trees make!  Glad you like how it all came together!

Ethan (ecoba): Thanks for your enthusiasm!  I've got the housing style selector set for switching on 5 year intervals, it helps keep the maxis homes that inevitably develop from getting to monotonous!  The commercial building on the left in 53-9 is indeed on of Simgoobers lots, the one on the right is a historical gas station by dk1 and can be found here (http://www.simtropolis.com/stex/details.cfm?id=20267) on the STEX. 

Glad you like the results on that clear cut.  I would prefer to use the dirt streets for this as well, except for the problem of my slope mod!  Logging roads tend to be quite steep, and the streets as they are in my game have a fairly shallow slope limit.  I think I might be able to craft an alternative solution to this issue though.  It'll probably take a bit of time though, it'll just have to go on the pile with all the other great ideas I just haven't had time to actually mod into existence yet!  Thanks for the inspiration! 

Dreamcat: Yeah, if you haven't noticed by now, I love using trees in this game. Ever since cycledogg released his set, I never get tired of putting them on my maps!  Thanks!

djvandrake: That was my goal, it's amazing how much development you can hide with these large trees! 

Tomas Neto: Thanks very much for your kind words!

Zack (woodb3kmaster): That's a good name for this development type.  And actually now that I think about it, it's probably the accurate technical turn as well.  Exurbs are incredibly common in my region, and many of them do look a lot like the ones I've built!  Some of them are even lower density than what I've created.  Thanks for commenting and for providing the appropriate term! 

kwakelaar: Glad you're enjoying the effect, I'm actually really pleased about the diversity of the development styles that I've managed to create on this tile!  Glad you are still enjoying this area!

metarvo: Thanks, that's exactly the style of development I was shooting for!

Fabian (Fabian93): Glad you're finding the rural aspects of this project inspiring!  I certainly find your urban work inspiring, and eventually I may even get to a point where I can put that inspiration to good use!  Thanks for visiting!

976: Thanks! 

sumwonyuno: Indeed it is a very different strategy from yours!  I actually developed this strategy based off the style of journal I'm building.  My goal is to craft a world tile by tile, without making major development changes after the fact.  So to make the game run faster, I only add the trees as necessary, since the more trees there are on the tile, the slower it seems to run. 

As well, an odd quirk of the game with trees, when a growable lot develops, most of the trees in tiles immediately adjacent to the lot disappear.  So, adding the trees afterwards just saves me the trouble of doing the job twice!  Thanks for stopping in! 

Bobbi: Thanks very much!


Update 54
Jackson Pass – Going Around the Mountain

Welcome to update 54!  Today I'm moving across the mountain ridge to the Williston Lake side.  This area actually has an odd quirk that's caused me a lot of headaches in developing it.  I'll explain that before I start with a quick sketch map.   

54-1: And here's the sketch map, give it a quick look over and then I'll explain the implications of this drawing.  The thick red lines on the Jackson Pass tile represent the approximate route of the two highways on the tile.  1 marks the location of the town of Jackson Pass, and 2 marks the location of the second town site I'm starting on today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F2357%2Fadara5401.jpg&hash=383bf7a37ed7e0f330604c56b841d43214dbf502)

So here's the issue.  The Jackson pass tile is connected to Delmar Junction through a road connection, which carries all the demand of the region through to this tile.  So there's actually a bit more housing in Jackson Pass than there are jobs since a bunch of people are commuting to Delmar Junction from the location marked by 1. 

Here's the quirk.  Demand is tile wide, but the town I'm starting at location 2 isn't actually connected directly to any of the active towns in the region.  So this town is getting a massive demand boost for housing development through the Jackson Pass connection, but it doesn't actually have any way for people to drive to those jobs! 

So you'll notice a few no job zots on occasion as this town builds because homes are developing based on regional demand but the people can only access the businesses that are developed in town.  Obviously this'll fix up once I develop the town directly south of here, but for the moment, this is going to be interesting!

54-2: Here's the area I'm going to be starting on today.  The first thing on my list is to adjust the highway a bit.  I'm not happy with how it turned out, so a tweak is in order. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F2268%2Fadara5402.jpg&hash=295821d716e4b013f8018165c6e7190c451369d8)

54-3: Straighter is better in this area, and it makes a lot more sense from a highway designer perspective.  The idea here is that the 4 lane section is a passing zone.  It just happens that it runs through the center of my future town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F6691%2Fadara5403.jpg&hash=975d84d2f21f284d23459a2a4e1597e44b05eaa9)

54-4: First on the list, an interchange to provide access.  I would expect the town council demanded this when the highway was widened to make room for it.  By the way, I've decided to call this community Salmo. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F3818%2Fadara5404.jpg&hash=80ad50d08ae7e8e689cc93035613be0c563f30a8)

54-5: To give you an indication of the final size of the community, we've got a Safeway and a Super 8 Motel here.  It's not going to be a huge community, but I expect there will be a couple more small clusters of homes along the highway that would use some of the services here.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1726%2Fadara5405.jpg&hash=4d67e4efcdc814dcd9759df603f3de78649bf2a9)

54-6: Working along, I've wound up developing this twon in four quadrants.  I'll be finishing up the cliff side of the highway first.  With some careful development, I've created Cliffside Drive, a nice variety of homes with great views of Williston Lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F8974%2Fadara5406.jpg&hash=f71bc1c1931342951cb107f9b1d3b9d7980e93f6)

54-7: Continuing to fill in the gaps, here's the town from another angle after the majority of the zones have filled in.  I'm zoning for 2x2 residential in most this area; I really like the resulting lots that are developing.  This is a low density community through and through.  Interesting note, the only block of medium density residential in the region to date was way back in Alexandria.  I think I might change that on the next tile though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F7895%2Fadara5407.jpg&hash=13c1661214affcbf9304f46898a83762cfece823)

54-8: I left a pretty large gap behind these homes, rather than trying to fill it in with roads to add more homes, I've got a different idea.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F4382%2Fadara5408.jpg&hash=b3f6d1cffc9f3240ffdf84f9754f78fe7b68f3a9)

54-9: I found these low wealth style bike trails on the STEX a while back, and I think they fit the style of this town quite nicely.  Most of the remaining gaps are filled in with seasonal trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F844%2Fadara5409.jpg&hash=6733eefee5b70727d1bc8fc58cd6c3e6138a5aa9)

54-10: Over near the highway, the same seasonal trees make an excellent sound barrier. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F3802%2Fadara5410.jpg&hash=9215c123ef57260b17de9e7bf81fc62ffa21375a)

54-11: And that pretty much takes care of quadrant 1 of this town.  But I'm not done yet for today!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F8956%2Fadara5411.jpg&hash=a7f648d01d7cd4be91b62527b0c4a590abea228f)

54-12: Just a quick shot of a few homes overlooking Williston Lake before I move onto quadrant 2. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F2126%2Fadara5412.jpg&hash=e004a63a72d3d9a7276200f100e7bab3281e00ed)

54-13: As I develop my way though Salmo, I really want to avoid making the four quadrants perfect mirrors of each other.  The access road to this area is beside the Safeway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F8539%2Fadara5413.jpg&hash=57ce3472080805ccf10c5125ed1ce2423c93643b)

54-14: Of course I forgot to take any intermediate shots for this area, so here's the finished project complete with trees!  That last undeveloped lot is going to be filled with a plopable feature. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F5732%2Fadara5414.jpg&hash=17a72e6a67de10b83ba4831f9fc308be9992b183)

54-15: A small church fits quite nicely into this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F7992%2Fadara5415.jpg&hash=0077e9b1af5a1287bf7ed802f7bc0f6ca2e7ee67)

54-16: A small commercial strip faces the side of Safeway.  A small art gallery is tucked in between blockbuster and a batch of other stores. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F8985%2Fadara5416.jpg&hash=51b69961209c0a31392a43a85be657977d182512)

54-17: There's not a wide variety of homes in this area, but it turned out pretty nicely!  The prop families on these lots help a lot! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F5200%2Fadara5417.jpg&hash=ff4f227d1dfaefcd693879cfec41a8630afe7076)

54-18: Behind these homes, there's a trail down to the lake.  I'll be detailing the lakeshore in a future update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F92%2Fadara5418.jpg&hash=6b18ed318401f11a4029e62d0334a54ce21fb100)

That's all for today, but once again, I've got another update coming down the line soon!
Title: Re: Adara - Update 54 - November 9, 2009
Post by: sumwonyuno on November 09, 2009, 11:50:49 AM
Oh, I didn't realize it was plopped water at first  ::)

I've had that quirk too, and I've taken advantage of it many times.  The lake side town turned out quite nicely.
Title: Re: Adara - Update 54 - November 9, 2009
Post by: ecoba on November 09, 2009, 07:01:21 PM
Oh, a pretty, shiny, new town.

I like the name Salmo, I would move there, any listings for the homes in one of the quadrants?

Gee I really wish I could get Matt (Mattb325)'s houses to grow! They would really improve the smaller towns that I've been trying to build now.

I like those bike trails, unfortunately, they wouldn't go in my plugins correctly, and I have not been able to work with them... sigh...

Those are by 6459978 right? I sometimes use his ploppable homes to create some suburbs.

Oh, it looks like the lakeshore is going to be very nice, but will it be RRP flora or Pegasus flora? Find out next time...

Ethan
Title: Re: Adara - Update 54 - November 9, 2009
Post by: djvandrake on November 09, 2009, 08:43:40 PM
Fantastic.  You're really doing a great job of making this lower density city look very convincing.  I especially like the use of the seasonal trees and bike trails between the homes.

Great stuff.  &apls
Title: Re: Adara - Update 54 - November 9, 2009
Post by: Bobbi on November 09, 2009, 09:48:53 PM
Great update! :thumbsup:
Title: Re: Adara - Update 54 - November 9, 2009
Post by: tooheys on November 09, 2009, 10:51:39 PM
Battlecat, the town is coming along nicely. :thumbsup: The Mattb houses are some of my favourites, up there with JenP and SG.

Will be watching to see what you do along the river.

Dave
Title: Re: Adara - Update 54 - November 9, 2009
Post by: woodb3kmaster on November 10, 2009, 01:50:38 AM
Indeed, "exurb" is the usual term for such ultra-low-density developments. I read quite a bit about them in Robert Bruegmann's excellent book Sprawl: A Compact History, which is why I know so much about which parts of North America have them and which don't.

Anyway, on to the newest update. Salmo sounds like a very nice name for a town, and given the parts of it that you've built so far, I think it fits quite nicely. The views from those cliffside houses must be the envy of the region! From what I can tell, you appear to be using a set of random woods lots that I'd love to get my hands on. Did you make them yourself or download them?

As always, I look forward to the next update!
Title: Re: Adara - Update 54 - November 9, 2009
Post by: Earth quake on November 10, 2009, 11:28:30 AM
Splendid Upate.
I really like your "exurb" near the lake and the interchanger is look nice. :thumbsup:
Title: Re: Adara - Update 54 - November 9, 2009
Post by: Tomas Neto on November 10, 2009, 12:05:55 PM
Wow my friend, It's a pleasure to see your city to born and to prosper!!! Awesome work!!!  &apls &apls &apls
Title: Re: Adara - Update 54 - November 9, 2009
Post by: Nardo69 on November 10, 2009, 12:18:49 PM
Nice one but completely not German. In the neighbour village they are just rebuilding the A8 (an old Reichsautbahn build before WWII) just because it passes the two parts village on an embankment ...
Title: Re: Adara - Update 54 - November 9, 2009
Post by: Dreamcat on November 10, 2009, 03:05:58 PM
You know of the 'tastyzots' cheats, am I right?  If you are having problems with zots interfering with your landscapes you can always stick that in.

You have a charming little community there, Battlecat.  I really like the highway, but still, even with the trees for the sound barriers, wouldn't things still get a little noisy?  At least, that's what I'd think.  I love the low-wealth bike trails.  Do you know who made them?  I'd like to get a hold of some.  Very nice work with Matt's houses.  They make the area look just perfect.  What I want to know is how do you get them to grow so much?  Whenever I lay down zones I get only a handful of Matt houses and mostly Maxis lots.  Do you use Nomaxis or some other such plugin?

I also have to say that I really like the path going down to the lake.  Very nice and windy and realistic.

As always, great job.  But I have realized the only shots you have in your MD are day shots.  I'd like to see some sunset and night shots, perhaps.  Instead of only doing construction shots, you should have a few more close-up shots just of finished areas, because I think that is the one thing your diary is lacking.

Thanks for another great update, and keep up your excellent work!  Until next time...
Title: Adara - Update 55 - November 12, 2009
Post by: Battlecat on November 12, 2009, 09:35:32 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

sumwonyuno: It really is amazing how good some of the latest plopable waters look!  This particular quirk became a bit of a headache for this update, but I think I sorted it out in the end.  Hope you like the remaining work on the urban portion of Salmo!

Ethan (ecoba): Thanks for all your enthusiasm!  Glad you like the town name, it's actually the name of a real town in BC.  Let me do a quick look to see if any places are available!

It's funny you know, Mattb's homes are growing almost unstoppably in my region.  I suppose it must be because of the massive quantity of farmland I've got in my region; low wealth residential demand is through the roof!  Strange that you're trouble with those bike trails, they're pretty simple lots.  Yes indeed, they are the ones by 6459978.  I considered Shadow Assassin's trails, but they aren't quite appropriate for this town. 

We're not onto the lakeshore quite yet, but it'll most likely be a mix of RRP and Pegasus flora, much like what I did on the Vavenby tile.  Thanks for stopping in!

djvandrake: Glad you like how the town is turning out!  Thanks for your kind words!

Bobbi: Thanks very much for stopping in!

Dave (tooheys): Mattb really has provided an incredible diversity of homes, I particularly like this set since it includes a nice batch of low wealth homes to improve the look of these small towns I've been building!  We've got one more update for Salmo before I move onwards to the short of Williston Lake and the rest of the area.  As a quick guess, I'd say two more updates after this one to finish this tile. 

Zack (woodb3kmaster): Very cool, you're certainly better read on the subject of suburban development than I am, which is rather ironic considering I work for a municipal government!  I might have to try to track down that book.  But we don't really have any exurbs around here.  The closest thing we have is true suburban development creeping up the hills into our forests.  There are a lot of these further out the valley but they don't come up in casual conversation with the planners here.  It certainly is nice to have the appropriate word for it, easier than coming up with a descriptive title in the future! 

I have no doubt that those lots would be the envy of the region, but I expect the local engineers are watching that cliff face carefully!  Just like Vavneby, Salmo is the name of a small real world town in BC, this time in the South Central part of the province.  Glad you like the name!

As for the trees, those are the creation of Dave (Dedgren) for the Three Rivers Region project.  They are available here, about halfway down the page (http://sc4devotion.com/forums/index.php?topic=5603.0) named cp/cycledogg seasonal tree lots.  There are a lot of options, but I haven't installed the majority of the lots for the sake of my parks menu.  I've only installed the four variations on the 1x1 lot (4 in total).  As I place each type, I leave gaps to vary the lot and then rotating them randomly as I place them.  So I've got 4 lots, 4 different angles and random placement. 

Earth quake: Glad you like the look of Salmo so far!  Thanks for visiting!

Tomas Neto: Thanks very much!  Glad you're enjoying this small town.

Bernhard (Nardo69): This town actually reflects a fairly common development pattern here in BC.  First, a small highway is built (1 lane in each direction).  Then the various small towns along the highway grow around it and expand off into the hills.  Then the highways department comes along and widens the road through town using the wide legal right of ways they keep for that purpose here. 

Traffic lights are installed at a four way intersectionsince this is a highway, not a freeway.  Usually that's where the story ends, but since we don't have T21 traffic lights for a RHW – Road intersection yet, the interchange is just a better visual choice.  Generally in BC it's like pulling teeth to get the funding to build a bypass or grade separated interchange.  Thanks for commenting!

Dreamcat: The zots don't bother me too much, after all I'm playing the game without demand mods for good or ill!  They are an important indicator that something is going wrong; it just hasn't come up to often in my games!  The weirdness I described in the last update caused be some troubles, but I think I managed to get it under control. 

The bike trails are available here (http://www.simtropolis.com/stex/details.cfm?id=13100) on the STEX.  They're a creation of 6459978. 

When it comes to Mattb's homes, I'm honestly quite surprised about how many of them are developing in my towns!  I think the issue that a lot of people are encountering with these lots is that they actually have a pretty high number of residents.  It's possible their stage is a bit higher, but I'm not 100% sure why I'm getting them so easily!  I'm very carefully zoning 2x2 lots in Salmo to ensure a nice tidy neighborhood; that might be helping things out as well. 

You've made an excellent point about providing more close up shots of completed areas, plus some night and sunset shots.  I'll see what I can do to remedy that oversight today!  Thanks very much for your comments and enthusiasm!

Update 55
Jackson Pass – Nighttime in Salmo

Here we go once again with another update to wrap up the urban core of town of Salmo.  Only a day later than I'd originally planned due to family commitments yesterday!  Today I'll wrap up development of the urban area, and do my best to avoid messing up the town to much due to the quirk I mentioned at the start of the last update.  It did wind up causing me some pretty annoying problems, but it won't be terrible apparent in this update. 

Additionally, you can thank Dreamcat for the shots that are at the end of this update, I honestly can't believe I've gone through 55 updates without a single night shot! 

55-1: To start with on the North side of the highway there's a small clinic.  This area will be a matching commercial area to the south side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F2492%2Fadara5501.jpg&hash=c7504b2640065f8f189c501c2d4542e5e623cc92)

55-2: An electronics store and a Denny's restaurant  along with a small gas station are the major features here.  It's funny just how big some businesses in small towns like this can get.  I guess they depend on there not being a competing business in neighboring communities. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F2734%2Fadara5502.jpg&hash=d8811386a7d36952e693b3f61afd4b30814e5cfa)

55-3: This area is quadrant 3 of the town, and where I'm going to develop next.   That little lot that's in the middle of the area is the MML for the BSC parks from when I was placing a couple of playgrounds in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F2036%2Fadara5503.jpg&hash=e23f1b791b3ccfcd3a684e426229ac2128de24c4)

55-4: Here's the initial zoning layout.  As with the last update, this is mostly 2x2 lots for residential. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F535%2Fadara5504.jpg&hash=983ecae34394152ca150d0fd06b5de028c8fa776)

55-5: In case you're wondering, the demand for low wealth residential is through the roof.  This are developed very rapidly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F4374%2Fadara5505.jpg&hash=5d3b9b44bf1d92051ff039dea6d5d8d567000169)

55-6: Before I finish the final details on quadrant 3, I'm moving onto quadrant 4.  A major road runs through town and provides a second access point to the 2 lane highway.  A medium sized industrial area is going in at that intersection to help provide the necessary jobs to the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F4783%2Fadara5506.jpg&hash=9918910a9195f8cf49a53ad35a2cf83d544e7eae)

55-7: Here's the first batch of businesses, I'll be adding a few more shortly.  As you can see, I've started running into some employment issues at this point.  In fact, I'll have to add a few more businesses to stabilize the employment in this town.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F3017%2Fadara5507.jpg&hash=6281d7f148cab8036bfdc6a73245799c53b9dcf0)

55-8: Here's the last block of residential, and the one that's having the most problems with employment.  There's a small set of homes that are a higher stage than the rest, I wound up demolishing them to reduce the population of this tile!   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F157%2Fadara5508.jpg&hash=62096f40d1b618c05e5dc3e0fb9bfa0bc8d2fbf8)

55-9: In the meantime, I'm continuing with the addition of critical details to the various industrial lots.  Some are better than others, but these maxis lots require serious attention! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F3853%2Fadara5509.jpg&hash=382572931a0dd86d24892499c68b29570324d5d8)

55-10: I finally wound up developing a second small block of industrial south of the highway.  It all turned out reasonably well, although it's a bit bigger than I originally intended.  I think I'll be putting in a couple more small single industry sites along the highway before I wrap up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F4347%2Fadara5510.jpg&hash=2887cc990bdd5602c6b963b30120b1065f2cc3c4)

55-11: Finally, a nice dose of trees to polish up the area.  That seems to be developing as the catchphrase for Adara: "Everything looks better with the trees".  Regardless, it really does help fill in the gaps nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F8940%2Fadara5511.jpg&hash=3d79de99a7d314d6354c18566ac45cc38c8a35a1)

55-12: One Here's the town of Salmo in early fall.  We'll be coming back to take one more look at this town once I put the last bit of polish on the lake shore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F8933%2Fadara5512.jpg&hash=e5f0df1f8077efae70fc44da5c47f1b7881ae8a8)

55-13: Orignally, the previous shot was intended to be the final shot for this update.  But as I mentioned in the title, Dreamcat made an excellent point about the absence of night and sunset shots in this entire MD.  I'm going to remedy this situation right now!  First of all, while I was casting about for good night shots, I noticed I'd forgotten to build the park in an empty space.  I found this little playground which filled in the area quite nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F787%2Fadara5513.jpg&hash=e60bf02610e6bb338779197592436c236a41e285)

55-14: First off, a quick look at the north side of the highway, the electronics store and the Denny's at night. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg527.imageshack.us%2Fimg527%2F6905%2Fadara5514.jpg&hash=a5706d4f2042e746455c412b339d99a1447846c2)

55-15: And the over into suburbia, where I quickly realized that the mixture of streetside mods I have seem to have eliminated suburban street lighting.  Combined with the apparent absence of night lighting on most low density residential, we have very dark suburban areas at night here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F4319%2Fadara5515.jpg&hash=b4a0e9ba3b1e5271ab3c246c35ae2ad65ba477f3)

55-16: Over to the Safeway and Super 8, there's a bit more lighting, but still mostly darkness in the area!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F5867%2Fadara5516.jpg&hash=89581bdbc34c3f79f494c47e240fb08dbe020be0)

55-17: A few industries at least seem to run a night shift.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F8706%2Fadara5517.jpg&hash=d520d5966cdd3a5b58593ab59b83de2c3e5e8068)

55-18: Just quickly popping over to Jackson Pass, there's a bit more light along the highway here.  The police station on the left side of the image is very well lit indeed!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F4762%2Fadara5518.jpg&hash=62a428e7564c43f20f396df4e05787caa0dd7b09)

55-19: And over near Jackson Pass Elementary, there are a few homes with lights at this late hour, but mostly darkness!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F1583%2Fadara5519.jpg&hash=3ad310716bba01dd867f5925bf25e3e23fdab9e2)

Based on what I've seen in this update, I'm going to do some digging around in my plugins folder to see what I've got installed.  Perhaps something I'm using is interfering with the appearance of street lights.  Regardless, I'll shoot for the odd night shot in the future, particularly if I can figure out what's happened to the streetlights. 

That's it for this update.  Among other things in the next update I'll be building the scariest chunk of road yet in this region!  See you soon!


Title: Re: Adara - Update 55 - November 12, 2009
Post by: Tomas Neto on November 12, 2009, 11:38:05 AM
The care with which you take of every detail, and the beauty of your cities, make your MD be a unique and fabulous place! Another beautiful update!  :thumbsup:
Title: Re: Adara - Update 55 - November 12, 2009
Post by: mattb325 on November 12, 2009, 12:01:40 PM
First time visiting - I'm very impressed! &apls You take great care with the detailing of trees and other rural scenery and it's really beautiful! I'm glad you like the houses. I never have any issues getting them to grow either....

Re your nightlights it seems you are missing the Maxis patch to allow custom content to light up at night

Great work :thumbsup:
Title: Re: Adara - Update 55 - November 12, 2009
Post by: kwakelaar on November 12, 2009, 12:30:46 PM
Salmo is a very nice little community, and they have chosen a good spot for the town. I like the overview image where you can just see the lake underneath the hill where the town is situated.
Title: Re: Adara - Update 55 - November 12, 2009
Post by: Dreamcat on November 12, 2009, 01:45:20 PM
Wonderful shots, again.  Salmo is a wonderful little place.  Thank you for the bike trails.  I love those security fences around the industrial areas - I could never get those to look right!  You know, I hadn't even realized there were no nightshots in Adara until I started up Simcity again and discovered the lighting options - wow!  Generally I just leave it a day only, like you do, so I tend to forget about lighting.  It certainly makes for some beautiful pictures, though!

My only gripe would be that the ramps near the highway have some grass color-changing tiles on them, which sort of looks bad.  I don't know if that's unavoidable, though.

Adara looks wonderful by night.  Although Matt is right - it would look much better with the Maxis update installed!  You know, I didn't even realize it was lacking until I read his post.  Just goes to show how out of it I am!  Go figure...

Five more posts until the big 500!  Better prepare a celebration...I'd take the 500th post myself but I'm just feeling nice today...you can congratulate somebody else.
Title: Re: Adara - Update 55 - November 12, 2009
Post by: ecoba on November 12, 2009, 06:08:27 PM
Oh, another great update from Battlecat...

..what else is new?...

I think David (dedgren) might have done something similar to what I just did at the beginning of Ensenada. Sorry, David, I didn't mean to steal it.

Really, Salmo is the real name of a BC town? Cool, I should move there. I like the ways that those new quadrants turned out, I especially like that new industrial shot. I don't usually like industrial shots, but that one is especially nice in my opinion. Hmm... farms are the trick to your housing experiances... hmmm.

....runs off to build some farms.....

I like all the tree fillers, and those new night shots of the region are amazing.

Can't wait to see some more Adara!

Ethan
Title: Re: Adara - Update 55 - November 12, 2009
Post by: sumwonyuno on November 12, 2009, 09:07:30 PM
The expansion of the town look nice!  What are those black tiles under some of those trees in some of the pictures?
Title: Re: Adara - Update 55 - November 12, 2009
Post by: threestooges on November 12, 2009, 11:35:19 PM
Nice night shots. It does look like Salmo really rolls up the streets at night. Perhaps the reason all the houses are dark is that there's a PTA meeting or something (just look at how bright the school is at night). I like the fence around the playground, but what really caught my attention was the "work" you did on the Maxis industrials. I generally prefer to grow my regions, but I've never been quite satisfied with the industrial development. Never enough space/parking. Did you add those concrete bits onto the actual lots, or are those stand alone filler pieces (in which case... have a spare copy lying around)? Nice little area you've come up with, and indeed, the trees are a nice touch.
-Matt
Title: Re: Adara - Update 55 - November 12, 2009
Post by: danielcote on November 13, 2009, 03:36:08 PM
Wow I can't believe I havn't come here in such a long time.  I forgot how beautiful this MD was.
Title: Re: Adara - Update 55 - November 12, 2009
Post by: woodb3kmaster on November 13, 2009, 07:35:47 PM
Well, I guess I'll post the 500th reply... Welcome to the Classics, Battlecat! You definitely deserve this honor.

Salmo is quite the town! I wasn't expecting the final product to be so big, but there it is. And boy, does it look good! Everything is well-placed; it all looks so real! You've really outdone yourself here. Although I'd have to agree with mattb325 that it appears you're missing the BAT nightlighing patch, but that doesn't really detract from the town's beauty. It actually makes sense for a small town like Salmo to be pretty dark and quiet at night.

Congratulations, my friend, and great work!
Title: Re: Adara - Update 55 - November 12, 2009
Post by: Earth quake on November 14, 2009, 01:19:34 AM
Another splendid update.
The village near the lake is just fantastic. &apls
Your commercial aera is really beautiful, as well your industrial aera.
Excellent work battlecat.
Title: Re: Adara - Update 55 - November 12, 2009
Post by: Fabian93 on November 14, 2009, 07:48:34 AM
CONGRATULATIONS ON 500 REPLIES &apls &apls &apls
You really deserve it - I'm looking forward to what you've got for us in the next 500 replies ;D

That recent Update looks fantastic and I really like the way the highway runs through that little town :thumbsup:

Keep up the great work,
Fabian
Title: Re: Adara - Update 55 - November 12, 2009
Post by: Nanami on November 14, 2009, 03:48:11 PM
Congratulation for reach 500 post.
For the night light patch, well you are same like me. I don't have it too. So I don't to care about that, This town realistic, great job!
Title: Re: Adara - Update 55 - November 12, 2009
Post by: djvandrake on November 14, 2009, 06:48:50 PM
Looks wonderful!  Another great update and congrats on getting to the classics!  &apls
Title: Re: Adara - Update 55 - November 12, 2009
Post by: dsrwhat316 on November 14, 2009, 08:04:02 PM
Seems like we've had quite a few MD's move up to the Classics section lately, haven't we? Congrats, my friend!  :thumbsup: &apls &apls

I do like your planning shots; they give us a method to your madness, so to speak  $%Grinno$% The town overview is nice, surrounded by all those trees. I can't wait to see how the lake shore is finished off in your next update!

~ Dan
Title: Re: Adara - Update 55 - November 12, 2009
Post by: threestooges on November 14, 2009, 09:11:32 PM
Speaking of moving up to the Classics section, that move is now taken care of. Congrats on that Battlecat. It's been an amazing 55 updates, and here's to many more to come.
-Matt
Title: Adara - Update 56 - November 16, 2009
Post by: Battlecat on November 16, 2009, 10:17:46 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much, glad you're continuing to enjoy your visits!

mattb325: Welcome to Adara!  I'm certainly glad you stopped in, particularly considering your recent contribution to the quality of my low wealth subdivisions! 

Doh!  :-[  I thought I'd managed to get all the patches, I'd completely forgotten about the night light patch!  I should have known something was wrong once I realized that the maxis lots were the only ones working.  Time to have a peek at your homes now that the lights are on!

kwakelaar: Thanks very much!  Glad you like this little town.  I'll be repeating that shot one more time once the lake is fully detailed!

Dreamcat: Thanks for suggesting the night shots, I'll be including many more in the future.  Those security fences are actually attached to the parking lots that I've added.  I find them a lot easier to use.  Those lots are here on the STEX (http://www.simtropolis.com/stex/details.cfm?id=12277), they're a very early creation by Swamper77, from way back in 2005.  Don't ask me how I managed to unearth them when I was doing the initial work to populate my plugins folder!  They appear near the top of the parks menu. 

Unfortunately those grass tiles are pretty much unavoidable as soon as you plop something next to any road.  However, there are methods to mitigate the problem.  I think I'll try popping some diagonal filler lots in there to see if they help at all. 

I can't believe I forgot about that maxis lighting update, I ran into the exact same problem a few years back!  At least I've got it fixed now, so there will be a bunch more night lights today.  Hope you enjoy this update!

Ethan (ecoba): :-) It's a good line, nothing wrong with borrowing a good line like that.  Yup indeed, Salmo is a real place, just like Vavenby.  The real Salmo is located here (http://maps.google.ca/maps?f=q&source=s_q&hl=en&geocode=&q=Salmo&sll=49.222415,-122.689542&sspn=0.364153,0.617294&ie=UTF8&hq=&hnear=Salmo,+Central+Kootenay+Regional+District,+British+Columbia&ll=49.190427,-117.279139&spn=0.022774,0.038581&t=h&z=15) in the Kootneys Region, east of Trail at the junction of Highways 3 and 6.  It's a small place, but I like the name. 

Two things about the farming.  One is that I am using the CAM, which may or may not be having an impact of the job supply from farms.  Secondly is the interesting thing, farm demand is fairly continuous as long as the population of other industries is low.  In other words, you can fill the entire map with farms, even though you don't have nearly enough people to fill the jobs available.  Considering the number of farms in the first three tiles, that's probably where this runaway demand came from! 

Glad you enjoyed the night shots, I've got a massive batch of them today!

sumwonyuno: Glad you like the expansion of the town.  The black under the trees is a result of my ongoing battle with the dreaded transparent texture bug.  When a lot is modded to have a transparent texture, if you breath on the game wrong the texture turns black since the game isn't actually intended to have transparency of that sort.  It's easy enough to fix just by switching the zoning data view on and then off again.  Unfortunately, that switch takes upwards of 2 -3 minutes to run at this point on the map tile, so I tend to just ignore it for the construction shots.  Thanks for stopping in!

Matt (threestooges): Yeah, the darkness appears to be caused by the absence of the maxis patch to make night lights work.  I'll have some new shots today!  The "work" I did on the maxis industrials really makes them look good.  There's no lot work done here, just the application of a very old set of lots by Swamper77 (circa 2005), which can be found here on the STEX. (http://www.simtropolis.com/stex/details.cfm?id=12277)  Glad you enjoyed the update. 

danielcote: Thanks very much, glad you are continuing to enjoy your visits!

Zack (woodb3kmaster): Thanks very much for providing the 500th reply and for your congrats!  It did wind up a bit bigger than I expected, but I'm quite happy with the results!  Glad you like it as well.  Yup, I did indeed forget completely about the night lighting patch!  That's fixed for today's update!

Vivien (Earth quake): Thanks very much, glad you like how it all came together!

Fabian (Fabian93): Thanks very much for the congrats!  There's plenty more to come, I have grand plans for the long term growth of this region!  Hard to believe I'm only on the fourth tile though!

976: Thanks for the congrats!  You know, the honest truth is I did the same thing way back when I was working on Terra, my old CJ at simtropolis.  But I've fixed it now.  Very silly that maxis doesn't have that one in the same place as the other two patches. 

djvandrake: Thanks very much for your kind words and congrats.  Hope you enjoy this massive update!

Dan (dsrwhat316): It has indeed been a busy week for MD's, both moving to Classics and to Best Sellers.  Glad you're enjoying the planning shots, I took my inspiration for this style from Anduin Valley Revisited by Darmok.  The lake shore's been delayed a bit by today's celebration, but rest assured, I've got some interesting plans for it, including a custom lot or two. 

Matt (threestooges) #2: Thanks very much for stopping by to make the move.  Thanks very much for your ongoing support through this journey!  I've planned this pretty carefully in advance, and there are grand plans that will take me a long time to execute at the rate I'm going! 

Update 56
Adara – Classics Celebration
Nighttime Tour of Adara

Well here we are past 500 posts and into the Classics section for Adara.  Hard to believe I've made it, this truly is an honor!  Thank you all very much for the amazing support you've provided over the past nine months since I started this mayor's diary. 

To show my thanks today, instead of the originally planned update, today I'm going to make a quick journey back through the four tiles of Adara!  In fact, it'll be a full scale night time tour of all the named communities in the region!  Be prepared, there are over 50 pictures in this update, I hope you all enjoy it!

Delmar Junction

56-1: Our first stop today takes us right back to the very beginning.  Welcome back to East Delmar Junction! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F7250%2Fadara5601.jpg&hash=f1e7064ca9ffe958d89210132b45ad54e3ee9921)

56-2: Not a lot of lights to see here, this half of Delmar Junction is pretty poor compared with it's counterpart on the West side of the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F9826%2Fadara5602.jpg&hash=38073ca856fb353e822217c0d6306c1452d73eae)

56-3: But when we zoom in a bit closer, there are some lights, and a small bit of activity on the streets even at night. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4960%2Fadara5603.jpg&hash=83764c43bf1423d93934c8c065c8f96af331a8bd)

56-4: West Delmar Junction wound up a bit more sprawled that I'd originally intended but it's provided an excellent anchor for medium wealth development in the region. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F6021%2Fadara5604.jpg&hash=9a880fa614f44f0e72d0f612740c3a064252e15e)

56-5: It seems to me that the higher the wealth of a town, the more lighting there is!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9451%2Fadara5605.jpg&hash=8e97d574594729c279e767b159c0f06aa6e452ed)

56-6: The industrial and commercial core of this town is awash with lights.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F9623%2Fadara5606.jpg&hash=98d48afb8f5d74af232f58497c70b0a51b9a2243)

56-7: A diverse set of businesses can be found on the corner by the local clinic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9711%2Fadara5607.jpg&hash=da4ae0f3e7c401c1301e402af58204d3e9b00772)

56-8: Here's a fairly typical medium wealth development near the local elementary school. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F4691%2Fadara5608.jpg&hash=37b3f54c33008a6adc1b5e60e3e4659d80177ea2)

56-9: Moving along, there's one last community on this tile.  Yarrow is a tiny little community, but there's a reasonable amount of wealth here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F531%2Fadara5609.jpg&hash=1d814e553eb3b94bacca8bd2ef0cd461ebf26667)

56-10: Not a lot of lights at night, but that's to be expected considering its size!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F7869%2Fadara5610.jpg&hash=a871aac5e433cf1c48f7fe416f59b3ee4dffc22a)

56-11: This is a small farm near Yarrow.  I just really like the lighting on this lot for some reason! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F4033%2Fadara5611.jpg&hash=7685cd89755d0df136d1916f2909243167f5ed8b)

Alexandria

56-12: Next town on the list is Alexandria, the biggest town in the region to date.  There will be a competitor for that title starting up soon though!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F7518%2Fadara5612.jpg&hash=9f1a2dcb6cba7bd41f838bfd2990be2e99a325c6)

56-13: And of course as you would expect from a town this big, it lights up quite brightly at night.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4412%2Fadara5613.jpg&hash=19fab9a7d49a2af6c6366e2e2e2eeb0861d3bf06)

56-14: The urban core has a lot more development.  Although most of it is actually maxis, it still turned out fairly nicely!  One of the only two medium density developments are in this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F8905%2Fadara5614.jpg&hash=dc3d2c4cd609aa4c37fa41fc4f0fc90258713a4d)

56-15: Here's the other medium density residential area! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F4471%2Fadara5615.jpg&hash=919762dce5793c0bd63546c4ad98b465199f6198)

56-16: Moving along, near the high school there's apparently a well lit McDonalds. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5359%2Fadara5616.jpg&hash=4e08e36c1c06870ae9769bd2605f24d297406564)

56-17: The strip mall at the foot of Alexandria Lookout is very well lit indeed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F1236%2Fadara5617.jpg&hash=c442d32e2f9cef70b85d95975639f31a171e6d25)

56-18: And like most industrial areas, there are lights everywhere.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F7158%2Fadara5618.jpg&hash=3bc7b9fba3bada8b71d50f0076839fbea49b3f47)

56-19: One last shot here before we move on, this is the gateway road to the industrial area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F3250%2Fadara5619.jpg&hash=c7e33e8137ac9de34cdcb90f2105f2e25d9a27e5)

56-20: Before we leave the Alexandria Tile though, there is one more small community.  This high wealth neighbourhood isn't actually part of the town of Alexandria.  Rather it's part of the as yet unrevealed town on the neighboring tile to the south.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F9671%2Fadara5620.jpg&hash=391af1f65a259a0ecf724fef317b3d48cc5304f0)

56-21: And at night it lights up very nicely.  Those waterfalls are pretty bright at night as well!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F6748%2Fadara5621.jpg&hash=73f9d700b9eb1d5725c0b39acad0b9bc9d9d58bc)

56-22: These two are my favorite mansions so far. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F2312%2Fadara5622.jpg&hash=b2ff4758f34e9cc77c9e6c4f18396df9e700ba03)

56-23: Of course just down the hill is the fallow area I developed around a high wealth looking farm.  This one looks pretty cool at night as well!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F7365%2Fadara5623.jpg&hash=6ca035d3aebac658d551bc7f268e927b65e29467)

Vavenby

56-24: Vavenby is still my favorite tile, partially because of the dam, but also because of the fun I had with custom lots here.  Our first stop in Vavenby is Brewer's Junction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F4245%2Fadara5624.jpg&hash=7b0e2b08d9e65cf7b184a194d9fc0be25fa03b27)

56-25: Another cosy little town at night, it's got a lot in common with East Delmar Junction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F5824%2Fadara5625.jpg&hash=aba8e8e60c494baf3cc0ba1e470559a1326ac4bd)

56-26: The old brewery lights up quite nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F97%2Fadara5626.jpg&hash=4790a13f5470f9731ae657a620bdcc4888a89023)

56-27: And the power station at the dam practically glows!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F113%2Fadara5627.jpg&hash=649952ba00e034758eb3f415db94692a345916e2)

56-28: Of course, the most dramatic community on this tile is the town of Vavenby itself.  It's currently the second largest community in Adara. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F3079%2Fadara5628.jpg&hash=b87dc38977152d028f23dc67e03b7d0e81c03d14)

56-29: It's got a lot more green space than Alexandria so it's not quite as bright at night.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F9295%2Fadara5629.jpg&hash=8a23542b5b552d2bdf3b898da05790c16ad10b90)

56-30: The in main industrial area, with the Safeway at the bottom of the shot.  I love the lighting on some of these industries.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F1862%2Fadara5630.jpg&hash=5fa9563349d4d7536285527de1b7a417429edd8b)

56-31: This is the small residential development just outside of town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F1827%2Fadara5631.jpg&hash=7569969af50bd56ca45886a26a20ffe076123fe3)

56-32: This shot is up the hill in the first part of Vavenby I developed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F6314%2Fadara5632.jpg&hash=3160fb40f009c377cd26a646c5607ea513aabf85)

56-33: Outside of town, there are some very interesting lights on some farms.  There's a bright orange light illuminating a roadside stand here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F7510%2Fadara5633.jpg&hash=3aca4b58d75cabee49f20bb84681d403a3e267ef)

56-34: The main house of the chicken farm has some nice subtle lighting as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F7918%2Fadara5634.jpg&hash=46fe7037bfa40be1c89c376308344af44624fe62)

56-35: But the brightest non urban shot has to be the campground.  Nearly everyone has a campfire tonight!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F1189%2Fadara5635.jpg&hash=02a2bf92d5bc8b558a26e3d476062e016bfed301)

56-36: I was quite fortunate to notice this train just entering the tile (thanks to an automata generator).  Here it's crossing the bridge near the railyard.  Let's follow it through the tile!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F2981%2Fadara5636.jpg&hash=ae23ea4c91d14033dcc18f040d43b50b368c0a1e)

56-37: At Brewer's Junction it takes a quick detour through the siding.  It didn't stop, so there must be some work going on at one of the crossings here.  Fairly dangerous working at night, but sometimes the works has to be done in whatever window is available!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F8706%2Fadara5637.jpg&hash=e18a7c982f705faae68381101e8dd3b36bcb3b2e)

56-38: Just outside Brewer's Junction, it's just about to cross the culvert underpass at that small farm that Nardo69 pointed out as being a problem!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F9863%2Fadara5638.jpg&hash=771ffa20cdb740570bb4da5421e90f6a1bc03d49)

56-39: Apparently it's heading up Lehman Valley to another as yet unrevealed community.  Gotta love the STR, it really makes for some fantastically realistic shots!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F9461%2Fadara5639.jpg&hash=45ec8f7f1d00137f3e8d345db8251e7a568cd8cd)

56-40: Coming around the bend next to the powerlines and Lehman Creek. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9730%2Fadara5640.jpg&hash=54bcebcecd2a66a8e9d51da40862c3c9cefa5a5a)

56-41: Here's one last shot as it rounds the bend near the edge of Vavenby.  Hope you enjoyed this little side trip!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F9026%2Fadara5641.jpg&hash=cb6ee2d765e9073643952b7d8393484c3f60f6c1)

Jackson Pass

56-42: This part of the update could also be called redemption!  Thanks again to everyone for pointing out the existence of the BAT patch.  Our first stop on this tile is the town of Jackson Pass. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F9254%2Fadara5642.jpg&hash=8e92235f977ba98121e99ff4fa1d539419eb4b44)

56-43: At night now it's a lot brighter, there really is lighting on those beautiful homes by Mattb! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F1231%2Fadara5643.jpg&hash=fde044dd296b0c494e14d0ef2e2f3c8a5218766b)

56-44: At the main intersection with the highway, Wilson Foods is still burning the lights while the crews restock the shelves and clean the place.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F7034%2Fadara5644.jpg&hash=1f9417cd52397d83f1c54ba8fc9de8b11385f496)

56-45: A fairly typical subdivision in Jackson Pass, the lights on those homes really make all the difference.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F5002%2Fadara5645.jpg&hash=33b0d6e538280293801369887bdad8eafb5624d1)

56-46: Outside of town in the Valley near Garibaldi Mines, a train is departing the mine. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F6518%2Fadara5646.jpg&hash=fda73c8ac1439fd3231f7e8af61624d17b907960)

56-47: Once again, this train will eventually wind up crossing the tile boundary to another unrevealed tile! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F4408%2Fadara5647.jpg&hash=0715640ae51a170e42a8e573f64f271a8cd999ed)

56-48: Because there's so many of them around, here's what a typical exurb looks like at night!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F8423%2Fadara5648.jpg&hash=6363b9c72489e7284941a1d1a209932b61708997)

56-49: Finally, one last stop before we wrap up today.  Here's the town of Salmo once again. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F8933%2Fadara5512.jpg&hash=e5f0df1f8077efae70fc44da5c47f1b7881ae8a8)

56-50: Looking much better now at night with 85% more lighting!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F7421%2Fadara5650.jpg&hash=7690120d80cce87c073929e1bb79daf3118b0226)

56-51: The lights on these homes look excellent, obviously a lot of attention went into the details here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F4849%2Fadara5651.jpg&hash=3ade946ea347246d07a2d29edf7e334aec6cbc53)

56-52: The industrial area looks a lot nicer as well.  That warehouse at the top of the shot looks particularly cool.  I think that's one of Simgoober's. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F442%2Fadara5652.jpg&hash=2fb80aa6e4f7870a38966e9383850067f003c559)

56-53: And across the street at the other half of the industrial area, the maxis building is no longer the only light source here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F6725%2Fadara5653.jpg&hash=a1bfc5dac424f995ab3be430cee7cc1181d8cf35)

56-54: Finally, just one last shot for today, here's the Denny's and the electronics store, now with proper light sources! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F5789%2Fadara5654.jpg&hash=75b58248855d51b3a981cb3aef94912726c28ec6)

Whew, and that's a wrap.  Thanks once again to everyone, commenters and lurkers alike for all the support!  I always appreciate you taking the time to stop in and let me know both the good and bad that you see here!  See you all next time for that promised scary road! 
Title: Re: Adara - Update 56 - November 16, 2009
Post by: sumwonyuno on November 16, 2009, 11:42:22 AM
Heh, and I thought I post a lot of pictures at once :P

The zoomed out views of Alexandria and Vavenby look really good!  Is that "thing" that is covering the top right quadrant of the dam picture the dam itself?
Title: Re: Adara - Update 56 - November 16, 2009
Post by: Earth quake on November 16, 2009, 11:54:45 AM
Wow, Impressive update. &apls
My favourite city is Alexandria (I really like the 56-20 picture). The railroad is just splendid and the city of Jackson Pass is really nice.
The rural aera is splendid, great work. :thumbsup:
Title: Re: Adara - Update 56 - November 16, 2009
Post by: Tomas Neto on November 16, 2009, 12:33:57 PM
Hard to say which of them is the best picture!!! They are all fantastic!!!!
Awesome update my friend, and welcome to the Classics!!!  &apls &apls
Title: Re: Adara - Update 56 - November 16, 2009
Post by: ecoba on November 16, 2009, 05:09:02 PM
Oh, my, what a wonderful first update in the Classics, Battlecat!

All of those night shots are so beautiful. Adara has really had so much attention to deatail put into it and it's really noticable in the night shots. I like the way that all of the villages are shaped differently, and the way that they are are once again really brought out in the night. Alexandria really is larger than I noticed before, but you say there will be something larger soon, (a city perhaps?), I want that to happen soon. The contrast in the farms seem to be really brought out in the night too.

Hope to see some more night (or day.) shots, soon, anything seems to do if it's in Adara!  :)

Ethan
Title: Re: Adara - Update 56 - November 16, 2009
Post by: Dreamcat on November 16, 2009, 07:55:54 PM
Everything looks beautiful, Battlecat.  Love the recap you've done -- those towns look great with the nightlights!  I particularly enjoyed the Alaxandria tile, especially the high-wealth suburb.  It looks much better now.  I must say, congratulations on 500 comments!  You completely deserve it and more!  I look forward to seeing the progress on Adara and am eager to see what's up next!
Title: Re: Adara - Update 56 - November 16, 2009
Post by: djvandrake on November 16, 2009, 09:04:36 PM
Very impressive showcase of your great work.  Fitting for your 500th and entry into the classics.  &apls &apls &apls

I really enjoyed all the train shots and that campground is my favorite!  :thumbsup:
Title: Re: Adara - Update 56 - November 16, 2009
Post by: BarbarossaS on November 17, 2009, 03:23:46 AM
Congrats on making it to the Classics!  &apls &apls
I'm sure you'll make it to the HoF too one day  :P

Love this flashback on all you've achieved so far! It's also nice to see Adara by night, I don't think I've seen a night picture here before.
Anyway, keep amazing us with your brilliant updates in the future!

-Stijn-
Title: Re: Adara - Update 56 - November 16, 2009
Post by: danielcote on November 17, 2009, 05:43:20 PM
Great job on the town! I see you added more big box stores  ;D . Keep it up and I'm looking forward to it getting bigger.
Title: Re: Adara - Update 56 - November 16, 2009
Post by: Schulmanator on November 17, 2009, 06:05:18 PM
Impressive! And I really like your rural and natural areas. Good work.  &apls
Title: Re: Adara - Update 56 - November 16, 2009
Post by: calibanX on November 17, 2009, 10:43:48 PM
Congratulations on entering the Classics Battlecat. Very well deserved. I love your rural towns. Those zoomed out shots of Vavenby and Alexandria are great. The flashback is a great idea too.

Looking forward to your journey toward the Hall of Fame!

Geoff
Title: Re: Adara - Update 56 - November 16, 2009
Post by: Nexis4Jersey on November 17, 2009, 11:26:27 PM
Wow , that update blew me away , i love the ruralness &apls
Title: Adara - Update 57 - November 18, 2009
Post by: Battlecat on November 18, 2009, 11:14:21 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

sumwonyuno: Indeed it is a lot of pictures, not something I can afford to do on a regular basis, but it was worth it to say thanks for pushing me through to classics!  Glad you like those shots of Vavenby and Alexandria, I really am very proud of how those two towns came together. 

The dam is a massive structure, and yes that is it covering the top right quadrant of that particular picture.  I've been to quite a few dams through out the West Coast of North Amercia and they really are monster structures. 

Vivien (Earth quake): Glad you enjoyed the update, it was fun to put together.  Thanks for your kind words!

Tomas Neto: Thanks very much for your kind words and support! 

Ethan (ecoba): Thanks very much!  It is really interesting how different each town wound up looking.  There's quite a range of sizes and shapes, and I really do try to take terrain into account when I'm building cities as well.  The night lighting really does highlight the urban boundaries effectively!

I'm not sure if this next city will be much larger, but it's going to be in contention at the very least.  Among other things, I have plans to include a mod I've never used in any MD or CJ in the past.  More on that when I move on to the next tile in a week or two. 

Dreamcat: Thanks very much for your ongoing support here.  Glad you enjoyed the improved night shots.  If you hadn't mentioned night shots, I never would have discovered the absence of the BAT patch, so thanks once again for suggesting them in the first place! 

djvandrake: Glad you enjoyed the update, I certainly enjoyed putting it together.  I'm actually really surprised by how much light there was in the campground, it looks pretty cool.

Stijn (BarbarossaS): Thanks very much for your congrats and for the vote of confidence!  I still find it hard to believe how far I've come in the last few months.  Glad you enjoyed revisiting the rest of the region!

danielcote: Thanks for the kind words!  There's a slightly bigger town coming down the pipe soon, hope you enjoy it when it arrives!

Schulmanator: Thanks for stopping by and for your kind words!

Geoff (calibanX): I had a lot of fun putting the flashback together, it was a lot of fun revisiting the previous tiles.  Thanks for the congratulations and for your ongoing support!

Nexis4Jersey: Glad you enjoyed that monster update! 

Update 57
Jackson Pass – Lakeside Exurbs

Well, I must say that I'm utterly floored by the last week.  I thought making it into classics would be the highlight of the month!  At this point all I can really say is thanks to the Hall of Fame comittee for the nomination.  Beyond that, I'm completely speechless, so I'll just move on with this update!

Today I'll be creating most of the remaining development in the Salmo area of the Jackson Pass tile.  I've finally got the job situation under control, which is handy since I'll be developing a final batch of exurbs in this area as suggested by the title.  Plus, I'll be making my first stab at detailing some of the shoreline of this tile.  There's a batch of other things to sort out today as well. 

After today, there is one more update to polish up Jackson Pass!  Then as always I'll make a quick detour through mapping, mosaics and composite images while I get the initial prep work done on Tile #5!

56-1: So I mentioned at the end of the last update that I'd be building the scariest chunk of road in my region yet.  Well here it is, at least in draft format.  This is the initial terraforming to get the slopes cleaned up before I convert it to a rural road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F4943%2Fadara5701.jpg&hash=bf56bd87a9d0333bfee9d19dcadfb0ca66d90032)

56-2: And then carefully replace it with streets.  The curves are pretty sharp though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F6712%2Fadara5702.jpg&hash=33590c5ac4ee05495e2f015b8aad0750b07203b5)

56-3: I've replaced as many streets as possible with wide radius curves but apparently my spacing was as careful as necessary since the smallest curves are 2x2.  Hmm, a 2x3 hairpin turn would be pretty handy for projects like this.  I'll have to look into that.  For the moment, this will do though.  One other thing I've done is connected these streets to the neighboring tile.  This area will carry across the boundary.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F4982%2Fadara5703.jpg&hash=6ba51688f4d332b98f6e2c5b2eda25804ad37506)

56-4: Before I actually develop the housing down here, first I'm going to fill in this gap.  The left side of this image is the edge of town.  While I was considering putting another industrial area in here at first, I came up with a better idea.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F9282%2Fadara5704.jpg&hash=66ad9e320a15dcc0290910bb414eb023ede3f0c7)

56-5: I haven't built a farm in quite a while, and this area is actually pretty appropriate! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F6053%2Fadara5705.jpg&hash=6460f5a560ac43f31670a4b7478ece230cfd114b)

56-6: It's a fairly simple RRP style cattle ranch, nothing to fancy, but it adds a touch more diversity to the area.  I'll add more like this in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F5816%2Fadara5706.jpg&hash=82a13d94a0cc2f16c626ec2fba02c6f97ae9a174)

56-7: A quick look at the entrance to the farm.  I went a bit lighter on the grasses here since the ground texture was pretty cooperative.  It's kind of nice, I haven't made a farm in quite a while!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F2263%2Fadara5707.jpg&hash=41fad960576bd0b9974d3a4e2ee8ab58c80bedcb)

56-8: The main power supply for this town comes in along this route.  The power lines cut across the field to a substation I added to the edge of the industrial area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F8937%2Fadara5708.jpg&hash=653041a822e14bc2f99ca5b893b5e682b15c90fb)

56-9: Poles line the highway and will lead right out of town to the neighboring tile.  I decided early on that the main high tension circuit runs along the opposite side of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F8404%2Fadara5709.jpg&hash=1728591e74c5f67840fa0c80239339908dadd83b)

56-10: Before we go back to the development on this road, here's a quick look at the scary road!  Apparently the industries in the area have decided that this is the fastest route to the edge of town.   This is really inappropriate for the area, so I'm going to snag a truck traffic blocker to fix this at some point.  On the other hand, at least it provides clear evidence that the street connection works like a charm!  Additionally, I'd really like to do something about those two turns that don't have wide radius curves. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F8281%2Fadara5710.jpg&hash=0afcfac5ef01f031a4a20a478d57ca66eefba2e9)

56-11: But unfortunately, it's way beyond my abilities and knowledge.  I managed to get as far as a set of textures that I'm showing below.  Following Dave's (Dedgren) excellent tutorial  (http://sc4devotion.com/forums/index.php?topic=112.msg229064#msg229064)on creating smooth curves I made my first attempt at creating something.  The textures worked out fine, particularly after a few rounds of touch up to remove repeating patterns. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F3903%2Fadara5711.jpg&hash=0d1330b2a554db5cd887a7258d0a835906590782)

Beyond this, I'm stumped.  It's intended to be a 2x3 lot or puzzle piece, to account for the narrowest possible hillside curves.  Currently the narrowest we can do with wide radius curves is 2x4 using a pair of 2x2 curves.  I tried a transit enabled lot, but those seem to block car traffic or at least the ability of the simulation to find jobs for sims.  That makes it impossible to develop the housing down at the bottom of this hill.  As for puzzle pieces, that's way out of my league, and I don't have any interest in risking messing up the NAM! 

Of course, that paragraph above represents about 2.5 hours of frustration on Saturday!  I'd keep trying, but I've got a limited amount of time, so I've got to move on for now.  If anyone on the NAM team wants to take this idea further, I can finish up this one and the other network textures as necessary.  Just drop me a PM and let me know what I can do!

56-12: In the meantime, here's the area I'd like to work on next.  Waterfront cabins are the goal here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F4316%2Fadara5712.jpg&hash=bb5cdc4e052f9903f4472f548e0cb94e40599fa7)

56-13: As nice as Mattb's homes are, this particular update calls for smaller houses.  I carefully picked and made historical a selection of small homes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F3863%2Fadara5713.jpg&hash=8c6527c36bfd4b246c665c5a5f83baef5798e2a7)

56-14: To really add to the feel of these homes, I needed some new custom work.  I dug around the LEX and STEX for a selection of small wood docks and crafted a handful of simple custom lots.  I'm probably going to go back and redo this sooner rather than later, but they'll do for now.  At least these came together better than the hairpin curve!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F2635%2Fadara5714.jpg&hash=135b5d501af13e742bd1ec29db927a3558198db4)

56-15: The simple plopable dirt paths are perfect to connect these up to the homes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F5041%2Fadara5715.jpg&hash=e252bb045912f3c9c5daf139c763df7e2c266b73)

56-16: And the shoreline textures just wrap things up nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F1980%2Fadara5716.jpg&hash=4d28be9b23ba39f24fee119a0e3418ed7816cf5f)

56-17: Here's an overview of the area now that it's done, complete with trees.  If you look carefully, you may notice that I've used a deciduous tree controller around the hairpin curves to reflect the fact that the native forest was cut down.  Deciduous trees are the logical colonizers of an area like that; in fact they may have even been planted for stability. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F9164%2Fadara5717.jpg&hash=6f7e341c33d25417cd2b7f901aca4458f2457444)

And that's all for today.  The next update is coming right on schedule though.  Next time, all the remaining details on the Jackson Pass tile will be done!  Thanks again to everyone for their support here!
Title: Re: Adara - Update 57 - November 18, 2009
Post by: Earth quake on November 18, 2009, 11:54:06 AM
It's a superbe update Battlecat. &apls
the last picture is  :o
Title: Re: Adara - Update 57 - November 18, 2009
Post by: kwakelaar on November 18, 2009, 11:58:58 AM
Always a plesure to have a look here in Adara, and wow! 500 replies, congratulations on reaching the Classics, and very well deserved it is. &apls
Sometimes it is nice to have a look at night lights, and going back to look at everything you have made so far was great.
The work on the scary road is very good and the lake side cabins perfect for the spot.
Title: Re: Adara - Update 57 - November 18, 2009
Post by: Tomas Neto on November 18, 2009, 02:32:07 PM
Awesome work again my friend!!! Fantastic as always!!!  &apls &apls
Title: Re: Adara - Update 57 - November 18, 2009
Post by: ecoba on November 18, 2009, 05:51:46 PM
Very nice update, my friend.

The exurbs, as you call them, (I've never heard that term before), are very beautiful, and that's the best place I've ever seen the Maxis R$ homes used. I like those docks, do you happen to know who they're by? I might find a use for them eventually, maybe soon. I like that hairpin section, I really like mountain roads, and I'd expect you know a lot about them, up in British Columbia. Exactly where in BC do you live? we were considering about moving up there a year or two ago, but decided against it.

Good to see that you might be making some smooth curves. I'd happily test them because I'm sure I could easily find some places in my region for 'em. Could we maybe see a region shot of Adara soon? not just the completed tiles too, the whole shabam!

Ethan
Title: Re: Adara - Update 57 - November 18, 2009
Post by: calibanX on November 18, 2009, 11:08:06 PM
Nice custom work. I like the little docks, and that winding road with the hairpin curves looks quite treacherous. I would hate to see one of those truckers go over with a load of flammable liquid....wait, I would like to see that. :thumbsup:

Geoff
Title: Re: Adara - Update 57 - November 18, 2009
Post by: BarbarossaS on November 19, 2009, 04:14:13 AM
Wow, excellent update. I like the way you made that winding road. Also, it's great you worked out your own textures.
Maybe someone could help to make the TE.
I love your shoreline, but I think two of those docks are way to light compared to the rest of the lake.
Otherwise splendid!  &apls &apls

-Stijn-
Title: Re: Adara - Update 57 - November 18, 2009
Post by: djvandrake on November 19, 2009, 06:46:32 PM
Very nice update!  I'm always impressed with you skill in dealing with diagonals.  Looks very natural and realistic.  &apls
Title: Re: Adara - Update 57 - November 18, 2009
Post by: sumwonyuno on November 20, 2009, 01:21:32 AM
That curving road is awesome!
Title: Adara - Update 58 - November 20, 2009
Post by: Battlecat on November 20, 2009, 10:55:45 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Vivien (Earth quake): Thanks very much, glad you enjoyed the update!

kwakelaar: Thanks very much for your congrats!  I still find it hard to believe how quickly this year has flown by already.  I'll be going back to the night lights a bit more regularly going forward, I think of that last update as making up for lost time!

Tomas Neto: Thanks for stopping in and for your kind words! 

Ethan (ecoba): Glad you like the term, it was actually provided by Zack (woodb3kmaster) a few updates ago, apparently he found it in a book.  Glad you like how the maxis homes worked in there, there are also some custom lots in there.  The docks I've used so far come from two different sources.  The narrow, dark brown ones are from one of Simgoober's prop packs, not sure which one though.  They are among the items being modded to mayor mode plopables by hooha47 here (http://sc4devotion.com/forums/index.php?topic=9284.0) though which is how I figured their existence.  The other ones are very old, created by johnb.  They can be found here (http://www.simtropolis.com/stex/details.cfm?id=3704) on the STEX. 

I live in a city called Abbotsford about an hours drive from Vancouver on the Trans Canada Highway.  I've lived in this region most of my life.  My family has always been very into camping and hiking though, so I've traveled a fair bit of the west coast of North America in my life.  I've even made a road trip as far as Monterey Bay in California once.  However, the best experience of BC I've ever had was one summer job about 6 years ago had me driving all over the province, I covered 28,000 km of BC over the course of 5 months.  I've seen some pretty crazy roads! 

Sadly, I've crashed into a wall with actually developing those smooth curves as transit enabled lots.  I've seen plenty that work fine, and I've replicated them faithfully as far as I know, but they still block car traffic.  From what I've read, it may have something to do with traffic flowing out in the opposite direction to it flowing in (the 180 degree turn).  The only way I can think of to get them really working would be creating them as NAM puzzle pieces at this point.  I'll certainly happily provide the textures if someone else wants to take a stab at the modding. 

Your request to see the whole shabam of Adara is actually more challenging than you might think!  However, since you asked I'll put together an overview of the entire region as it stands so far, and my long term plans for the region and this MD as part of my introduction to Tile #5.   As I mentioned a ways back, I've gone a long ways beyond Rediscovering SC4, and what with my arrival in classics it's probably time to clarify my goals here!  Stay tuned, that update should be some time next week assuming I don't get blindsided by real life!  Glad you're enjoying your visits so much!

Geoff (calibanX): Yeah, that road would be pretty treacherous!  An accident like that would be quite impressive, although deadly!  Fortunately for the local trucking industry, I've put a truck traffic blocker in place now.  Thanks for stopping by!

Stijn (BarbarossaS): Thanks for your kind words!  I'll probably go back and make another attempt at the curves in the future.  I'm sure it's something very silly I'm forgetting.  Glad you like the shoreline.  I put in those other two docks to improve the diversity of styles.  I'm still trying to track down additional options for the future though. 

djvandrake: Thanks, diagonals are challenging in this game, but we have a lot of good tools to work with them now.

sumwonyuno: Thanks, glad you like it!

Update 58
Jackson Pass – Finishing Touches

Here we are for the last blast to wrap up Jackson Pass!  Today I'll finish detailing the lake, add in the missing trees and polish off one small patch of undeveloped land with a couple more small farms.  Enjoy!

58-1: To start, I'm going to continue with the lakeshore detailing below Salmo.  You might remember this unfinished trail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F2166%2Fadara5801.jpg&hash=0dc8ad4e03b7d324efb2baa84a226fb7e8659a43)

58-2: I've decided a small picnic area and a fairly sandy beach should do the trick here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F261%2Fadara5802.jpg&hash=1d7afa903f2defb267b275f23d7690b8dd647557)

58-3: Moving along the shoreline, a few outcrops of darker stone dot break up the simple grassy shore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F9599%2Fadara5803.jpg&hash=5002a029d6f1f88bddddfad3a6c22b077504e763)

58-4: Below Salmo, I added the remnants of a few older rockslides.  Here's a close look at one of them, I've tried a different type of rock here along with Peg's to fill in the gaps. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F1494%2Fadara5804.jpg&hash=2e7431da49008a50d01121936bcf8970ef59d63a)

58-5: A bit further along, a bit of creative water plopping resulted in this low elevation outcropping.  When the lake is at its absolute highest, this might be covered in shallow water, hence the absence of trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4985%2Fadara5805.jpg&hash=3dbb4124340184245a9058ede72fbf828fa7947f)

58-6: Zooming out a bit, here's the context of all the details below Salmo.  I've added deciduous trees to the slope because it just looked to empty.  You might notice that there aren't any trees above the two rock fall remnants.  That's partly because the slope is too steep, and partially for realism. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F9704%2Fadara5806.jpg&hash=b2aacfa1e39949412cf0e0ffe56c03f8a5c0d501)

58-7: Swinging the view around, here's the finished view of the lake from Cliffside Road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1693%2Fadara5807.jpg&hash=34dad642c9199dbcaa3e0df9cbbdea890a746f6e)

58-8: And another shot from a bit further along Cliffside Road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F8407%2Fadara5808.jpg&hash=d59f5eb81284230fc78793e9bd32b0a30410bdd2)

58-9: Next, I spent almost 30 minutes carefully filling in the treeless areas.  One nice thing about this particular terrain texture is the fact that trees actually look pretty good on it.  Mt Garibaldi is now finished, and while it still has a fair number of bare stone areas, there aren't nearly as many now.  I think I've found a happy medium for this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F7659%2Fadara5809.jpg&hash=1b12c36cd37c31cbcc175408c43ab3b55c3f001e)

58-10: Now there's one last area to take care of.  This area has some minor terracing and another minor narrow river flowing through it.  I'm going to put another small farm on the upper terrace and a small set of exurbs in the lower area.       
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F3706%2Fadara5810.jpg&hash=0150ebcd320502803dd6c643b9c993aa4e42494c)

58-11: First of all the farm.  My goal here is a simple little crop farm tucked onto this outcrop. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F544%2Fadara5811.jpg&hash=a9bd03b59e30db9ffaded454471b0bda4db77650)

58-12: It took a while, but this corn farm finally grew in place.  I quickly did a batch of detailing including some fences along the steeper slope edges, I figure they'll keep the tractor from rolling off the edge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F8994%2Fadara5812.jpg&hash=8bd70d564e16da2452f51aae00435e86434fcd7e)

58-13: Before I fire up the simulator to synchronize the farm fields, I'm going to add one small block of exurbs here.  As with the set by the lake, this will carry a small distance onto the neighboring tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F8241%2Fadara5813.jpg&hash=cbf952b2c4a5fea154c88d31014b5e96142330ae)

58-14: I'm going to be a bit less strict about the home styles here.  These will do the job quite nicely.  You can also see the main power feed for the area approaching the edge of town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F995%2Fadara5814.jpg&hash=033d2adcab1fb66697f37f504c8c51c95d7eb6b6)

58-15: Detailing to fill in the trees.  The homes on the edge of the map will look better once there's actually something next door. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F7492%2Fadara5815.jpg&hash=d4e72dff47a607b014d155cde58e4b1eff68cca5)

58-16: Here's a look at the corn farm from another angle.  The power line come down the mountain near the place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F6042%2Fadara5816.jpg&hash=7b793fcfa7eee52a8a3ee6c032133548da745aac)

58-17: I'll wrap up today with a quick night shot.  With the truck blocker in place, there's a fair bit of traffic on the highway now.  Here some cars are rounding the corner to the tile edge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F1490%2Fadara5817.jpg&hash=ef4d5d906f1cc1a8df11ea7f79ad2bea4a3890e5)

And that's it, that's all!  Jackson Pass is officially completed.  Coming in the next update or two we've got maps, composites and more.  Then it's onto Tile #5, also currently know as Tile 1-4x4.  I'll explain what that means along with the rest of Ethan's request after the next one or two updates.
Title: Re: Adara - Update 58 - November 20, 2009
Post by: Dreamcat on November 20, 2009, 11:18:53 AM
Hi Battlecat.  Has Adara been getting a lot of love?  Good.  This update is wonderful.  The lakeside houses look oh-so realistic.  Reminds me of a picture on Google Earth, it was so similar to that.  I also love your trail work.  Great job.

I think what I love most about Adara is how you correspond Adara to real life, like in that outcropping with your explanation.  I just looked at that, and I just said to myself, "Wow, I never would have thought of that."  Amazing!
Title: Re: Adara - Update 58 - November 20, 2009
Post by: sumwonyuno on November 20, 2009, 11:25:53 AM
The landslides and the low elevation outcroppings are pretty realistic to add in.  Heh, the filling of the trees turned out nicely.  :)
Title: Re: Adara - Update 58 - November 20, 2009
Post by: danielcote on November 20, 2009, 03:17:36 PM
Nice job on finishing the lake! I especially enjoy the picnic aria and landslide.
Title: Re: Adara - Update 58 - November 20, 2009
Post by: clearlypowa on November 20, 2009, 05:37:08 PM
Wonderful MD and nice update  &apls
Title: Re: Adara - Update 58 - November 20, 2009
Post by: threestooges on November 20, 2009, 06:09:19 PM
Amazing work as always, and I'm sorry I haven't gotten in to comment for the last couple updates. 56-6 is an excellently done farm. The way it's nestled right up against the hill is perfect; a hidden little gem on the road. 58-16 caught my attention from this update for one main reason. The right of way clearance you've cut for the poles really stands out here. Nice job on that. It's a subtle touch, but it adds so much to the level of realism here. If I can get around to  it soon enough, I may have something for you and others that can help with things like that in some small way. Nice work as always.
-Matt
Title: Re: Adara - Update 58 - November 20, 2009
Post by: ecoba on November 20, 2009, 06:54:33 PM
Great update, once again, Battlecat.

I like the way that you completely perfect each tile, going one by one until you complete the region. I wish I had the patience to do this with large tiles, but unfortunately, I don't. I'm working on a small tile at the moment and this is even pushing it's limits with me. So, I feel that a large tile region is going to pose challenges with me, maybe that's why I haven't started development on my newly rendered region.

Jackson Pass has turned out to be quite a different quad than all the other's seen so far, at least in my eyes. (Which may have quite a different view than anyone else on the planet.). I think that this is mainly because of the predominant use of PPonds for Salmo's lake, and the town of Salmo itself. This difference seems that it may also come from the use of the RHW-2 as a highway through the corner of the tile. Nonetheless, even with this being a nice change, I prefer the roads as through routes at the moment, obviously printing itself in my mind as to the lack of RHW-2 smooth curves. Although this problem will be rectified with the release of v4.0, at least accordng to Alex (Tarkus).

I'll be back and reporting for posting duty with the next Adara quad as soon as you're ready for me to be to.

Ethan
Title: Re: Adara - Update 58 - November 20, 2009
Post by: djvandrake on November 20, 2009, 09:48:01 PM
Great update!  &apls  Your landscapes always look so good.   :thumbsup:
Title: Re: Adara - Update 58 - November 20, 2009
Post by: Earth quake on November 22, 2009, 02:27:10 AM
Excellent update. &apls
The lake is just splendid and your landscape is  :o
Title: Re: Adara - Update 58 - November 20, 2009
Post by: adroman on November 22, 2009, 02:33:03 AM
Simply awesome, Battlecat!

Sorry I haven't been around much, I've been a bit busy  ;)

That lake and picnic area is something to Envy, I wish I had the time to do something like that, though, it probably wouldn't parallel your work here...

The farming area is stunning... keep it up!

Havva good one,
Adrian.
Title: Re: Adara - Update 58 - November 20, 2009
Post by: Bobbi on November 22, 2009, 03:07:10 AM
Very great! &apls
Title: Re: Adara - Update 58 - November 20, 2009
Post by: dsrwhat316 on November 22, 2009, 06:39:18 PM
The lake and surrounding forests look amazing! The private boat docks are a nice touch  :thumbsup: Great work!

~ Dan
Title: Re: Adara - Update 58 - November 20, 2009
Post by: Nanami on November 23, 2009, 03:25:30 AM
Awesome, I like your landscape.
Title: Re: Adara - Update 58 - November 20, 2009
Post by: JoeST on November 23, 2009, 03:52:14 AM
oh WOWOWOWOWOWO!!! :D

Joe
Title: Adara - Update 59 - November 23, 2009
Post by: Battlecat on November 23, 2009, 01:02:23 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Dreamcat: Indeed it has been getting a lot of love and attention.  Those lakeside houses were inspired by a number of large lot lakeshore developments I've seen.  Many of these are mostly forested, with small cabins in the woods.  Glad they work for you!  I'm also glad you enjoyed the little outcrop, and the explanation behind it.  My main background is in geography, so the little details like that appeal a great deal to me.  Thanks for stopping in!

sumwonyuno: Thanks for stopping in!  I think these rocks worked a bit better for the landslide thanks to their color.  Glad you like how the trees turned out as well!

danielcote: Thanks very much!  Glad you like the lake!

clearlypowa: Welcome to Adara!  Glad you enjoyed your visit!

Matt (threestooges): No worries, life is busy, particularly with your week in OSTIM!  Thanks for your kind words, glad you're enjoying the small details.  Glad you like the way the power right of way turned out.  I'm interested to see what you're working on!

Ethan (ecoba): It's requiring a great deal of patience on my part to develop the region this way as well, but it's also very rewarding.  The large tiles actually make it easier for me, it gives me greater context to work with, and more space to detail.  Also, since I'm playing with border matching, this setup does have a lot fewer boundaries to worry about. 

The RHW2 is an interesting system, one that has a lot of potential.  As you say, it'll look a lot better when the wide radius curves are released, but I couldn't resist using it for this particular highway.  I like the roads as a through route as well, but there's going to be a need for bigger highways in some future parts of this region!  Thanks for all your interest!  Last stop before the next tile coming right up!

djvandrake: Thanks very much, glad you like it!

Vivien (Earth quake): Glad you like the lake, we're going to be spending a lot more time around another section of Williston Lake on tile 5! 

Adrian (adroman): Welcome to Adara!  As I always say, life happens without warning!  Thanks for finding the time to stop by.  Don't sell your abilities too short, you're doing very impressive work of your own in The Real Australia!  The reason my work here is so detailed is also the reason it's taken me 9 months to finish 4 tiles!   I'm certainly glad you like what you see though, makes it worth all the time!

Bobbi: Thanks! 

Dan (dsrwhat316): Thanks very much!  I'm really glad you and several others seem to like those docks!  I'm planning on continuing that theme through to the other side of the boundary in that neighborhood. 

976: Thanks very much, I have a lot of fun with the terraforming in this game.  I'm always tweaking things as I get these tiles on the go. 

Joe (JoeST): Thanks for your enthusiasm!  Glad you enjoyed the visit!

Update 59
Jackson Pass – Mapping, Odds and Ends

As is the tradition here in Adara, I've got a batch of details for you all to polish up our visit to Jackson Pass.  Rather than dividing this up among several updates, I've got the works for you right here! 

59-1: Today I'm going to start things off with a couple of mosaics.  This was surprisingly challenging, mainly because I don't want to bore you all with a massive mosaic showing nothing but trees.  This one cuts southward across the town of Jackson Pass from the nearby clearcut through to the hot springs at the foot of Mt Garibaldi. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F552%2Fadara5901a.jpg&hash=e611825ff2dbd656f43e48305efda4aa21a50a11)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F2537%2Fadara5901b.jpg&hash=bc2e8ef76fac4336faadae54b280b19700f73433)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F1459%2Fadara5901c.jpg&hash=95a96a6278d72da0ad9d9fb48b1b364bfc7b6f61)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F9051%2Fadara5901d.jpg&hash=db4dc0586158bb1c117ac5f6af3655eb28674ee4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F2493%2Fadara5901e.jpg&hash=2a2deabdeef540cd2012f707c26575f9fb4ef78c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F1466%2Fadara5901f.jpg&hash=c54b04a3b494f4cfea120fecc3b71f2f365efb17)

59-2: This mosaic is high detail and runs from near the east border of Salmo west to the industrial park. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F5223%2Fadara5902a.jpg&hash=61dfe24e991fe15b69de67ca42bdff2929d6ac38)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F7629%2Fadara5902b.jpg&hash=83b50622aa4777f2aea28d5094d0501e6921ef0b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3423%2Fadara5902c.jpg&hash=6d40c98507c8710ad4a8a11c6f085bd14763a82b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F7573%2Fadara5902d.jpg&hash=e7fc51edc117ba2afd2f91de85ea933aa7e82c29)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F7180%2Fadara5902e.jpg&hash=e0122c37a2345b89d2f61c5ce49c1f2abc039050)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F4963%2Fadara5902f.jpg&hash=6a61bafd3f8e2735ace72e1fdb46fabd241b04c5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F2168%2Fadara5902g.jpg&hash=8a11501b923b05c080b885094735c29fc1c19881)

59-3: The city street map for this one wasn't too complicated.  As a result, I've decided to pass on updating the gmap version this time around.  Considering the uploader is a free service, I'd rather not abuse it too much!  I'll provide more details when I wrap up the next tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8922%2Fadara5903a.png&hash=6cfbdb9fb9a8ec2cef0d48cf40a69a32fb26e806)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F148%2Fadara5903b.png&hash=18110450781ea805d8f36750908ccb4509861a23)

59-4: There's still a few more things before this update comes to an end.  First of all, the traditional tile wide composite.  As is always the case, click to view the larger version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F55%2Fadara5904small.jpg&hash=7d051b272275ceee81054699ca292f1edc881d35) (http://img413.imageshack.us/my.php?image=adara5904large.jpg)
59-5: Last but not least, here's the regional composite map, now with four tiles in place.  Hope you like what you see!  Again, the larger version can be accessed by clicking this map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F3032%2Fadara5905small.jpg&hash=6fcffc4b23b922477820ccfea7f7b8c4c2b66099) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/Adara_59_05_Large.jpg?attachauth=ANoY7cr__bxpkEHQieD_MSVy6o4js8RW6WvthowZc2n97cFa7f1nGpgkTDPVElllt4nJpVLIxHnUvr0BlCDm9ySHEK180ZIqxcPTLP7ZLgFSixcTFfAIkYzzrVSQR0yEKJc-ud4GAl785TZXvgkx_Gdr-mj6p22yUYZpKVfEvbOgdZ5AtvFqFDgqX9bpHcYZta748vyr5_54A9T03t0J5N44By70pzBC1aJS4p5VnWFaSGklr7xEyRc%3D&attredirects=0)

That's all I've got for today.  Next time, we'll take our first look at Tile #5, along with some discussion about my long term plans for Adara.
Title: Re: Adara - Update 59 - November 23, 2009
Post by: Fabian93 on November 23, 2009, 01:18:55 PM
Two wonderful mosaics and a beautiful region shot &apls &apls

All in all:
Another fantastic Update. I especially loved that 2nd mosaic with that highway running through that town :thumbsup: - I always love such scenes &apls.

Keep up the fantastic work - it's always a real pleasure to view your pictures ;),
Fabian

P.S.: It might sound strange, but I'd also like to congratulate you on your 3rd place in the HoF voting - you almost made your way into the HoF and I'm sure you will do so next time. You can be really proud of that :thumbsup:.
Title: Re: Adara - Update 59 - November 23, 2009
Post by: sumwonyuno on November 23, 2009, 01:24:29 PM
I'm not going to be bored of a huge mosaic of trees.   :P

Good job and combining the city tiles.  It's not an easy thing to do.  /wrrd%&
Title: Re: Adara - Update 59 - November 23, 2009
Post by: Tomas Neto on November 23, 2009, 01:45:05 PM
Woww my friend, awesome update again!!! Fantastic work!!!  &apls &apls
Title: Re: Adara - Update 59 - November 23, 2009
Post by: kwakelaar on November 23, 2009, 01:48:26 PM
I think Jackson Pass is my favourite tile so far. The mosaics are great, I still enjoy looking at the details in your forests with the different bare patches. Level of attention to detail is very high here.
Title: Re: Adara - Update 59 - November 23, 2009
Post by: Schulmanator on November 23, 2009, 01:56:18 PM
Fabulous work on the natural areas... it all looks so good... makes me want to go hike in the woods  :satisfied:
Title: Re: Adara - Update 59 - November 23, 2009
Post by: danielcote on November 23, 2009, 03:16:32 PM
Nice! I like the arias where they show where they were logging the treas and the forest is very nice!
Title: Re: Adara - Update 59 - November 23, 2009
Post by: ecoba on November 23, 2009, 03:48:56 PM
Good to see our traditional, end of Adara tile wrap-up!

Adara really is a beautiful region!

Ethan
Title: Re: Adara - Update 59 - November 23, 2009
Post by: Dreamcat on November 23, 2009, 04:16:17 PM
Hmm, Adara is getting quite big.  Beautiful mosaics you have there, never realized how awesome the RHW looks in Jackson Pass until I saw that mosaic.  I'm staying in touch!
Title: Re: Adara - Update 59 - November 23, 2009
Post by: BarbarossaS on November 24, 2009, 03:05:47 AM
It's always lovely to see the completed tile fit in the region! Can't wait to hear what your plans are for the future of Adara.

-Stijn-
Title: Re: Adara - Update 59 - November 23, 2009
Post by: calibanX on November 24, 2009, 10:27:07 PM
It's great to see that composite map Battlecat. I also enjoyed seeing the clearing with the lumberjacks working hard in your mosaic. Those creative touches give the scene character. So much to like here. Excellent as always.

Geoff
Title: Re: Adara - Update 59 - November 23, 2009
Post by: Earth quake on November 24, 2009, 10:42:56 PM
Wow, these mosaics are really impressive and splendid. &apls
The city street map is just Fantastic.
Title: Re: Adara - Update 60 - November 25, 2009
Post by: Battlecat on November 25, 2009, 12:36:32 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Fabian (Fabian93): Glad you enjoyed the final shots of this tile.  These results are what makes the slow, careful development all work while for me!  I'm really happy with how Salmo came out, and that second mosaic really brings it together. 

Thanks very much for your congrats, I'm honestly amazed that I placed that high considering the high quality of the MD's that made the nomination!  Having read through the selection criteria, it really is an unexpected honor to have even been nominated!  Thanks for the vote of confidence!

sumwonyuno: Glad to hear it, I might have to put one together in the future then!  I suppose about half my region shots are forest already as it is.  Putting the city tiles together certainly isn't easy, sadly they're really not designed to match perfectly.  Having seen your work, I'm certain you speak from experience!

Tomas Neto: Thanks very much!  Sometimes I wish I had more opportunities to make mosaics like you do, but my development style isn't really as effective for large volumes of mosaics, unlike your excellent work.  Here, they seem to work better as a wrap up treat!

Kwakelaar: Thanks very much!  I'm extremely pleased with how well this tile came out, I was quite worried about how to keep this one diverse.  Glad you found it appealing!

Schulmanator: Thanks very much!  This tile reminds me a lot of places I've gone camping.  It's entirely possible I'll be creating tiles that are even more isolated in the future!

danielcote: Glad you like how the clear cuts came out.  I think I've finally hit on a satisfactory technique for creating them.  Thanks!

Ethan (ecoba): I find this wrap up to be excellent payoff for all the hard work!  Especially seeing it added to the regional composite.  Glad you enjoyed it!

Dreamcat: It's slowly growing, tile by tile.  At this point, it's four large city tiles in size.  Today I'm going to share the future scope of the region!  I really do love the RHW, it's got some of the nicest transport textures.  I'm really looking forward to the upcoming release since it'll have wide radius curves for the RHW2! 

Stijn (BarbarossaS): Thanks very much, glad you like how it all came together.  Hope you enjoy the first glance at Winfield today! 

Geoff (calibanX): I love putting the composites together.  Glad you enjoyed the mosaics as well.  Thanks for stopping in!

Vivien (Earth quake): Thanks very much for you kind words!  Glad you enjoyed the wrap up!

Update 60
Adara – Long Term Plans and First Look at Winfield

Sixty updates isn't a special number in any particular way, except for the timing and events of the past month.  Since update 50 on October 29th, this MD has grown by 6 pages, been moved up to Classics, nominated for the Hall of Fame, winning 3rd place.   It's been a busy month indeed, so thank you all for your amazing support! 

Ethan (ecoba) made an interesting request a few updates ago.  It's pretty much the inspiration for this update, so I'll quote the question here:

Originally posted by ecoba:
QuoteCould we maybe see a region shot of Adara soon? not just the completed tiles too, the whole shabam!

It's actually interesting that nobody has asked that question before.  It's a very interesting question, and really ties into how I'm handling the development of Adara as a long term project.  So I thought I'd give you all a quick tour of the entirety of Adara, and the rough structure of my long term plans.  And I'll give you a first look at the next tile while I'm at it.  So here we go. 

60-1: So first, here's Adara as seen by SC4 Terraformer.  This was taken this past weekend shortly after doing the final touches on Tile #5 (Winfield). The area in the foreground is Alexandria, Jackson Pass is near the tall mountain in the background (Mt Garibaldi). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F1690%2Fadara6001.jpg&hash=02b03c3b0532d95550ee29da85fc457ea9fec4b9)

60-2: The first thing you'll notice about these shots is that there is a large amount of area blacked out.  It's only black because there truly is nothing there yet.  These shots hide nothing.  Here's a shot with the tile boundaries on from above. 
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b]60-3: [/b]And here's the same shot with the tiles labled just for clarity. 
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I don't like to commit too much of my region ahead of time because you never know when inspiration will strike.  The idea of creating this massive lake behind the dam was inspired by something, not sure what exactly.  The idea just came into my head, and since Vavenby was barely terraformed, it gave me time to implement the idea.  Likewise, the idea of extending the lake as far as I have has been an ongoing inspiration as the various plopable waters have developed over the past few months. 

So as new ideas strike, I'll be able to expand and terraform the region appropriately.  Now, that's not to say that I don't have a larger, overarching plan for this region.  For example, I know approximately where the coast is and what will be there.  I've got plans for the next city south of Alexandria on the highway and the community hiding up Lehman Valley south of Vavenby.  But those plans are flexible if something turns up that will work better!

Hopefully this should help to answer your question Ethan.  There really isn't an entire region to show yet, although there will be someday.  Thanks to SC4Terraformer, I can make it available once that day comes. 

60-4: So if I throw all of Adara into Region Census, here's the shot you get.  Adara is composed of 7x7 large tiles so 49 tiles in all.  I don't intend to expand this region at all for performance reasons.  However, I do have some longer term plans if this region as you see it now is ever filled up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F2991%2Fadara6004.png&hash=629c15d721f491c3bb8f0e72d3a228b727295a65)   

60-5: The longer term plans have to do with the numbering system I mentioned.  Tile #5 is also known as 1-4x4.  I've pre-numbered every single tile in a grid in Autocad.  I use that reference information to keep track of alignments and adjacencies.  Here's a shot of the grid from Autocad along with the raw map data underneath.  Delmar Junction for example is 1-3x3.
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So with the pre-numbering and planning, I've got some theoretical ideas for expanding the region "visually" without actually doing it technically.  Ideally when/if Adara 1 is full I can create an adjacent region called Adara 2.  If I carefully copy over the border cities, I can use them as reference information to start terraforming the second tile.  In theory I could just keep going, an ever growing region with room for many styles of development. 

Just so you know, I fully intend to 100% complete this 49 tile region before I consider moving on to another tile, no matter how tempting it is!  Anyhow, this idea is still just pie in the sky.  If it seems a bit overambitious, don't hesitate to let me know, particularly if you have a better idea how to manage it.  We'll see if it ever becomes an issue, but my hope/plan is to keep pushing forward, growing an ever expanding region. 

So with all that being said, here are the major goals for Adara now that I've got the game well in hand: 

1: The main goal here is to develop a region that on a glance looks fairly realistic while remaining visually appealing.  In other words, I'm shooting for an idealistic but not utopian development style.  So dirty industry and suburban sprawl exist, but I'll be making an effort to make it look really nice.  With the huge amount of space available, I'll be hitting on all realms of development eventually, but only as appropriate to the aesthetics of the region.

2: As I've continued to do, I'll be doing my best to showcase and mention as many different plugins as are available.  I'm going for a wide diversity of towns as we go forward, so there should be room for some pretty diverse looking cities.  As an addendum to that, I'll be sticking with game based growth wherever possible, but I'll still be plopping commercial and industrial lots where appropriate. 

3: The third and final goal is to completely and utterly ignore the existence of the tile boundaries except as a convenient way to focus the growth of this region.  In terms of the final layout, those tile borders might as well not exist at all.  No matter where any community falls on the map, appropriate space will be assigned for good quality transitions between different types of development, such as the rural-urban interface. 

60-6: Anyhow, now that I've broken my own brain getting this down on paper, let's lighten things up and have a first look at 1-4x4, now also know as Winfield.  The core feature of Winfield will be the lake; this map should help give you an idea of how it fits into the local area.  I've sketch in the rough shoreline already based on the contour lines. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F2001%2Fadara6006a.png&hash=5862771a86dd64d3e56a6fe28d6903799b815fd2)
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60-7: Here's the east side of the lake.  This area will be a major urban area, probably a fair bit larger than Alexandria.  As you can see, I've used the rain tool in preparation for the land bridges that will be going in during update 61.  This water will be replaced with the Tahoe style water later.  This city is going to cross onto three addition tiles as it grows.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F8072%2Fadara6007.jpg&hash=aad8f781dcd3ae3eee11b98bf4bb9169e498f556)

60-8: This shot is looking towards the town of Salmo.  The flat area by the lake here is going to be a continuation of the shoreline exurbs from Jackson Pass. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F3812%2Fadara6008.jpg&hash=96a710dc5d56d3457896a4b49df9cfc630e9ed3b)

60-9: And here's the border with Vavenby.  The main railway crosses the border here, along with power lines and two roads.  There will be a lot more boundary issues in this tile both with existing areas, and with the growth across boundaries.  The techniques for street borders will be very useful in the near future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2843%2Fadara6009.jpg&hash=5f7e3c31a856ecb2bd529851eb33d39dbc710516)

I'd add more, but this was a pretty technical update.  Wouldn't want the first steps towards Winfield to get totally lost.  Plus not to mention my usual game time was fried by 5 hours of driving to and from a conference at UBC yesterday.  Next batch of shots coming up soon though!  See you then!
Title: Re: Adara - Update 60 - November 25, 2009
Post by: Tomas Neto on November 25, 2009, 12:48:56 PM
Impressive again, my friend! It's very cool you to show us all the refinement and concern with every detail in your region! Phenomenal update and awesome region!!!  &apls &apls
Title: Re: Adara - Update 60 - November 25, 2009
Post by: BarbarossaS on November 25, 2009, 12:49:48 PM
Nice! It's great to see it all in the bigger picture. I like the way your handling things, expanding as inspiration hits you. It'll make for a very interesting overall region once you've finished it!  :thumbsup:
Love the look of the lake, and I can't wait to see the city develop. It's gonna be a large one, isn't it  :P

-Stijn-
Title: Re: Adara - Update 60 - November 25, 2009
Post by: calibanX on November 25, 2009, 03:35:17 PM
I think you're handling things just fine Battlecat. It would be interesting to see the entire region of Adara mapped in Autocad after you've finished developing it. Then again, I'll enjoy the journey much more than the destination.

Geoff
Title: Re: Adara - Update 60 - November 25, 2009
Post by: djvandrake on November 25, 2009, 07:17:58 PM
Wow, that was very impressive.  I like the idea that you don't terraform out your region in advance to allow inspiration a free hand.  I've never done that and it's a very appealing idea.

Your attention to details and planning is outstanding.  :thumbsup:
Title: Re: Adara - Update 60 - November 25, 2009
Post by: ecoba on November 26, 2009, 09:40:05 AM
Ah, that's a really nice Terraformer view!

I don't have Terraformer, my computer can't handle it. I usually use greyscale regions or, I build on flat, or hand terraformed terrain.

That seems really interesting, how large that lake is. Do you think it will be a glacial lake, or part of the lake that was dammed up in Vavenby? Both of these options seem suitable, considering the way you present Adara to be in a British Columbia sort of environment. Now that the STEX is working for me again I think that I will download Tereisu's Rain Tool. I havn't been able to download it before, s building Land Bridges has been an extra challenge for me. I think that the continuation of the Exurbs along the shoreline will be a good feature.

You say that there will be a large city that will encompass space on three tiles coming out of Winfield? Imagining a big city in Adara is proving a challenge for my mind. I think that it must be from my usual starstruckedness from your amazing farms, but I know that your cities must be just as amazing. Although, now that I'm considering that there will be a city on this tile, I'm wondering if there will be any rural areas at all. I like the way that you have layed out where the lake is going to be with the brown texture, it's very helpful when trying to predict the final product.

You have usual game-time? Aaargh, you are lucky. I'm lucky if I can manage some time in either the LE or the Game each day. What conference was it? Business, or other? You don't have to answer it^^. Is traffic bad in British Columbia? I know that Canada has already had Thanksgiving. But, considering that down herein the US of A, I don't dare leave the house to go anywhere further than 10 miles aways this week.

Ethan
Title: Re: Adara - Update 60 - November 25, 2009
Post by: danielcote on November 26, 2009, 09:21:44 PM
Nice rough drafting of the land scape!
Title: Re: Adara - Update 60 - November 25, 2009
Post by: Earth quake on November 26, 2009, 10:49:50 PM
Just splendid map. &apls
I'm impatient to see Salmo. :thumbsup:
Title: Re: Adara - Update 60 - November 25, 2009
Post by: sumwonyuno on November 26, 2009, 11:57:50 PM
Heh, all the work you've done has been in those several city tiles.  I can't imagine how the rest of the region would look if you are able to keep at it.
Title: Re: Adara - Update 60 - November 25, 2009
Post by: kwakelaar on November 27, 2009, 01:43:58 AM
Very much looking forward to the continuation of Adara. And it will be interesting to see how you will do a larger town.
Title: Re: Adara - Update 60 - November 25, 2009
Post by: danielcote on November 29, 2009, 08:30:31 AM
Nice job on the rivers! I like the trees and the paths you've been making look great.
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Battlecat on November 30, 2009, 10:32:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much, glad you enjoyed this peek at the long term plans for Adara. 

Stijn (BarbarossaS): Glad you liked it, I was a bit nervous about showing off how little of the region I've actually built!  For me, the benefit here is that I haven't committed myself to a course of action too far in advance.  Winfield will be large, at least by Adara standards.  Exactly how large it'll be overall remains to be seen. 

Geoff (calibanX): Rest assured, I'll be keeping up with the mapping work going forward.  But you're right; it's all about the journey.  I expect this one will last a long time, so glad to have you along for the ride!

djvandrake: I tried working with a premade region one time.  The project didn't get very far, partially because I'd terraformed myself into a bit of a corner.  This at least leaves me the flexibility to add interesting features as they pop into my head.  The narrow, deep river valley that's running through part of Winfield is a good example.  I'll cover more on that later, but you'll get a first good look at it today.  Thanks for stopping in!

Ethan (ecoba): Terraformer is really great to use because it eliminates the annoying reconciling edges problem.  That used to drive me nuts back when I was working on Terra.  It is a bit of a memory monster though.  Williston Lake is an artificial lake for sure, its size and shape is based off many of the monster lakes in Northern BC that are created by the same source.  This one will extend onto probably 3 or 4 more tiles beyond this one. 

The city may not actually be as big as you imagine.  Certainly a fair portion of this tile is still going to be rural in style.  The splashing onto neighbouring tiles is more a consequence of how this region developed, particularly the terraforming layout.  It'll make more sense once you see how the highway and roads run through the area.  I've got some plans to make this quite difference from Alexandria as well.  Interestingly enough, that brown texture you see is actually the results of the rain tool.   

The time I have isn't exactly game time, it's more time that I can play SC4 when I don't have any major chores to do.  Mostly happens when my wife is at work, when she's home we often play World of Warcraft or City of Heroes together.  The conference this week was on Zoonotic and Communicable Diseases, given by the BC Center for Disease Control.  I attend this meeting primarily because I'm responsible for the mosquito control file for the city I work for.  Zoonotic refers to diseases that are carried by vectors such as mosquitos.

Here in the Lower Mainland area traffic is rough on the best of days.  Getting out to UBC is a huge challenge because it's about an hours drive from the highway I take into the city.  This week wasn't particularly different from any other; mostly it was just very rough weather and a fair number of car accidents on my route home.  Anyhow, thanks for stopping by!

danielcote: Thanks!  Glad you like it.

Vivien (Earth quake): Thanks for your kind words!  Salmo is done, so I think you must be looking forward to Winfield! 

sumwonyuno: Yeah, it's hard to believe just how little of the region has actually been built so far!  I'm really excited about continuing this project, thanks for the support!

kwakelaar: This city is going to be an interesting exercise.  I'm hoping that all the rural development I've done has pushed the demand high enough to develop this city the way I'd like.  Commercial buildings can at least be plopped, it's the residential that's the biggest challenge. 

danielcote (2): Thanks again! 

Update 61
Winfield – Transportation Time

Sneaking in one last November update, just under the wire here!  As is always the case with my map tiles, the first thing going into place here in Winfield are the primary transportation networks.   I've got some interesting plans for this area, including adding a transportation type I haven't used in Adara to date.  I just hope I've got the room to put this all into place.

A few interesting things to note about the City of Winfield itself:  First, it's going to be tucked primarily into the corner of the tile, which means it's going to cross the border onto three neighbouring tiles.  Those crossings are going to take some extra planning.  Secondly, it's intended to be a young city, that's grown rapidly as a tourist destination thanks to the lake. 

Thirdly, due to some forethought by the city managers in the past, this city will actually has a mass transit system in the form of a GLR system.  I haven't decided on the exact route yet, but I'm going to try to lay it out with long term growth in mind.  In other words, it's going to extend out to the edge of town, and there will be land reserved for future extensions at the edges where it hasn't been built yet. 

It's important for me to note that it isn't my intent to continue growing this city until it sprawls over the map.  Adara is a snapshot in time, and the GLR network will be laid out with future growth in mind to help keep it realistic.  So here we go! 

61-1: I'm plugging the railway into place first since it's the pickiest network in terms of space requirements.  This is the continuation of the line that runs through Vavenby.  The STR line is another branch line heading up to industry in this side valley. 
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61-2: This is the main interchange between the highway from Salmo (coming from the top of the image), the highway from Vavenby (to the left) and the bridge to Winfield (bottom of the image).  Here I'm envisioning some large stores trying to take advantage of cheaper land on this side of the lake.  The small community over her will be called Westside. 
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61-3: While it's hard to visualize, here's the site of the future downtown core of Winfield.  The main avenue run will run to the top of this shot up the hill to the neighboring tile.  On the left side of the screen you can see the first bridge I tried for crossing the lake.  It didn't work so well because plopable water wouldn't take around certain parts of the model.
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61-4: Fortunately, this one works just fine.  The span across this lake is quite long, and it's a big bridge but it should add a nice focal point to this tile. 
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61-5: Among other things, I have to get the cross border streets lined up.  This is the border with Vavenby on the power lines side of the lake.  The main road on this side of the lake is a gravel street.  It'll connect back up to the main high some distance up the lake. 
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61-6: Oh, you want to see what's on the other side of the border?  Here you go, one early Winfield – Vavenby composite.  Because of the complexities of the border you'll be seeing a lot more of these as I work through the tile.  The only shame about the setup of Simcity will be the high tension power lines on the border producing twin towers like that.  Honestly, I think I'm just not going to worry about it since Vavenby is producing a massive amount of power (yes that was a fully functional power plant).  I plan to continue the pattern of housing along here, with the odd side road just to mix it up a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F287%2Fadara6106.jpg&hash=b793e4a5425fbde5ae73c14cd6f6253c022a0516)

61-7: Wide radius curves for maxis ground freeways?   Who would have guessed?  The black textures are a nice touch as well; they blend much better with the RHW, which allows me to use the freeway bridges here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F482%2Fadara6107.jpg&hash=cf5aca71242d08b248b931ea0b9f5e8a36dabe40)

61-8: I've started messing around with the GLR in avenue pieces here.  It's going to take a lot of getting used to, but it's very fun to put together.  Among other reasons, I've been itching to try this stuff out ever since I first saw it.  This is the first city in Adara were it works, at least from my perspective.  Of course this means a lot of planning in advance for Winfield. 
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61-9: Among other things, I've started drafting out some ideas for subdivisions.  Everything you see in this shot is subject to change once I start actually zoning the area!  We'll look more at the overall layout of this transit network when I get started on the main development.
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61-10: Moving on to something less subject to change, this is over near the south boundary of the Winfield tile.  It's on the west side of the lake from the city and this is the main power transfer for the city.  Power travels through a major conduit under the lake. 
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61-11: Similarly, this smaller transformer will power the lines that run through to Salmo and Westside. 
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61-12: This is the resulting appearance of the south side of the lake now that all the major infrastructure is in place. 
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61-13: Next, continuing with my project of getting everything in synch with the neighbouring tiles, here's the border with Salmo.  The two streets on the border are the extensions of the gravel streets.  I'll be working a lot more here later; for now I'm just clearing up the loose ends to make sure the crossings are done right. 
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61-14: A quick bit of rough street sketching for the wrap up of the upper and lower subdivision.  The legal boundary of Salmo will be somewhere in this area as well.  These two subdivisions are technically part of the town of Salmo. 
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61-15: One last thing today.  This small hill overlooks the future location of the town of Westside.  I just don't like how it looks.
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61-16: After a bunch of messing around, I finally got this result.  It's an oddball, but it looks interesting so I'll take it! 
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That's all for today!  From here my first project is going to be to get the town of Westside into place.  It's going to be small town compared with Winfield.  It's mainly going to serve the purpose of building the initial population base before I move to the bigger city. 
Title: Re: Adara - Update 61 - November 30, 2009
Post by: io_bg on November 30, 2009, 10:47:29 AM
Very nice update, it's good to see that you've started building a larger town ;) Great use of the MHW as well as GLR! (the only thing I don't like about the highway is that the stretch between the cables is a bit too long).
Can't wait to see more! :thumbsup:
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Earth quake on November 30, 2009, 11:06:02 AM
Excellent update battlecat.
Your town planning is really, and i agree with Io_bg, Great use of RHW and STR. :thumbsup:
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Dreamcat on November 30, 2009, 12:24:18 PM
Wonderful thing you have going here BC (Battlecat -- not British Columbia).  I am loving your highway stretches.  I cannot wait to see this tile get big, because you have done such a wonderful job on the rural aspect of Adara, now I am excited to see what you can with the urban.  Sorry for the short post, just a quick little pop in here while I have free time.  Expect more of me later! 
Title: Re: Adara - Update 61 - November 30, 2009
Post by: kwakelaar on November 30, 2009, 12:43:03 PM
Urban planning in Adara, very interesting to follow. Almost like you are painting a canvas. All seems very logical so far, and I love the shots from over the border. Something I really will have to try in Andau at some time as well.
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Schulmanator on November 30, 2009, 01:45:50 PM
Nice! You have the foundations of some great infrastructure here. :)
Title: Re: Adara - Update 61 - November 30, 2009
Post by: clearlypowa on November 30, 2009, 02:00:49 PM
I like your M.D  &apls   I've learned so much by reading from page 1 untill this nice update.

Great rural cities u have create from scratch  :thumbsup:

Keep going your excellent work.  :thumbsup:

Can u give me plz the link for dark textures of maxis highway  :)

Title: Re: Adara - Update 61 - November 30, 2009
Post by: scott1964 on November 30, 2009, 02:14:15 PM
Nice update. Where did you get the power stuff?  :satisfied:
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Albus of Garaway on November 30, 2009, 02:28:20 PM
I feel so guilty that I've missed all of the great work here at Adara while I've been on my short leave from SimCity 4! I looked back several updates, and what you've been doing with this region is simply astounding! I certainly look forward to your future advances, especially how you develop downtown Winfield.

-Jason
Title: Re: Adara - Update 61 - November 30, 2009
Post by: ecoba on November 30, 2009, 02:30:54 PM
Another interesting update, Battlecat.

Winfield seems to be quite a challenging tile, due to the new networks and all of the transitions. The whole city looks like it will be a nice difference. Are you planning to have any mid-(high?)rises in this tile? I think that maybe having just some mid-rises would be best because Adara really doesn't seem like a huge big-city region. I'm glad to hear that there will still be some farms on this tile. (Seems to maybe not be Adara without 'em.) Are the street connections functional, I was wondering because if not, the suburbs along the lake will not work, and homes won't grow.

Ethan

P.S. Terra, you mentioned, is that your old MD? Perhaps a link could be provided?  ;)
Title: Re: Adara - Update 61 - November 30, 2009
Post by: djvandrake on November 30, 2009, 09:05:17 PM
Looks great battlecat.  Lots of good forward planning goes a long way.  :thumbsup:
Title: Re: Adara - Update 61 - November 30, 2009
Post by: threestooges on December 01, 2009, 12:13:43 AM
GLR in Adara? I'm really looking forward to seeing how this develops, and how much actual ridership you get from it. The pieces can be a bit tricky to work with, but the end result is usually worth it. Interesting bridge choices. What made you cross the lake at that point? Usually routes tend to go around instead of over. I'll keep an eye out for the next overview picture. Your cross-tile images are always impressive. I'll have to try tinkering with them one of these days; the possibilities are great. Looking forward to seeing where things go next update.
-Matt
Title: Re: Adara - Update 61 - November 30, 2009
Post by: Tomas Neto on December 01, 2009, 12:52:50 AM
Whereas this beginning of your work, I can say is coming a major expansion of your region, with beautiful cities, as is usual in your MD!! Fantastic update!!
Title: Re: Adara - Update 61 - November 30, 2009
Post by: BarbarossaS on December 01, 2009, 02:25:40 AM
Great update! It's incredible, the amount of planning ahead you have to do with this tile, but I'm sure the results will be amazing!  &apls &apls
I like you're going use the GLR in Winfield, they give a city a more modern feeling imo.

-Stijn-
Title: Re: Adara - Update 61 - November 30, 2009
Post by: danielcote on December 01, 2009, 05:10:55 PM
I'm exited to see the first city develop!  :thumbsup:
Title: Re: Adara - Update 61 - November 30, 2009
Post by: calibanX on December 01, 2009, 09:58:46 PM
Looks like a great plan so far Battlecat. I'm anxious to see how you turn that GLR into a fully functioning transit system stuffed with little Sims.

Take care.

Geoff
Title: Re: Adara - Update 61 - November 30, 2009
Post by: rhizome21 on December 02, 2009, 08:18:33 AM
Hi Battlecat,

Just a quick  note after a complete reading of one of the best MD's I've ever read. I'm in awe with your farms and the clever use you make of ploppable water, not as just a tool for small ponds and streams, but as the main water element in there, and your riverbanks are soooo realistic. And don't get me started on your farms, or i'll be drooling...

i've just some questions i need to ask you. In several occasions, you refer as diagonal filler lots, to smoothe edges along the roads (i mainly disguise the ugly triangles with a lot of trees, but these ones look so much better) but i was unable to find them anywhere. Could you point me to a direction please ?

Anyways, I really love Adara, which is kind of the ideal countryside we all dream of.

cheers

jf
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Battlecat on December 02, 2009, 09:55:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

io_bg: Yeah, I've been itching to take a stab at a bigger center, but I've got to make sure it fits the character of the region.  Good point about that bridge.  I knew something didn't look quite right, but I didn't manage to put my finger on it at the time.  I think I'll see about fixing that somehow, after I back up the region in case things go horribly wrong with the rain tool!  Thanks for stopping in! 

Vivien (Earth quake): Thanks very much for your kind words!  I'm always open for advice on this town since it's going to create a significant growth in size for my region. 

Dreamcat: BC is a fine and acceptable nickname, I'm quite used to it from various games I used to play.  I find the irony of the nickname quite amusing actually. :-)  I've got high hopes for the urban development program, but I'm already seeing some modding alterations I want to take at stab at.  Thanks for your kind words; I hope to keep the quality high!

kwakelaar: That is a pretty good way to describe the method I'm using to develop this region.  Painting a canvas is more or less the style that makes sense, particularly with the ploplable items available now.  The over the border shots are my favorite because they really give us a look at the way the world really looks! 

I really have to take a logical approach to this city because I really have to get the GLR planned out in advance.  It's taking some getting used to, and I've had a few crashes due to the issues with stations and certain puzzle pieces.  Fortunatly, I've got an autosave set for every 10 minutes so I don't loose too much work.  Thanks for stopping in, hope you enjoy the first bit of urban development for the Winfield tile!

Schulmanator: Thanks!  This tile is the most technically challenging so far in terms of infrastructure.  It is all coming along nicely though. 

clearlypowa: Thanks for your kind words, glad you found your visits here informative.  As I mentioned in the PM earlier, the dark highway colors are called the Highway Re-Styling Mod.  It was created by mrtnrln and can be found here (http://www.simtropolis.com/stex/index.cfm?p=files&keyword=mrtnrln&view=all) along it his other works on the STEX.

scott1964: Welcome to Adara!  I tracked down the various power lots here and there.  The larger substation in this update is here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=563).  The grey power lines color mod is at Pegasus' site (http://simpeg.com/forum/index.php?action=tpmod;dl=item998).  For most of the rest that I've got, if you hit the STEX and do a search for the words power or transformer, you should hit most of the other power items I've got. 

Jason (Albus of Garaway): No guilt necessary, I know from experience that real life can hit hard and without warning!  Thanks for taking the time to stop in and for your kind words!

Ethan (ecoba): Indeed, Winfield is an interesting challenge.  You're absolutely right, I'm thinking more along the lines of mid rises for the most part in Winfield.  It's going to be more of a sprawling city than a tall city.  There is a pretty high demand for commercial development which I've been suppressing in most of my cities to date; this city should help fill the gap in that area.  I do have some rough ideas and conceptual outlines for a pretty huge coastal city, but that's so far in the future at this point it's not worth worrying about.   I intend to make sure it fits well with the region. 

Those street connections are fully functional, using a fascinating trick developed by metarvo. The entire tutorial can be found here (http://sc4devotion.com/forums/index.php?topic=7350.0) and it covers street connections and visual improvements to diagonal street and road connections.  It uses various parts of the NAM, particularly the interesting effects that occur when certain puzzle pieces are bulldozed.  They're pretty handy for the work I'm doing along tile boundaries.

Terra was my primary journal 2.5 years ago when I was first playing the game.  It was originally posted on both Simtropolis and Simpeg, but only the version at Simpeg remains (http://simpeg.com/forum/index.php?topic=2005.0).  I'm not certain all the pictures are still there, but most of them appear to be.  Terra was a fairly standard growing region.  I'd develop the tiles and then go back and grow it as appropriate.  In a lot of ways it was a less sophisticated version of CSGDesign's natural growth project.  I was doing a similar terraforming method to here except it predated the SC4Terraformer.  The entire thing got eaten by a massive computer glitch along with the plugins folder and most of my university homework for the month, which pretty much burned out any interest I had left in the game at the time.  Hope you enjoy the look back!

djvandrake: Thanks!  I think the planning is going to be critical here; I really need to work hard to maintain the character of certain areas along the border. 

Matt (threestooges): The ridership is going to be the most interesting challenge.  From what I've read about it the GLR speed is comparable to road travel, so the key will be to ensure that the GLR network is more efficient than the roads in Winfield.  Regardless of the type, I've always found mass transit options to be underused by the simulator on the best of days.  I've had a few crashes, but I was warned by the instructions so I've taken precautions with an autosaver program. 

As for the lake crossing, what I'm envisionsing is that bridge is a major bypass that was added recently, probably through lobbying by both Winfield and Westside.  In the past, people driving up from the Denara River valley (Vavenby, Delmar Junction, Alexandria and others) would have driven north along the lake through Salmo and around the lake at the point where the highway crosses further up.  The option around the other side is a gravel road of course, so it's not a preferred option. 

The two real cities that inspired the ones I'm developing on this tile are the cities of Kelowna and Westside in BC.  They are connected across a long narrow lake called Okanagan Lake.  Kelowna was the main tourist center for a long time, but Westside is beginning to catch up in the real world now as well, particularly since a new bridge went in recently. 

Tomas Neto: Thanks for your kind words!

Stijn (BarbarossaS): The planning is critical, mostly because of the issues inherent with systems like the GLR and others.  I'm getting the hang of it though! Thanks for stopping in!

danielcote: Glad you're excited, hope you enjoy the start on Westside! 

Geoff (calibanX): It'll be interesting to see if this works or not!  It's going to be an interesting exercise. 

jf (rhizome21): Welcome to Adara!  Thanks for taking the time to read through the entire archives!  I really appreciate your enthusiasm; it's been a really fun trip since I started this in February. 

I've already sent you a pm, but to answer your question, the main set of diagonal fillers I use are by Andreas.  They can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1197) on the LEX.  These ones will take care of the basic road grass texture plus some handy industrial transition styles.  I'm personally fond of the ones with fences, which work quite nicely.  They show up on the parks menu slightly before the BSC trail parks.

The farm fillers are my own creation.  They're still a work in progress and I'll have to spend some time cleaning the lots up before I consider releasing them.  Thanks for you interest, hope to see you stop by again soon!

Update 62
Winfield – Westside Town Core

Westside is going to be an interesting exercise with some connection to the pattern of development I envision for Winfield.  I imagine this dam is a good 50 – 60 years old, so the lake has been around for a while.  At the same time, the bridge is a relatively new development, to shorten the long drive around the lake.  Development has only recently begun on the growth of Westside. 

Since large box stores require significantly more open land that is usually available in urban cores, they often open in the suburbs.  In this case, there is a smaller town right across the lake, possibly accessed via a fairly new bridge.  Developers have started getting a hold of this town and it's just started to boom.  That's the style I'm looking for here, so I'll have a few bigger stores in the town a possibly pushing right out of the urban area into the urban – forest interface. 

I'm also considering some winding suburbs with tracts of forest around them, as if the town is actively expanding into the surrounding area with several undeveloped lots surrounding.  But that'll probably come later; right now my main goal is to get a balanced core urban area in place. 

62-1: Here's the future site of Westside.  There will be a major commercial service corridor along the avenue, it'll drop off to rural area and a couple small warehouse complexes further west quite quickly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F6043%2Fadara6201.jpg&hash=e5e828835739298880a4c4c7944bac71d573e626)

62-2: To start things off, I just dropped a Costco shopping center into the corner here.  The average Costco takes a lot of space, and would be pretty hard pressed to fit into a well developed urban core like the one I'm planning for Winfield. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F5181%2Fadara6202.jpg&hash=54622de05316fa03106a140276b416a1dc60615a)

62-3: It occurred to me, I've never actually show you the demand levels for my region.  At this point, it would appear that every single possible business is clamoring to find space in my region.  It's annoying the game advisors to no end because I'm not providing nearly enough zoning for their tastes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F6506%2Fadara6203.jpg&hash=c8d15e7e4cbfec95a669188aad2ba570602bd51b)

62-4: Continuing up the main corridor, everything here grew once zoned.  There's a school right up on the top of the hill, residential areas all around it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F1617%2Fadara6204.jpg&hash=c8f8280bd1881571df58292ba53107db2bbc3d52)

62-5: Thanks to the return of demand for medium wealth homes, we get the first mattb325 homes from that class popping up.  Even more diversity than before!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F7433%2Fadara6205.jpg&hash=47291c6c154fca47e19093b81eef06f7bcfbbd14)

62-6: This dense forest covers a shallow slope between the upper and lower terraces.  It just seemed like a nice idea to fill that with trees rather than urban development.  What can I say, I like green cities. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F4171%2Fadara6206.jpg&hash=3e4ac7e43538c4c697d8701a3386d462d7527e7a)

62-7: The school up here is mostly done, just one small touch left to add in . . . 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F8164%2Fadara6207.jpg&hash=b76047851d5d9ae8e56fcee4dac601cde8f24248)

62-8: And that detail is more trees of course! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F7265%2Fadara6208.jpg&hash=a8c5f21ed46bc4a512caaeda574fd0fdc54f666b)

62-9: Hey look, more medium wealth mattb325 homes!  This just look so awesome, I'm never going to get tired of these.  And he's still releasing more stuff!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F7074%2Fadara6209.jpg&hash=c18e86116e740645fd4be97fa6cda6cdd8a9fbeb)

62-10: Here's a fairly typical subdivision, moving along to the other side of the highway.  I tend to make the homes historical when they're only partly touching the street to ensure they don't split later.  With mattb325's low wealth homes that's not such a big worry, they look great, unlike a lot of the maxis low wealth stuff.  This layout helps produce a more realistic cul-de-sac. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F1993%2Fadara6210.jpg&hash=0d82584f4b12d36aaa02deb0a80f0b5e0f1a119e)

62-11: Here's how it looks with homes in place. But at this stage, there is one thing that's annoying me.  I'm not happy with the appearance of the sidewalks.  Both the appearance and inconsistency from wealth level to wealth level is terribly annoying, I'm going to change the mod I'm using out now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F6949%2Fadara6211.jpg&hash=7bce996f18475c005f1d3647997631f879c4943f)

62-12: I finally settled on SimTropiaProductions (SMP) sandstone brick sidewalks along with Jayson's (sithlrd98) mod for avenue curves.  I had considered Jayson's grey concrete mod, but I like the texture from the brick.  It looks quite nice, and kind of fits the feel I'm looking for in Adara.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F2120%2Fadara6212.jpg&hash=73c66003d588595ccb01b36e6b0d3d1f002cd58e)

62-13: Here's another look at the sandstone brick in a different area.  Hmm, the cul-de-sac mod I'm using hasn't been converted over for the brick.  This will need some attention, I've got something in the works already. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F3324%2Fadara6213.jpg&hash=a99ed3e03985d1e04b08fc3ba2ac9ccbbb3fac24)

62-14: Even with the few things that don't perfectly match, this style looks pretty nice!  As you can see I've popped a Sears into place here and a few other smaller stores.  The suburban development only goes a short distance off this shot.  Looks like I need to check the NAM roundabouts as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F8922%2Fadara6214.jpg&hash=54536423afcfa0696ec2c1930a2c8623de21c424)

62-15: This area is pretty much at the edge of town.  I don't think I'm going to take development too much further in this direction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F4378%2Fadara6215.jpg&hash=c473d2170b761eeaa54b457c541bbebb0fd576c0)

62-16: Finally, here's an overview shot of the town of Westside as it stands now.  Except for a few isolate warehouses and a few suburbs to rough up the edges, this is the majority of Westside.  Hope you like it!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F5463%2Fadara6216.jpg&hash=92bcb732be0884cc8eca97aa364ac16ba75a7049)

That's a wrap.  Next time, I'm going to take care of the details along the Vavenby – Winfield border.  Sadly, the update is going to be postponed a bit due to life eating my gaming time this week.  Maybe Saturday but most likely Monday for the next update.  See you then! 
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Dreamcat on December 02, 2009, 10:19:15 AM
Hi, BC.  Did you know that elsewhere on the web I'm known as DC?  I thought your name was so similar to mine.  I was going to ask you how your Thanksgiving went when I blankly remembered Thanksgiving for Canada is long past.  Silly me!  So Americanized.  Enjoy your short hiatus away from Simcity.  Meanwhile, Winfield is looking splendid.  I love the new sidewalks, and wow at those demand levels...it doesn't look as if they'll be satisfied soon!  The Mattb325 houses look amazing, I can't wait to see the new R$$$ houses from Matt appear here as well.

I love your neighborhood layout, it just always seems so real to me.  The paths in 62-15 look oh so good; I particularly like the stairs.  I've seen that before, and it always looks fantastic wherever I've seen it.

I love the Sears and the Costco BATs, but there is something that has always bothered me about them, and that's the lack of parking lot space.  They're so small compared to real life, and ploppable parking lots just don't match up very well.  Just something that has always irked me -- not anything that can be practically fixed.  But you should probably enlarge the parking spaces for the elementary school.  Seems a bit small in my opinion.  Also, you do have JBSimbo's schools, right...?  It's just that's there's not a lot of diversity in the schools here in my opinion.

Have fun in real life.  We'll be waiting for you.

Cheers,
Eric
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Tomas Neto on December 02, 2009, 01:35:50 PM
The development of your cities is staggering!!! It is pure beauty and realism, with the touch of your fantastic talent!!!  :thumbsup:
Title: Re: Adara - Update 62 - December 2, 2009
Post by: turtle on December 02, 2009, 01:37:37 PM
Hi Battlecat

I meant to reply after your 60th update, but somehow forgot. Thanks for letting us in on your plans. This is really a massive project, so I wish you good luck in your venture. It's impressive that you can plan out every tile so well, without knowing the excact context of the whole region - I don't think I would be able to do that.

As for your latest update, everything looks excellent. I like the look of your new sidewalks, making the look more uniform. As a personal preference, I think Adara has missed some more urban development for a little while, and so far you are right on track (not that I didn't love the previous 61 updates as well :) ). It also looks like it still will fit in nicely with how you've developed everything up until now. I for one am really looking forward to see how you continue this.   :thumbsup:
The textures on those parking lots look a lot like PEGs scenic drive kit, and they would fit together seamlesly, if you want to enlarge the parking spaces.

Enjoy your week off  ;)
/Thomas
Title: Re: Adara - Update 62 - December 2, 2009
Post by: ecoba on December 02, 2009, 02:34:35 PM
A good update, and a nice bout of starting growth.

It's okay that you're taking a break, I'll be glad to see it when you're back.

Ethan
Title: Re: Adara - Update 62 - December 2, 2009
Post by: calibanX on December 02, 2009, 05:52:45 PM
Enjoy your week off Battlecat. Great start here, we'll be waiting patiently.

Geoff
Title: Re: Adara - Update 62 - December 2, 2009
Post by: djvandrake on December 02, 2009, 08:42:50 PM
Looks great!  :thumbsup:  I think you're doing a fine job of maintaining the character of your cities.
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Albus of Garaway on December 03, 2009, 01:09:47 PM
Wonderful update, Battlecat! Not that that's anything I should be surprised about. ;) Westside reminds me of so many places I've been to before. I'd list them, but I doubt you'd recognize the names. I was surprised at your choice of the SMP sidewalk mod, but now that I see it in use, I think it looks quite nice. I suppose we'll have to wait and see how it looks in the more rural areas. :)

-Jason
Title: Re: Adara - Update 62 - December 2, 2009
Post by: clearlypowa on December 03, 2009, 03:13:55 PM
Nice update. From today; i am going to follow your update in time  ;D

Good luck in your great project.   :thumbsup:

Edit : Thanks for your PM
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Schulmanator on December 03, 2009, 07:14:57 PM
Looks great! A very nice neighborhood... great place to live and work.
Title: Re: Adara - Update 62 - December 2, 2009
Post by: scott1964 on December 03, 2009, 08:15:25 PM
Looks good.   :)  Which trees are you using?
Title: Re: Adara - Update 62 - December 2, 2009
Post by: sumwonyuno on December 04, 2009, 02:09:20 PM
Nice to hear that you've taken a liking to the NAM goodies.  As for the advisors, just turn them into llamas, but be careful: they'll spit at you instead of complain!
Title: Re: Adara - Update 62 - December 2, 2009
Post by: danielcote on December 04, 2009, 03:34:23 PM
I like all the little parks, paths and sections of trees that you put in you're neighbourhoods.
Title: Re: Adara - Update 62 - December 2, 2009
Post by: amapper on December 05, 2009, 10:05:54 PM
This town is very pleasant to view and even better to live in. I noticed several stairways which remind me of what my hometown had when I was growing up. Unfortunately they have been allowed to fall into disrepair or are completely gone. Nice touch indeed.
Title: Re: Adara - Update 62 - December 2, 2009
Post by: Nanami on December 06, 2009, 01:07:23 AM
Nice town
Title: Re: Adara - Update 62 - December 2, 2009
Post by: kwakelaar on December 06, 2009, 02:00:05 AM
I have never really been working much with GLR either, and for Andau it is not needed for quite some time still. But I have read about some of the issues with the puzzel pieces, so good luck with those :D
Well, demand does not seem to be a problem in Adara, you could build quite some more larger cities if that is what you would like.
Your planning and history for Westside is well put together, did Costco by any chance lobby for the bridge at city hall ;)
Like some have mentioned already the small walkways and stairs are a great touch to this neighbourhood. And the way you lay out your schools are very good. I like that you are using more lots to create a unified whole.
And indeed the sidewalk textures are a troublesome lot, never quite doing what one would want to.
As always this has been a very enjoyable visit to Adara. :thumbsup:
Title: Re: Adara - Update 62 - December 2, 2009
Post by: danielcote on December 06, 2009, 09:36:14 AM
oh more beautiful natures neighbourhoods and winding paths! By the way where do you get those stairs and those paths they're really neat!
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Battlecat on December 07, 2009, 09:22:21 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Eric (Dreamcat): Funny how both our screen names get abbreviated in the same way!  It's easy to forget that while both Canada and the USA celebrate Thanksgiving, they're over a month apart.  You'd think we'd get used to that, but I usually have to be reminded in October that the USA hasn't had Thanksgiving yet! 

This wasn't so much a hiatus by choice.  It's more like the realization Monday night that my wife and I had commited to various social gatherings Tuesday, Wednesday, Thursday and Friday nights!  Doesn't leave me a lot of time for SC4, but such is life!  As for Simcity 4 itself, I've actually had a few of Mattb's new high wealth homes pop up in inconvenient locations.  I'm conserving R$$$ demand for a part of Winfield so I've had to be rather brutal about beating back the mansions in Westside. 

You've got a good point about the Costco and Sears, not to mention many of the other big box stores that have been custom built.  I should be able to expand the parking lot for the Costco, but the Sears isn't going to work so well!  Ironically, that's the reason I developed Westside in the first place, guess I forgot what I was doing in my enthusiasm the other day. 

Good point about the schools, I guess I have used the maxis school a fair bit.  I do have other school models, including JBSimbo's stuff, for some reason I'm not using them much.  At least one of JBSimbo's schools will be showing up in Winfield I think.  In the meantime, I think I'll review my choice of schools for Westside and see if I can find something else.  Thanks for the suggestions! 

Tomas Neto: Thanks very much for your enthusiasm!

Thomas (turtle): It really is a massive project, but it's boiled nicely down to small, bite sized pieces which helps a lot.  The approach I'm taking makes this a lot less overwhelming!  I've got vague ideas, but the majority of the context is developing as I go along here. 

Glad you like the new sidewalks.  They do present some interesting challenges, but I think the results are well worth it!  After Jackson Pass, this tile is a welcome change of pace.  Although ironically, today's update is going to be mostly a fall back to the rural styles!  Good thought on using Peg's scenic drive, I've also got another set of parking lots that are of a similar style that should help as well.

Ethan (ecoba): Thanks, glad you enjoyed the start.  It wasn't really a major break, but it is nice to catch my breath for a moment.  It's nice to be back up and running!   

Geoff (calibanX): Thanks!  Back in action right now.  Thanks for the link to that Spanish site! 

djvandrake: Thanks very much, it's always a relief to get a second opinion about city character!

Jason (Albus of Garaway): You could always run the names by me, I'll probably have a look at them on Google Maps if I haven't heard of them!  The SMP sidewalk mod was a tough choice, I almost went with the grey asphalt for realism.  But for some things, I'm shooting for aesthetics, it's going to be nice even in my other smaller cities.  And more importantly, it's consistent!  I dislike the pink sidewalks; they're way to much California style for the region I'm developing. 

I've taken the agricultural texture out of the mod; I'll be using the standard rural textures for the other street types.  It helps that gravel and dirt streets don't have alpha maps for sidewalks.  I'll have a peek and make sure it works though; there might be some small oddities to clean up.  Thanks for the thought!

clearlypowa: Thanks for stopping by again!  Glad I could help with finding that stuff.

Schulmanator: Glad you like it, it's going to be a bit bigger when all is done, but it's come together quite nicely! 

scott1964: Thanks!  I think you're looking at Dedgren's tree lots in the Three Rivers Region Exchange.  I'm using the 1x1 lots from his collection, but there is a wide diversity of forest lots.  The Three Rivers Region Exchange is here (http://sc4devotion.com/forums/index.php?topic=5603.0).

sumwonyuno: Yeah, I've taken quite the interest in the NAM components, particularly recently!  I'll show you a bit of what I've been messing with on Wednesday.  Yeah, mostly I just ignore the advisors.  They lack vision!  I can do without the spitting so I think they're safe from being polymorphed! 

danielcote: Thanks!

amapper: Welcome to Adara!  Glad you like how this is turning out!  It's a shame how some cities let infrastructure like this fall into disrepair.  I'm just really glad I found these stairs, there are very few options for stairways, particularly ones that are compatible with the width of basic trail parks.  Thanks for stopping in!

976: Thanks very much!

Kwakelaar: I can imagine it's going to be a at least a couple millennia before you have much call for GLR in Andau!  ;-)  Despite the glitches, it's a pleasure to use.  I've got a project in the works relating to it I'll reveal on Wednesday.  It's funny just how much demand has been built up by the four existing tiles.  The highways and their associated bridges would be the responsibility of the National government.  I expect Costco would have partnered up with Westside to lobby the government for that development.  After all, the city gets a great deal of benefit in the form of development and increased tax revenue. 

The sidewalks are troublesome indeed.  It's a lot easier now with the pure brick style for all wealth levels.  Keeps a single pink section from showing up without warning.  As for the leftover bits, I've got plans there!  Thanks for your thoughts and kind words!

danielcote (2): Thanks very much for your kind words!  The stairs are part of Marrast's Footways set (http://www.simtropolis.com/stex/details.cfm?id=16686).  I've found it quite odd how few choices there are for stairs.  The trails are from the BSC Trail Park Set  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=437), using the grey rock option from the BSC Trail Park alternate Textures (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=438).  There's a large number of parks compatible with the trail park set; links to most of them can be found on this list here (http://sc4devotion.com/forums/index.php?topic=6225.0).  I've found the trail parks very handy for filling in gaps, particularly since they come with a number of trail free filler pieces. 

Update 63
Winfield - Vavenby Border

So before I start today's update, I thought you might all be interested to know that during my break this week I burned a rather special DVD.  It contains the entirety of my plugins folder and a copy of the Adara region as it stands now.  If I suffer a major computer crash, the first 4 and a bit tiles of the region are safe and sound. 

Rather than working through all the urban details immediately, I'm going to do some work on the rural edges of town.  Among other things, I've got a pretty significant modding plan on the books that I want to get at least part way through before I do too much work in the urban area.  So, first on the list, I'm going to take care of the Vavenby border, including the first bits of lake and shoreline.   Naturally that means I've got a few cross border composites to put together today!

63-1: First, a bit of exurb development right on the border.  You might recall that Vavenby actually has the first set of exurbs I developed in the region although I didn't have a name for the concept at the time.  We'll have a look at how the two match together in a little while with a couple cross border composite shots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F5536%2Fadara6301.jpg&hash=512200c6a6ec54e26ad0b21bd0de45bde9d21c23)

63-2: I'm going to get a fair bit done on this side before I go over to cross border shots.  Here's the fully developed exurb.  It's got the freedom to update the home styles going forward though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F1327%2Fadara6302.jpg&hash=ada2d78875e591e07e9f2658f1f43f5badd8ea0c)

63-3: A bit further east, I've got an old clearcut and a farm built into a second old clearcut.  I imagine the first one is just waiting for someone willing to spend the time and money to clear the stumps out of the land.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F8638%2Fadara6303.jpg&hash=47e861decd335b1fe8590bc1944a7f4637101389)

63-4: Yeah, there's a fair bit of work that needs to happen here before a farmer takes over.  Looks nice though!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F2105%2Fadara6304.jpg&hash=aee16e4be1ab42231ab8b7371aa89805cc023fef)

63-5: Further east still, a slightly denser set of exurbs.  I'm still pondering the rural – urban interface for this area.  That will probably come in an update later this week. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F3070%2Fadara6305.jpg&hash=3ce384c531cba00396362c5ee62d25582e39f7fa)

63-6: Here's the status so far.  I'm going to hold off the gap between the city and forest for a separate update.  I've got to ponder the exact shape of this boundary a bit first.  Next I'm going to get to work on the Vavenby border on the left side of this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F4843%2Fadara6306.jpg&hash=035ecb6a4b09da84384a071b536ed069bb1a1cb4)

63-7: I made good use of the coordinates tool for matching the shoreline here.  In this shot, I've just drafted out the rough shoreline carrying on from Vavenby.  This shot is on the railway (south) side of the lake.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F9201%2Fadara6307.jpg&hash=260270a187d053a2f291813c5aa914a439d3adc8)

63-8: I decided on a proper retaining wall for the railway here.  The rocks are there just for fun, they're barely visible anyhow.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4269%2Fadara6308.jpg&hash=a4416e491e3201787f0fcb00e55094e13b24883a)

63-9: On the North side of the lake near the highway, the shoreline has just about come together properly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F1415%2Fadara6309.jpg&hash=8d4d85093f82a2afed6292ef8a184da59689d24d)

63-10: So, here's Vavenby.  The railway, powerlines and the gravel street disappear into oblivion as they cross the border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F6251%2Fadara6310.jpg&hash=6c92a0227094e6c79cad6ee56b82b6dd32bc8729)

63-11: Or, more likely they continue onwards just as the were before the border!  If it wasn't for those power poles and the big black spot I missed during photo prep, the border would be pretty hard to spot here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F1003%2Fadara6311.jpg&hash=5c63bcee2077a0bf415a578163bffd187ff17be1)

63-12: Over on the highway side of the lake, the boat launch area has a limited amount of water available.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F7342%2Fadara6312.jpg&hash=ca35df1bf60635bcdf28773d7275fd9a22103694)

63-13: But not nearly as limited as it was before.  I'm particularly happy with this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F6404%2Fadara6313.jpg&hash=c739bb2fcc39b082bc31ad1f250a48021b618b49)

63-14: Despite my best efforts, some small issues occur at zoom 5.  It appears the trees plopped differently on each side; I'll touch that up shortly.  The only real glitch is the flowers only showing up on the Vavenby side.  That's pretty much unavoidable in this game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F8168%2Fadara6314.jpg&hash=e0a03555cbe4e82d237b7d9bdd033a0ae44176aa)

63-15: Over near the railway, the edges is also fairly evident due to the rock slope appearing on the Winfield side.  Still, I'm quite happy with the result.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F7535%2Fadara6315.jpg&hash=f67d1c4dc143a1db262941b97312d67e0dce66d7)

63-16: To wrap things up today, here's a small two picture mosaic.  This mosaic has the border of Vavenby and Winfield running diagonally from the top right to the bottom left of the image.  I think I'm satisfied with the quality of this blend.  I know I'm not quite done the bottom left corner of this mosaic, my wrist decided it was done with SC4 around this point.  I'll polish it off later when I finish up this side of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F403%2Fadara6316a.jpg&hash=3ba20ada831b71763417298d99af2c0833c2ed47)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F6899%2Fadara6316b.jpg&hash=1732b59f56d9f2aedff055a7d35f661ba1b77ffa)

That's all for today!  Next time I've got a few tweaks to Westside to do.  More importantly, I've also got a few surprises to show you all.  Thanks for stopping by!

Edit: Replaced a bunch of .png files I forgot to convert with .jpg versions.  Sorry about that!
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Tomas Neto on December 07, 2009, 01:41:47 PM
Awesome work again, really fantastic update!
Title: Re: Adara - Update 63 - December 7, 2009
Post by: turtle on December 07, 2009, 02:08:42 PM
 &apls
Once again a great update. It is really remarkable how well you are able make those border transitions. The "glitches", as you call them, can barely be seen from a distance. I guess you could make some lots with the texture from your terrain mod to cover up the flowers right at the border, but you would still have to make some sort of transition. I think it looks amazing as it is, though. I've been wondering why you have the black background when making those cross boundary shots, - would it be easier to make a seamless transition with a background color that is closer to that of the trees or terrain? Maybe it's more difficult to see it when editing the pics, then? Oh well, just a thought. Being the rookie I am, I've never built anything worth making a cross boundary mosaic of...

Regarding building style, I can see how your way of developing a region makes it seem less overwhelming. The result is obviously fantastic. I guess there's also a difference in building it for a MD compared to just playing around. Usually, I start by imagining where the region would have been populated first, and then laying out some sort of cross region transportation infrastructure to create some sort of storyline to justify new developments, even if it's just in my mind. I guess that's kind of what I meant before. Usually, at some point I get impatient, and things get ugly, which is why I'm reading your MD  :D
Taking into consideration the way you develop the region, it makes sense for you to take care of the border and transitions before going further with Winfield, so I should just wait (im)patiently for you to do your thing. Who am I to question such a successful MD author anyways? $%Grinno$%

I'm looking forward to what you have in store for us next, be it rural, forests, urban or surprises even!

Thomas
(sorry for the lengthy comment)

edit: Congrats on 600 replies  :thumbsup:
Title: Re: Adara - Update 63 - December 7, 2009
Post by: threestooges on December 07, 2009, 03:52:00 PM
Great work on the lake shores. You manage to make them very realistic like that marshy little outcroppingin 63-9. Aside from a few black spots your cross-border mosaics look great. Makes me want to try my hand at one or two myself. Nice local launch facility too, especially with everything shaping up around it. Still waiting to see how the light rail will factor in. I don't think it's necessarily a matter of making the roads less efficient than the rail, I mean, ultimately they will be if the system is designed right, but think of it as making the system more efficient than the roads. There will be less traffic, less congestion, and will be more appealing than the drive. I haven't tried working with a purely in-avenue GLR system though. Whatever the next update has planned for it, I'll be waiting.
-Matt
Title: Re: Adara - Update 63 - December 7, 2009
Post by: calibanX on December 07, 2009, 04:10:13 PM
An excellent technique you have for lining up your region borders and getting great pics of the result. I like your shoreline. I'm having a hard time getting a shoreline technique I'm satisfied with. Very nice update Battlecat.

Geoff
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Dreamcat on December 07, 2009, 04:46:15 PM
Man...you are just too good.  And I am so serious about that.  Your border crossings are so wonderful.  But I have to ask you.  Are you psychic or something?  Because, believe it or not, I was JUST going to ask you if you were keeping a backup copy of Adara somewhere.  I've seen so many stupid things (prop pox, crashes) happen to wonderful regions.  DEFINITELY don't want to see that happen to Adara!  Hehe.

About your hiatus, er, realization, that's oh so good.  You should always prioritize real life over Simcity!  Hope you had a good break, I know from personal experience that if you overdo Simcity it is bad for your SC4 work in general.  So don't be afraid to take a break from us every once in a while!  ;D

Okay....I have to admit that I love your exurbs.  So realistic!  And that lake is looking fantastic.  Especially cross-bordered like that.  The mosaic is great!  The lake border looks too good.  My only question is, will there ever be any 'real' water (not ploppable) in Adara?  At the start of the topic you exhibit PEG's Brigantine water mod.  Will we ever see that?  Just curious.  I love the ploppable water workings, so don't get me wrong!

Finally, I just love trees.  Especially the ones you've picked.  Everything goes from ordinary to amazing just with the trees you use!   &apls

Until next time, and don't forget to enjoy life outside Simcity!

Eric
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Schulmanator on December 07, 2009, 05:16:52 PM
Jiminy Jillikers! That looks awesome!  &apls
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Delecto on December 07, 2009, 05:25:47 PM
Looks great! I like very much how you fit out the lake shores.  :thumbsup:
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Albus of Garaway on December 07, 2009, 05:36:17 PM
Those composite images are nothing sort of breathtaking! I never would have guessed they were sewn together by you. That is simply some of the best work I've seen in quite a while.

I also see you're having a similar problem as I in respects to rail textures. My rail textures don't match the rail textures on the smooth curves, and it seems neither do yours. I had originally had in place Dedgren's realistic textures, but for some reason these refused to override the Maxis ones. As of now I'm using the SFBT darker textures, which blend better, but are still not perfect. I wonder if we'll ever have any luck solving this issue.

Lastly, I'm quite impressed with your shorelines using ploppable water. Could you offer me any tips as to how you go about blending the different fauna together to create one seamless shore? I'd really appreciate any advice you can provide!

Can't wait till the next update. :)

-Jason
Title: Re: Adara - Update 63 - December 7, 2009
Post by: ecoba on December 08, 2009, 04:43:25 AM
Wow, Battlecat, you've got water shore detaling down to an art, they look beautiful no matter what water and flora you use. And the lake composite shots, I can't find the border.

Those exurbs really are turning out great, and I could build those! They're also so heavily wooded in that I can't really tell they're there from far away, but then you see a roof, and whoop! there they are.

Your composite images are truly amazing. Even in the one with the powerlines, I couldn't find the border after a minute of staring at it! The images truly look completely real, not sewn together, like Jason said.

In regards to the rail textures, I'm using the SFBT textures and I have no issues with the smooth curves at all... weird...

Ethan
Title: Re: Adara - Update 63 - December 7, 2009
Post by: TiFlo on December 08, 2009, 06:07:18 AM
Hi Battlecat,

I stumbled upon your MD last week and have wasted quite some time reading it from the beginning. This is such an impressive piece of work, and so neat and good looking! Thank you very much for putting this together, I've been eagerly awaiting each update since then. Actually, I'm new into the world of SC4, and your work is such an inspiration, I look at it as a big "how-to" for anything rural related which helps big time as I'm only trying for medium-sized cities (pop. under 100 000) and realistic looking regions.

Thanks a lot, I'm looking forward to the next update!  :thumbsup:

TiFlo
Title: Re: Adara - Update 63 - December 7, 2009
Post by: Bobbi on December 08, 2009, 06:34:20 AM
Very beautiful scenery!
Title: Re: Adara - Update 64 - December 8, 2009
Post by: Battlecat on December 08, 2009, 12:43:12 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much!

Thomas (turtle): No worries about the long post, I enjoy reading them.  Particularly when someone provides me with a touch of inspiration!  I use a black background for my region because it acts like a green screen.  The theory originally was that I would select the block of black along the tile edge and delete them.  Overlaying the two tiles would then take advantage of .png transparency to overlap them perfectly. 

In this update, that technique failed in several places due to inattention on my part, but thanks to your comment I've come up with an improvement!  I've got a composite using this new technique at the end of this update.  It requires a bit more care, but it makes a huge difference!  Honestly, the key thing that I did mess up on with that mosaic was not carefully clipping out the black; usually I at least catch the big pieces.  Thanks for that comment, it helped me rethink things a bunch!

Interestingly enough, I am building hypothetical cross region infrastructure, the freeway that crosses the lake in this area will eventually connect Winfield up with some other large center that doesn't even exist on paper yet!  And those railways do have destinations!  As you mentioned, patience is one of the hardest things to control when building this way.  It's all the harder as the creator because I want to show you all what I've already envisioned for the region!  There's so much to build, and so little time! 

For me the borders aren't just a consequence of my development style, rather they're a philosophical rebellion against the way the game treats borders.  There aren't hard fast borders between things in reality, so there shouldn't be anything like that in the game! I'm certainly glad you're enjoying your visits here!  Thanks for stopping in and for the congrats!  Hard to believe Adara is past 600 posts already, it hit 500 less than a month ago! 

Matt (threestooges): Thanks!  I think I've come up with a solution to the black spots problem.  I'm testing it out as I'm writing this update.  The light rail is a much as anything just the result of wanting to add something new to my region.  I've been working exclusively with roads and rails to date.  Westside actually has the first bus system in the region!  I'm hoping that with the simulator I'm using, the Sims will be a bit more enthused about transit anyhow. 

Geoff (calibanX): Shoreline techniques do take some messing around to find.  I've bulldozed a huge number of failed attempts both with the transparent water early on, and with the Tahoe style now.  The key I've found is to mix and match the textures and foliage.  Resist the urge to just plop one texture all through.  Paeng over at simpeg wrote an excellent tutorial (http://paeng.e-workers.de/gallery/city_journals/tips/detail_work/scene_building.php) on detailing ponds.  He put in some specifics on how to prep the shoreline; I use a lot of his ideas and suggestions in Adara.  In addition to the RRP items here, there are two excellent packs of shoreline textures in the PPond section of Pegasus' site. 

Eric (Dreamcat): I've actually been creating backup copies of the region every time I finish I tile so far, but this is the first time I've created an independent backup of both the region and the plugins folder on external media.  It was really the crash of Tarkus' computer recently that nailed this home though.  With the complexity level of my plugins folder, the probability of being able to rebuild it from scratch is near zero.  At least I've got the 1.8 gigabytes of plugins safely backed up now! 

Real life always comes first, between my wife, family and friends they keep me from disappearing to far into the virtual world!  It was an excellent break, although the project I'm presenting today has been filling my spare minutes quite a bit!  Anyhow, if I'm lucky I only get 2 blocks of time a week large enough to actually play the game. 

You know, I had originally planned to hit game water by now.  The nearest source is going to be a river on the next tile over from Alexandria.  But the way Vavenby worked out has kind of altered my plan.  This whole business with Williston Lake and the surrounding area has grabbed me a lot!  And with a game like this, inspiration is what you've got to follow!  But rest assured, the game water is out there, and we'll be seeing a lot of it in the future.  After all, I live on the West Coast of North America, there are lots of great coastal scenes and cities around here! 

Schulmanator: Thanks very much! 

Delecto: Welcome to Adara!  Thanks very much for your kind words!

Jason (Albus of Garaway): That's my goal with those composite images.  Glad you enjoyed the results!  As it turns out, I was missing the SFBT rail texture darkening mod; it's made a huge difference in the appearance of things.  They still don't match perfectly, but at least its better for now. 

I've seen your initial efforts with plopable water in your Montoe, AK MD, it's looking good already.  You're putting the available textures to good use, particularly the grasses along the water edge.  The key to improving the shoreline is variation, lots of variation.  Avoid the urge to use just a single style of texture to line the water edge, instead mix and match two or three textures in varying quantities.  Consistency is easy, but it does break the realism by making the shoreline look more like a roadway.  Another helpful thing is to add little outcrops, bays and stuff even on rivers. 

I'll see about putting together a series of shots together about the specifics of how I texture the shoreline in a few updates but in the meantime, Paeng over at simpeg wrote an  tutorial (http://paeng.e-workers.de/gallery/city_journals/tips/detail_work/scene_building.php) on detailing PPond shorelines.  I hope these suggestions help, the only other thing I can say is don't be afraid to experiment, heck set up a separate region as a test bench for various ideas!  As it is though, you are well on your way already, I'm looking forward to seeing what else you've got coming in your MD!  Thanks for visiting!

Ethan (ecoba): Thanks very much, I really do enjoy detailing the shoreline, right up until my wrist gives out!  Glad you like the composites.  As for the exurbs, I'm really happy with how they're turning out.  They really are matching the reality of developments like this with the roof just barely visible through the trees!

Oh yeah, turns out the SFBT darker rail textures somehow got uninstalled off my system.  Oops!  I've added them back in; things look much better now. Thanks!

TiFlo: Welcome to Adara and to the SC4 Community in general!  Glad you've enjoyed your trip through Adara to date!  I'll try to keep the ideas flowing in the hopes that you and other will find it helpful!

The style I'm using in my MD updates was originally inspired by Darmok's Anduin Valley Region (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=59816) at Simtropolis.  His region is far more urban, but he follows a similar pattern of developing small bites of his region and going over the techniques being applied to create the effect.

Bobbi: Thanks very much!

Update 64
Winfield – Time for some Mods

As implied by the title, I've developed the itch to create a few mods of my own.  It's surprising just how much of an impact the decision to choose that sidewalk mod has had on the past week!  It's going very well considering my inexperience, so I'm going to show you my successes and what I've got in the works next.  I'll get back to the actual development in the next update.

64-1: You might recall in update 62, I pointed out the absence of brick sidewalks on the maxis street NAM roundabouts.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F9030%2Fadara6401.jpg&hash=739eeefc60b255c7a6854dda466a4db0b384ec07)

64-2: Well as it turns out, the original textures didn't have alpha maps.  So, a quick bit of careful work in a photo editor . . . (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1228%2Fadara6402.jpg&hash=0d0e717d2e5059859caf960b03e032c46e0ef4c3)

64-3: , and a quick import with SC4tool and voila!  Alpha mapped street roundabouts!  Best part of this mod is that if I decide to change the sidewalk mod again, the appropriate textures will already be in place.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F6885%2Fadara6403.jpg&hash=66fb4e2bfc7da40e1081577837f6913f3c0f326b)

64-4: There's a few other odd transitional issues when you look closely at the streets, but all things consider, it's not bad at all! I've posted them here (http://www.simtropolis.com/stex/details.cfm?id=22950) on the STEX. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F6907%2Fadara6404.jpg&hash=9ca1f87b66027f1756a93d03c9f5b594e5bfc176)

64-5: Moving along, I also mentioned the street cul de sacs, originally developed by Qurlix way back in 2004. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F781%2Fadara6405.jpg&hash=5d8be7078f30bfe3d98715c6310e9affe0d7e180)

64-6: These aren't bad, they just needed alphas.  However, I decided to take things one step further . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F4223%2Fadara6406.jpg&hash=fb4d95ae794171313b2c9aa4f8def5e4d81aebb5)

64-7: And so I created a batch of new textures from scratch.  Cul de sacs are designed with pretty specific standards.  Around my area, they're designed to be 12 – 14 meters in radius.  With the tiles being estimated at 16x16 meters, that won't fit, but a 14 meter diameter cul de sac will.  These are my versions of the cul de sac mod. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F6206%2Fadara6407.jpg&hash=5acaa342a08aaab600721c0c71304d4add6ddf42)

64-8: The sidewalks narrow around the outside of the cul de sac, much like real life.  Granted in real life, we don't build sidewalks around most cul de sacs, but this is a good compromise. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F4575%2Fadara6408.jpg&hash=57f095fa5b5d18cc097f1bd3c05bfff6124ba873)

64-9: The sidewalks still hit the end and sides of the tile to ensure a clean transition to trail parks as in this shot.  These new cul de sacs are available here (http://www.simtropolis.com/stex/details.cfm?id=22951) on the STEX.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F7963%2Fadara6409.jpg&hash=0331f0d6a2118c64a9e67307f33f75d90499d7cd)

64-10: So, where do I go next, there's one more large block of features with baked in textures that I can do some work on.  In this case, it's necessary because they are puzzle pieces.  Here's a quick shot out of the future downtown Winfield.  The brick vs the white texture just doesn't work for me. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F2998%2Fadara6410.jpg&hash=f9f2206c6d7e83e2c7be315f042a2e1d539314d0)

64-11: A big thanks to Toichus Maximus for all his hard work doing a large quantity of the texture replacements already! He's finished the GLR, Rural Style GLR, and the GLR in avenue stuff already. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F2024%2Fadara6411.jpg&hash=a9f1fb229bfa1c98a63a8dd7aa6667cf6756ccf9)

64-12: When this is done, it will simply replace all the white textures along the GLR with the sandstone textures.  I know there has been some discussion about doing a SAM style setup in the NAM for alternate GLR textures, but in the meantime a texture replacement mod will work for me.  These shots are from my test bench region.  This particular tile has just about every possible combination of GLR items on it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F7482%2Fadara6412.jpg&hash=3533d6c81446c2261091574643c9892d234356d4)

64-13: There are certainly some issues which I'm already in the process of fixing.  The way the NAM works, some textures are rotated instead of mirrored.  Since the sandstone texture isn't designed to be rotated, I'll have to create a modified edge to make tiles like this work. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F4172%2Fadara6413.jpg&hash=e30a8d29300ea60a2b8d0c64237134b867509b87)

64-14: Some of the curves have presented interesting challenges, but this one turned out quite nicely!  One tile of this section still uses the normal wealth based textures, so it will fill in when zoning occurs next to this lot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F848%2Fadara6414.jpg&hash=972a65e8f6d0e3eabf1f0db5424b5334ab6c22bc)

I certainly couldn't have put this together so quickly without all the help from Toichus Maximus!  Between the two of us, we should have the rest of the textures polished off soon.  Hope you enjoyed this preview of these mods. 

64-15: One more unrelated thing before I sign off today.  Thomas (turtle) made some good comments about the cross border mosaics.  In thinking about them I came up with a greatly improved technique for making them. Here are the results; this technique completely eliminated the black without any major time impact!  I'll put together an addendum to the tutorial I wrote a while back soon. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F8316%2Fadara6415a.jpg&hash=4e89b1c9064898b0c1385a5c181c6b23717f128b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F3159%2Fadara6415b.jpg&hash=facc019b2983b1e071dd00186812fe1e6701c676)

Next time, probably tomorrow, it's back to Westside to continue work around that town.  Thanks for stopping by! 
Title: Re: Adara - Update 64 - December 8, 2009
Post by: metarvo on December 08, 2009, 01:38:21 PM
The retexturing work you've done on the transit networks is incredible, Battlecat.  It certainly has my attention, and I'm looking forward to seeing these textures in action in future updates.  Keep up the good work!

:thumbsup:
Title: Re: Adara - Update 64 - December 8, 2009
Post by: Albus of Garaway on December 08, 2009, 01:42:26 PM
What a great update, Battlecat! Those mods really make a difference don't they? I love when a player takes the game into their own hands, and if they don't like something, they'll fix it! ;)

I really appreciate you sending me that tutorial, along with the tips of your own. I'm going to go off and test some techniques in a 'workbench' region. Can't wait!

-Jason :)
Title: Re: Adara - Update 64 - December 8, 2009
Post by: Schulmanator on December 08, 2009, 02:00:16 PM
Awesomeness! Those new textures will make a big difference :)
Title: Re: Adara - Update 64 - December 8, 2009
Post by: TiFlo on December 08, 2009, 02:22:38 PM
Quote from: Battlecat on December 08, 2009, 12:43:12 PM

The style I'm using in my MD updates was originally inspired by Darmok's Anduin Valley Region (http://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=59816) at Simtropolis.  His region is far more urban, but he follows a similar pattern of developing small bites of his region and going over the techniques being applied to create the effect.
Oh boy, another great read in sight... Thank you! Now, how am I going to get to play??  $%Grinno$%

Quote
64-4: There's a few other odd transitional issues when you look closely at the streets, but all things consider, it's not bad at all! I've posted them here (http://www.simtropolis.com/stex/details.cfm?id=22950) on the STEX. 
64-9: The sidewalks still hit the end and sides of the tile to ensure a clean transition to trail parks as in this shot.  These new cul de sacs are available here (http://www.simtropolis.com/stex/details.cfm?id=22951) on the STEX.   
I love you.
Title: Re: Adara - Update 64 - December 8, 2009
Post by: Nardo69 on December 08, 2009, 03:19:24 PM
You know, I NEVER was a fan of the grey street roundabouts. I love the road roundabout but the grey street roundabouts -  $%Grinno$% naah, there had been a time when the first thing after installing a new NAM was deleting the grey street roundabout file ...  ?$%kar&%h Even in my grey street areas I use(d) the road roundabout instead of the grey street roundabout.

However with your alphas and the sandstone I might ... could ...

Nononononono!

Oh boy, don't tempt old oldfashioned donkeys like me!

The cul-de-sac looks really nice however IMHO only a circle won't work - you should add a small transition (curve) between the cul-de-sac and the street.

Take care my friend!

Bernhard  :thumbsup:
Title: Re: Adara - Update 64 - December 8, 2009
Post by: ecoba on December 08, 2009, 04:54:57 PM
Ahh, you're back!

I only commented this morning and, voila another update.

While over at ST earlier I saw your two new releases on the STEX, and I think I'll download them, but, well can you use them with Maxis sidewalks? (Is that a really bad question, too?)

That upcoming tutorial looks promising and I can't wait to see it. Hope to see more in Adara too, and those GLR textures look pretty cool...

Ethan
Title: Re: Adara - Update 64 - December 8, 2009
Post by: Dreamcat on December 08, 2009, 06:50:41 PM
Man, you are too good.

LOVE the new sidewalks.  The cul-de-sacs are looking really good too.  Your work makes it look so easy.  I, personally, have never tried a lick of custom work, but I may try my hand at it some time.  You've inspired me, I have to say, just because the new cul-de-sacs look so good.  Looking at the before and after pictures makes it all worth it.  The new sidewalks really define Adara.

I can't wait to see how you work with game water.  As you can probably tell, I am a big fan of PEG's Brigantine water mod.

Good to hear about the backup.  I may have to try that DVD disc thing.

Take care,
Eric
Title: Re: Adara - Update 64 - December 8, 2009
Post by: turtle on December 08, 2009, 07:30:24 PM
Wow, back so early. And with all kind of goodies for us  :) I guess that with those brand new mods, you were more than just contemplating on that surprise you promised us  ;) They look great, and I did already download them. Now I just need to figure out which sidewalk to go with these. Again, the sandstone one goes really well with your theme, and the new textures for the GLR just tops it off. Great work  :thumbsup:

I'm happy to have inspired you. The mosaic look splendid, so it seems your new technique is working out well. If I didn't know this was a cross-border mosaic (and thus know where to look for the border) I would never have noticed it. I will definitely read your tutorial, though, I doubt I will be able to put it to good use in the near future.

On a side note, I just started building a dam, very much inspired by what you've shown earlier  :) Somewhat related to that I was wondering if those curves for the gravel sam streets are available somewhere?

See you soon,

Thomas
Title: Re: Adara - Update 65 - December 9, 2009
Post by: Battlecat on December 09, 2009, 03:13:18 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

metarvo: Glad you like how they came out.  I've got some more ideas in the works, but the GLR mod is at the top of my list at the moment.

Jason (Albus of Garaway): I had a blast doing this, there was no way I was going to pass up on this opportunity once I realized how simple the fix actually was.  Granted, it took me a while to figure out what that simple fix was, but the actual texture modifications were reasonably easy.  Also glad you found the tips helpful.  I've got a series of screens regarding how I've been handling the Tahoe shoreline, I've just got to assemble them into a coherent tutorial. 

Shulmantor: Thanks!  Glad you like them!

TiFlo:Sorry about that!  You might just have to take it a couple pages at a time, Simtropolis can be quite sluggish with large city journals.  Glad you like those mods, I've got some more little things in the works as well as the GLR!

Bernhard (Nardo69): Hmmm, well there's certainly no obligation to use those, although I'm glad you found it tempting!  Actually, I find them quite nice to use for creating large sized cul de sacs.  As for the cul de sacs, I had actually considered adding a proper transition arc in, but at the time I decided the space was too small for it to have a real impact on the visual appearance of the texture.  I might have to reconsider that.  Thanks for the feedback!

Ethan (ecoba): Yeah, things came together nicely on Sunday, so I've got a few extra shots in the bank.  After today, the next one will be back on the normal schedule this Friday.  As for your question, there are no bad questions, just bad answers!  And the answer is, yes indeed, it should work just fine with the Maxis sidewalks. 

The way the transit textures work, there's an alpha map which makes portions of the road transparent.  The sidewalk is a full tile texture that's underneath and only shows through where the alpha map is set to transparent.  A sidewalk mod simply acts as a direct replacement for those maxis textures. 

I'll make a note at the start of my update when I add the new information to my cross border mosaic tutorial thread.  Glad you enjoyed the update!

Eric (Dreamcat): Thanks, glad you enjoyed it.  Texture mods are actually pretty easy to make since it's really just substituting one picture for another.  Actually a good analogy would be how changing your avatar in the profile changes all your posts, not just the new ones. 

This is only the second attempt at modding I've ever done.  The first one is still on the STEX; the basic overhanging lots for Simgoobers Canals.  I did that mod shortly before the wipeout crash three years ago, it was my one and only foray into the BAT.  I'm actually really looking forward to getting going towards the coast.  I'm considering leaving Winfield city incomplete just to do a non lake tile for a break!  Probably one of the neighbours of Alexandria which will have a larger river flowing through it.  I might have to do some tweaking to the brigantine water, I've noticed some interesting secondary modds for water floating around that might help improve the color a bit.  But that's a project for another day!

Thomas (turtle): Yeah, this is actually the shortest amount of time between updates I've ever done, mostly because I consider update 64 a bonus since it's just introducing the new modds I'm working on.  I contemplated those mods really fast because it's one of those odd details that keeps jumping out at me.  Just a quirk of my personality I guess!  As for your sidewalk choices, there are a lot of good sidewalk options available, but I'd say sithlrd98 has the most diverse selection, all linked in his thread here. (http://sc4devotion.com/forums/index.php?topic=5706.0%5B/url)  His are particularly handy for an urban region since he's created sidewalk mods for the wide radius curves and avenue curves.

I certainly appreciate it, and I'll be sharing the technique soon.  I just need to go document the process with appropriate screenshots!  It should help a lot with making the last bit of cleanup easier.  I'd highly recommend giving a cross border shot a try when you get the chance, the key thing is to take a couple of extra shots on both sides to ensure you get enough coverage for at least 1 800x600 image!

Good luck with the dam.  I sent you a PM regarding the curves but I'll just repeat it here.  The wide radius street curves are hidden among two of the new icons in the street/road menu.  The first icon is the one for the FAR and Wide Radius curves.  If you tab through that section far enough, you'll find the wide radius maxis style curves.  The second icon is a bit further down.  It's labeled rural roads or something like that.  In this tab you can find the Gravel, Dirt and black asphalt curves.  Thanks for stopping in, hope this helps!

Update 65
Winfield – The Edge of Westside

Today we're back to normal with a diverse set of shots!  Three updates in three days, but don't look for one tomorrow!  The next one will be on Friday as usual.  The goal today is to fill in the remaining empty space between the Vavenby border and Westside.  Additionally, I've got a bit of extra polish to put onto the city based on several comments after update 62.

65-1: Before I actually get on with the update, I took this quick shot of Vavenby town during the prep for yesterday's update.  It's just a sample of how the new sidewalks fit into an existing town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2719%2Fadara6501.jpg&hash=f90a3cfea88b0922af3cc5d5aabc82b9e9406413)

65-2: Everyone was absolutely right about the parking at Costco and Sears.  Sadly, there's not enough room to fix Sears but here's a bigger, better Costco lot!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F2025%2Fadara6502.jpg&hash=d0eef0c22649bf0d00ecc6b1d3761a83a2fd5e3c)

65-3: I've started popping in some trees at the edge of town, but I think there's going to be one more major store in here.  I might still leave the trees to give the feel of a growing town.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7760%2Fadara6503.jpg&hash=bf14fa3b1c50040bb9256a4484dc79f0feb4ea5f)

65-4: I've also extended a couple of streets out a ways into the forest.  The town is spreading down the hill from here.  I think I might add some exurb style housing near the waterfront to represent older development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2750%2Fadara6504.jpg&hash=cd97319972201d19f77bc0729d95be6ad7c090eb)

65-5: I created this mosaic just for fun.  It's a nighttime shot of the downtown area of Westside. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F143%2Fadara6505a.jpg&hash=aa16bea70547a85e7ec18fae21313c68ae945e6d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7343%2Fadara6505b.jpg&hash=3ab95d3457b375c6d87b89b6488ea36f4db917f6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F382%2Fadara6505c.jpg&hash=221c6b2c07d1ad96cb7cda0626f30b1b9fa37434)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F3515%2Fadara6505d.jpg&hash=b96ebc1891b8ded77a5a36f5cc6c5be607feebae)

65-6: Back to business, I'm putting the occasional connecting trail in between these suburban streets.  In other towns I've used the plopable pathways, but something slightly more formal seems appropriate here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F4080%2Fadara6506.jpg&hash=a699db3ae5241b3604fc040f696268c779371007)

65-7: Moving right along, I got inspired to do a little experiment.  This is just down near the last exurb development I showed in update 63.  The three lots there are just a simple concrete base texture that we use in industrial areas.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F6622%2Fadara6507.jpg&hash=2e855af1f0c486038d80700c1c9ac946b510e83a)

65-8: As I work on this, I've started putting in the shoreline.  A small selection of private docks here.  And near that concrete pad I added, there's a little fishing business.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2866%2Fadara6508.jpg&hash=dbe5a3868d9b8a378224f57c5e2a4ad77dc57571)

65-9: So here's what I've got now.  Turns out that pure texture lots will take water and textures just fine.  This is going to be a poor man's boat launch.  If this turns out well, I'll probably use this technique more in other locations where I don't want a formal facility. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F6659%2Fadara6509.jpg&hash=0bc8245d1999240279ca8f8e1282f2b038fe962b)

65-10: Just to finish the details here, I created a small 2x3 custom lot to act as a dirt parking area for the boat launch.  A few boat trailer props and trucks just to round it out and then I carefully finish filling in the shoreline with textures!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1244%2Fadara6510.jpg&hash=bee3d26102a96926ad69b9c899377e038c36ef0f)

65-11: Between the dock and the area I finished near the border it's time to finish the shoreline.  You can see the rough draft of the water in 1/4 Tahoe style tiles.  I then fill in the basic textures along that line, approximately.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8483%2Fadara6511.jpg&hash=831152d92029860736966452d24d88228ad1bf42)

65-12: Sometimes I fill in the water first, but today I pulled the forest down to the shoreline.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F6915%2Fadara6512.jpg&hash=6c24ac97fd550c4dbf5b707ae1bc05b50ccbc89d)

65-13: And the water fills things in to provide another section of finished shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F7443%2Fadara6513.jpg&hash=5628774d837751f53f870135c726b6f98784023c)

65-14: Still not done yet today.  This forested block of land here needs some attention.  I've decided to put a bit of pressure on the urban edge here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F6176%2Fadara6514.jpg&hash=79335e50a2674fa13d001329e8b312c92550cf1c)

65-15: And what better pressure than a brand new shopping center?  Hey, apparently the road roundabouts don't have alpha maps either.  Guess what's going on the list if I can't find an existing mod! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F685%2Fadara6515.jpg&hash=9e08aabb84eab45ab65cd2a78f62a7bbb11c414d)

65-16: Behind the shopping center, there is going to be some parking for employees and for delivery access.  Somehow I didn't manage to take a specific shot of it though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F356%2Fadara6516.jpg&hash=a27eedc95b54edc601b54f938ecbe5991614c9b1)

65-17: Before I get to far though, here are the local utility suppliers.  On one side we've got the Westside Pumping Station, and on the other side, the start of the small electrical grid that supplies Westside and Salmo. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F9035%2Fadara6517.jpg&hash=66e5f7b78f737b1538880dc4be90b140b127331f)

65-18: They are important because the main power lines are going to run through the right of way past Salmo.  They cross the land where the mall probably wants to expand. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F8388%2Fadara6518.jpg&hash=233c3f1d7c9cad50399013c253415386f321aea8)

65-19: The lines are hard to see, but at least the grass and flowers help highlight the mainline! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F9315%2Fadara6519.jpg&hash=f454f91146bbc76e66002b0d91e9375523d72eaa)

65-20: Here's a better look at the point where the line crosses past the mall.  The grassy area is an area the mall probably wants to expand, but the power company is probably causing serious delays.  Something similar happened in my hometown!  I'm going to look into creating a transit enabled version of some of the parking lot junctions here to improve the appearance a bit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F6707%2Fadara6520.jpg&hash=65d5f28636a372e1995b688375654d15e672ffe6)

65-21: Just to wrap up today's update, here's the entire area I've worked on today.  The lake is slowly creeping along! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F3139%2Fadara6521.jpg&hash=374fc880f3a893b4e36c662bde136fbb6e26400e)

That's all for today.  Next time, I'm going to take care of the entire southern shore of Williston Lake in one massive blast of work!  In the process, I'm going to acquire some shots for a tutorial on my personal approach to Tahoe Style lakeshores that I'll post for update 67.  Enjoy!
Title: Re: Adara - Update 65 - December 9, 2009
Post by: Tomas Neto on December 09, 2009, 04:10:18 PM
Awesome again!!! As I said before, every update that you make is a true simcity lesson!!!  :thumbsup:
Title: Re: Adara - Update 65 - December 9, 2009
Post by: Dreamcat on December 09, 2009, 05:02:52 PM
Hey Battlecat  ;D Gee, Winfield is just so purty.  I love the Costco's parking lot.  How did that happen, anyway?  Looks just like the BAT's parking lot, you can't even tell it was plopped.  Winfield is looking great in the dark.  Nice mosaic, you need to do more of those.  They just really add to the view of the city.

mmm, the lake is so beautiful with all the trees surrounding it.  Love the boat docks.  What is the new store in Winfield?  Looks like a Cabella's or a Gander Mountain, if you know either of them.  Just a couple of hunting stores, and it looks just like that.  It is so cool.  Don't forget to send us some shots on Friday of the parking lot in back of the new store.  I also love the out of the way utilities you have there.  You know, it is getting pretty hard to find anything disagreeable any more.  Just such good work you there.

The RHW in the mosaic is too good.  By the way, will we ever see any Maxis highways?  Just curious.  I'm not implying anything, the RHW is so excellent it doesn't need it.

Oh, just remembered something though.  65-14 isn't looking that great with all the orange trees.  What's up with that?  Seasonal lots or something?  In my opinion they just look out of place.

'Till next time.
Eric
Title: Re: Adara - Update 65 - December 9, 2009
Post by: ecoba on December 09, 2009, 06:55:05 PM
Wow, the town is looking really great, as are the exurbs and the lake and, everything!

Great Work!

By the way, I'm pretty sure someone released a modd on the STEX that fixes the roundabouts. I would look but my search for the STEX doesn't work...

Ethan
Title: Re: Adara - Update 65 - December 9, 2009
Post by: metarvo on December 09, 2009, 07:03:12 PM
Somehow, this reminds me of a technique that the local power companies use in my area.  Tall trees under power lines are a real no-no, but smaller trees and flowers are often planted in the power line right-of-way to lessen the environmental and aesthetic impact of the clear-cut that was made to build the line.

It looks like Winfield is getting into the big times with all kinds of new shopping centers and stores.  I like the new growth, but I also like the fact that some trees are remaining, at least for now.  Keep up the good work, Battlecat!

:thumbsup:
Title: Re: Adara - Update 65 - December 9, 2009
Post by: woodb3kmaster on December 10, 2009, 01:14:07 AM
Adara continues to impress! I really like how Vavenby looks with the new sidewalk mod, and the parking you added to Costco is a great improvement. You did a great job on that boat launch area; it looks very realistic. Finally, the new strip mall in 65.15 is quite lovely; I recognize the Kohl's, but what's the BAT next to it?

Looking forward to more!
Title: Re: Adara - Update 65 - December 9, 2009
Post by: sumwonyuno on December 10, 2009, 02:17:38 AM
Well I've missed a lot!  :'(

While I skimmed through the last 3 pages, I stopped to look at your modding attempts.  Good luck, and the resulting streets turned out great!  I also stopped at the strategy of lake building.  I probably will adapt it somehow, not sure exactly how.
Title: Re: Adara - Update 65 - December 9, 2009
Post by: djvandrake on December 10, 2009, 08:04:18 PM
Fantastic work!  I love your shorelines.  Everything looks awesome.  &apls
Title: Re: Adara - Update 65 - December 9, 2009
Post by: danielcote on December 10, 2009, 08:29:22 PM
Wow this place just keeps getting better!
Title: Re: Adara - Update 65 - December 9, 2009
Post by: calibanX on December 10, 2009, 09:55:31 PM
Holy smokes Battlecat! You've been busy. Those alpha-mapped roundabouts just stopped me in my tracks. That has been a pet peeve of mine for far too long. Inspired idea my friend. Nice idea too regarding the ploppable texture used as a boat launch. I use a lot of single-tile ploppable textures to add detail. I love 'em. I'm liking your experimentation.

Take care.

Geoff
Title: Re: Adara - Update 65 - December 9, 2009
Post by: scott1964 on December 10, 2009, 10:26:00 PM
Wow, looks great.  :P I could use some of your stuff in my part of the woods.  $%Grinno$%
Title: Re: Adara - Update 66 - December 11, 2009
Post by: Battlecat on December 11, 2009, 09:42:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much as always!

Eric (Dreamcat): Those parking lots are on the STEX, called Caspervg's Modular Parking set (http://www.simtropolis.com/stex/details.cfm?id=19350).  They pretty much match the standard parking lot style used in most of the custom store lots floating around.  The only catch is that there is only one transit enabled piece, which is a security gate.  Glad you like how this last update turned out, I do enjoy putting the mosaics together, but they do take some extra prep time.  I'm getting better at it though.  The new larger stores are a Khol's (closest to the highway) and an Outdoor World (tucked up towards the mountain). 

There are actually maxis highways in this tile, the bridge and it's approach are modded maxis highways using the Highways Restyling Mod (http://www.simtropolis.com/stex/details.cfm?id=20529).  Granted, it doesn't affect the bridges, but bridges are usually a different color from the rest of the network anyhow.  I do prefer the rural highways for most applications though since they're a bit more flexible. 

Those orange trees are the pure fall colors of Dave's (dedgren) seasonal trees on the Three Rivers Region Exchange.  I usually avoid taking shots at this time of the year in game because they are so dramatic, but I didn't manage to notice this time!  The hard part is the trees look so nice the rest of the year it's hard to pass up on them.  Thanks for your thoughts!

Ethan (ecoba): Thanks very much, glad you enjoyed the update.  You're absolutely right, vershner released a mod here (http://www.simtropolis.com/stex/details.cfm?id=21972) on the STEX.  Thanks for mentioning it!  The catch is, it modds both the street and road roundabouts, removing all the grass from both.  I've decided to keep using my grassy style streets, but I'm going to use the road version. 

metarvo: That was my goal with this detailing style, glad it works for you!  It's pretty common here as well, more for the high tension lines, but even city circuits that run through forests have a narrow right of way.  Mine are probably a bit bigger than standard, but that's just the limits of the game.  Thanks for stopping by, glad you like how it's coming together!

Zach (woodb3kmaster): Thanks very much, glad you like how that sidewalk mod is fitting in!  The boat launch was fun to put together, it worked far better than I expected with the terrain textures along the ramp!  The BAT next to the Kohl's is an Outdoor World.  It's a Simgoober product available as a single download here (http://www.simtropolis.com/stex/details.cfm?id=13709) on the STEX, but I'm pretty certain I got it as part of one of Simgoober's mega packs on the LEX. 

sumwonyuno: No worries, glad you enjoyed going through all the recent updates!  Thanks for your kind words regarding the modding work; it was and continues to be a lot of fun to put together!  Thanks for visiting!

djvandrake: Thanks very much, I enjoy putting them together!

danielcote: Thanks for your kind words!

Geoff (calibanX): It's funny that they haven't been done.  There's a completely grass free version out there of both roundabout styles, but not one with just the normal sidewalks!  I wouldn't have even noticed if I hadn't installed that sidewalk mod.  Thanks for stopping in, glad you enjoyed the results of the various experiments during this updatee! 

scott1964: Thanks very much!  The vast majority of what I'm using is available on the various lot exchanges around the community.  I've downloaded a huge quantity of stuff from the LEX though; my plugins folder is well on its way to 2 gigabytes at this point! 

Update 66
Winfield – Southern Shore Blast

Today I'm going to polish of the entire southern shore of the Winfield tile.  It's the shore with the gravel road, railway and main power lines.  Not much else to say as introduction today, so let's get started.  This is going to be a fairly incremental update, I hope you enjoy the details. 

66-1: First things though, a quick look at the wider lot at the back of the stores.  This isn't anything terribly ground breaking, but it is important addition. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F6128%2Fadara6601.jpg&hash=2b1e52bbe1000f5346c18a149d9936a1d238a3f7)

66-2: Here's part of the area I'm going to be finishing up today.  At the end of this update, this entire block of land will be fully detailed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F295%2Fadara6602.jpg&hash=d75c07f72d2a597d51606927c855ebe784313776)

66-3: The first thing I decided to start on is the access to this valley.  A small hidden stream comes out of this valley and cascades down into a valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F84%2Fadara6603.jpg&hash=4c00321d1e210caffed7e35ef39a67350885fb79)

66-4: The lake extends most of the way up this valley, although there might be a short stream section at the upper end of the valley.  Either way, it's not going to be terribly visible on this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F88%2Fadara6604.jpg&hash=c479378f508c953d562973253ca8274f20da1abc)

66-5: This is probably going to be the rockiest valley section I've done to date.  First batch are in around the base of the waterfall.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F3235%2Fadara6605.jpg&hash=7ffb82324b1717b4eaf6f91a4df24a17e0ae99b6)
66-6: I've splashed in a few different styles, I imagine that darker grey rock is an outcrop of a more resistant stone layer. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F3056%2Fadara6606.jpg&hash=786f11890015994bccbff6c0f10f2136283e8ad4)

66-7: A little further up the valley, this modern looking bridge was installed pretty recently, so the stone looks fresh.  It's entirely probably that there are long term plans to upgrade the entire road on this side of the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F3745%2Fadara6607.jpg&hash=dbe3c10b4968bb97e51fcb977f8599181bdcb4ff)

66-8: Trees in the upper end of the valley now, some greenery scattered around including some shrubs clinging to the steep cliff faces.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F3400%2Fadara6608.jpg&hash=40596d9f4e8c0f7874e23354289f7c0ffb246af8)

66-9: Moving further downstream, I need to create a transition.  In the real world, this canyon would have continued to dive towards the original valley bottom before the area was flooded.  It would have abandoned patches of rough stone here and there.  But now the modern lake shore is also depositing and creating finer sized materials through wave action. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1756%2Fadara6609.jpg&hash=c12228ce721f70adb01b44388bf03f0cb0bb1b32)

66-10: Quickly zooming out, I've plopped out the rough draft of the rest of the lake's shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F717%2Fadara6610.jpg&hash=7ba2c3db8423332253fd106555eb0e14ad036af8)

66-11: The rest of valley is done now.  I put mossier stones under the rail bridge, since I expect it's much older than the road bridge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F6081%2Fadara6611.jpg&hash=80a54eabfb08ee91ea36ba1103f6f23469490f15)

66-12: Get used to the shot right here.  I've taken a series of shots for a quick tutorial next week.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F1236%2Fadara6612.jpg&hash=63a680174f94de35986b209fa09aa524496067dd)

66-13: But for the moment, here's the finished version.  I plan to talk about the various brushes I use, and some things I ponder when making shorelines with these tools.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F990%2Fadara6613.jpg&hash=06da8a95bc021129d2b0a3e5a1150088fdb372f8)

66-14: There are very few homes along here, the vast majority of this side of the lake is rural.  I'm planning to add a small rural resort on the neighboring tile, which will also contain the southern side of Winfield.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F575%2Fadara6614.jpg&hash=1925e3c0d2b3d4e100aa569027394b19733c3a82)

66-15: Just to really be ambitious, this is going to be a cross border clearcut.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F8628%2Fadara6615.jpg&hash=81a1f839382b3280585fc1fceb14dc70b1609405)

66-16: It's reasonably old, and also provides an excuse for adding a lumber mill in somewhere in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F6175%2Fadara6616.jpg&hash=a5f85d5e48b23f9ebb899a2af636a4e491b80a20)

66-17: The last few homes on this block of land are in place as is the grass and foliage under the main power lines. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F6509%2Fadara6617.jpg&hash=9cd188b89905c49d4b5fd9ac9881ba7d821a0228)

66-18: I could go on for ages, but I'll push this update to a close now.  Here's the finished shoreline and housing for this side of the lake.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F7682%2Fadara6618.jpg&hash=bc020c31dda024d1d7a64c4a9a3f1030d47f404f)

66-19: A train crossing the finished rail bridge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F7811%2Fadara6619.jpg&hash=b6919680dc2d507393a57a5dd91190f75195e3f7)

66-20: And winding its way towards the steep slope down through Vavenby.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F502%2Fadara6620.jpg&hash=93832466ad044579930dde461e165fefcbdc83d8)

66-21: Finally, zooming out just a bit, here's the narrow bay and  bridges in completely finished context.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F4111%2Fadara6621.jpg&hash=65c39fea95e88d9bc96d03c93af9c0b33dedad16)

66-22: And zooming out even further, the south west corner of the Winfield tile is done and the lake is really starting to take shape now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg187.imageshack.us%2Fimg187%2F8674%2Fadara6622.jpg&hash=ed666548e0b0da71f896ad1686754fac639315e1)

That's all for today.  Next up on the list is a quick tutorial and run through on my approach to Tahoe style plopable water.  After that, we'll see what grabs my attention! 
Title: Re: Adara - Update 66 - December 11, 2009
Post by: ecoba on December 11, 2009, 03:27:46 PM
Great work with the ploppable water! I really wonder how you have the patience to complete that whole lake, it seems to just keep going! I also like the use of your inventice 'hidden streams'.

You've quite figured out how to use the PEG detailing tools, and you've learned how to plop rocks in a very nice manner. Where could I get those green rocks under the rail bridge in 66.19? Lots of people use them, but I have not been able to find them, and I really want them...

The exurbs seem to be going well. I really like the homes that grow, even though they are Maxis. I might want to live there... I think that the idea of a cross border clear-cut is very adventurous, and I hope you succeed.

Hope to see more soon,

Ethan
Title: Re: Adara - Update 66 - December 11, 2009
Post by: JoeST on December 11, 2009, 04:19:29 PM
Oh fantastic, you HAVE been busy :)

And what amazing creations you have produced. Just simply stunning

Thanks for the mods too, they look handy :D

Joe
Title: Re: Adara - Update 66 - December 11, 2009
Post by: kwakelaar on December 12, 2009, 08:05:54 AM
You have been busy, sometimes I really ask myself where do you find the time to make so many updates, but I have been enjoying reading and looking through all of them.
First I must say I still admire the cross border photo's, I especially liked the large boat launch some updates back. The new fixes for the side walk problems make a big difference, very well done. &apls
And from your last update, the little canyon with the bridges is quite stunning, and even changing the style of stones according to the age of the bridges... talking about minute detailing  ::). But I really love it all and looking forward to your next update.
Gjermund
Title: Re: Adara - Update 66 - December 11, 2009
Post by: Bobbi on December 12, 2009, 08:13:25 AM
Fantastic! &apls
Title: Re: Adara - Update 66 - December 11, 2009
Post by: Luke09 on December 12, 2009, 09:11:40 AM
Incredible!Where can i found the sidewalk mod that you are using?It is possible to use it with SFBT sidewalk mod?
Title: Re: Adara - Update 66 - December 11, 2009
Post by: djvandrake on December 12, 2009, 06:05:36 PM
WOW!  That waterfall, stream, and lake look fantastic.  &apls  I especially like how you built up the stone around those bridges.  First rate work.  :thumbsup:
Title: Re: Adara - Update 66 - December 11, 2009
Post by: calibanX on December 12, 2009, 09:38:50 PM
I like the edges of your water. It's interesting to see how people are starting to use the new tools for shoreline development. Everyone is developing their own style. You're doing a great job Battlecat. I especially like how you built up the white rocks under your highway bridge, a very nice touch.

Geoff
Title: Re: Adara - Update 66 - December 11, 2009
Post by: Tomas Neto on December 13, 2009, 05:24:23 AM
Fantastic again!!! Awesome!!!  :thumbsup:
Title: Re: Adara - Update 66 - December 11, 2009
Post by: amapper on December 13, 2009, 11:02:35 AM
What a nice job of terra-forming!  &apls It looks so realistic I can almost smell the fresh air and hear the water gurgling. I've started using some of the new sand and gravel tools and they are really helpful.  :thumbsup:
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Battlecat on December 14, 2009, 09:56:10 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Ethan (ecoba): Thanks very much, glad you like the lake so far.  It's requiring a great deal of patience to detail the lake, but the results really do make it worth the trouble.  I'm always playing around with new ideas, such as this rockier canyon.  The hidden streams are as much just to simplify things in these dense forests.  The reality is, streams below a certain threshold just aren't visible from the air in west coast style rainforest.  But the subtle difference in the trees is visible!  Glad you like the touch!

As I mentioned in my PM, the green rocks (and a set of associated white colored rocks) can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=145) on the LEX.  They are certainly in an odd state.  They were created by Jeronij but uploaded to the LEX by dedgren! 

The design of most of the low wealth maxis homes is actually well suited to exurb locations.  They really do give a nice impression of cabins when seen through dense trees.  Thanks for stopping in!

Joe (JoeST): Good to see you again, glad you stopped by!  Thanks for your kind words.  Also, I'm glad you found those new mods handy! 

Gjermund (kwakelaar): Honestly, some days I'm not sure where I find the time!  Seems like there's never enough time to do what I want to do.  Glad you've enjoyed the updates though!

The minute scale details seem silly at times, but in a lot of cases they're not actually that hard to do.  In the case of the bridges, it's just a case of switching from one rock brush to another.  The thing is, I'm constantly thinking about odd little things like that as I'm doing updates.  I came up with the idea that the road bridge was new as I was drawing the rocks under it!  When I come up with things like that, I always like to share them with you all!  Glad you enjoyed it!

Bobbi: Thanks very much!

Luke09: Welcome to Adara!  The sidewalk mod is SMP's Sandstone Brick (http://www.simtropolis.com/stex/details.cfm?id=17323) style.  If you're referring to the SFBT mod I think you're talking about it should be compatible without any difficulty.  The mod does also change the roadside style in rural areas to a bright sand color.  I've tweaked it to remove that aspect myself. 

Additionally, if you're planning on working in urban areas particularly, sithlrd98 has created a number of mods for the wide radius curves and FAR textures.  They are all on the STEX and you can find links to them in this thread (http://sc4devotion.com/forums/index.php?topic=5706.0). 

djvandrake: Thanks very much, glad you like the results!

Geoff (calibanX): There are so many different ways to apply these tools.  The more you use them, the more possibilities show up!  Today's update is a small presentation about my approach to the Tahoe Style water!

Tomas Neto: Thanks very much!

amapper: Glad you enjoyed this update, I'm particularly proud of how that rural area came out!  I was pleasantly surprised by how well the ppond tools worked with the concrete texture.  I've got some other ideas along that line I might play with in the future!

Update 67
Tutorial – Tahoe Style Plopable Water

Today's update is a quick aside to have a look at Tahoe style plopable water and the quirks of detailing shorelines of that type since I'm using it so extensively on this map.  Keep in mind that while I might speak in definite terms, this is only one of many different approaches that can be taken to detailing with these tools! 

There are three core plugins I'm using for the details.  They are the RRP flora (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886), Peg's PPond kit (http://simpeg.com/forum/index.php?action=tpmod;dl=item993) and Peg's PPond Terrain Prop Pack 1 (http://simpeg.com/forum/index.php?action=tpmod;dl=item1077).  I'm not going to present the specific brushes in each of these packs, there is plenty of room for discovery here!

67-1: So with all that being said, here's how I'm dealing with the shorelines.  This is the area I'm going to use for this sample.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7241%2Fadara6701.jpg&hash=d696f3d511605e325ac697fd3abc5fd1c068e437)

67-2: First of all, layout of a rough shoreline using the quarter sized Tahoe tiles.  These are guides for the placement of the other textures. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F165%2Fadara6702.jpg&hash=cbc9ce0a2347cd8dc9e0d7af2f12f8434f626d12)

67-3: The first texture acts as the base for the entire shore.  One key thing with these textures: use single clicks to place them instead of dragging.  Vary the quantities and sizes of the groupings.  In this case I'm using the coarse gravel texture from the original PPond Kit. If you wanted a grassier shore, the new grass and clover brushes from prop pack 1 would work out nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9750%2Fadara6703.jpg&hash=caeb97f5249fc832f94f56793568e07ae92f50cd)

67-4: The second pass along the shore is the secondary base.  In this case, I've chosen the small pebble style, also from the original PPond kit.  This one is nice because it can plop over and between the larger coarse gravel plop to help smooth the edges and break up the circular shape of the larger texture. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F905%2Fadara6704.jpg&hash=a3504f95400f99036e73399bc114364c2dd4a955)

67-5: Next, I add a highlighting texture.  I'm using one of the new sand brushes from prop pack 1 here, in very limited quantities.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F5011%2Fadara6705.jpg&hash=eb20a2ffb72573885fe06e32435ca9ea08d7e064)

67-6: At this stage it's time to start blending the shoreline in with the terrain.  Here I've done a fairly generous pass with the moss brush which is a darker green.  I push it quite close to the shore in some places to give the feel of greenery right on the shore in some places.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F8167%2Fadara6706.jpg&hash=57162b9a54b9ffadea2220d4f3b9b5a705fe1fde)

67-7: Now I've added a variety of small shrubs to add some vertical depth to the shore.  Here I've added the two RRP shrubs and some Johnston Grass.  Make sure you avoid straight lines and even placement on a wild shoreline!  The human eye is amazingly good at finding patterns of that sort. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F3749%2Fadara6707.jpg&hash=c60b80d234665580d19fb80dc1cb55ef351bbc34)

67-8: In some places you should add additional vertical grasses in from the shore, but not too much or you won't be able to place other textures around them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6241%2Fadara6708.jpg&hash=be1acfed6d44867a4abbb7cfa4ec89d0d99bd80e)

67-9: Now I've added some coarse RRP grass I'm using to further blend inwards from the gravel and to add some extra noise to the shore.  This one is quite visible, so choose your quantity carefully depending on the style you're looking to create.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7762%2Fadara6709.jpg&hash=49bd46e7acd9e7b334198843e54d713902b92c69)

67-10: And then on this pass I've added a fine coating of the RRP green rye grass.  Probably one of my favorite brushes because it's so thin.  It really nicely blurs the edge between the gravel and the terrain mod you're using.  This is also the time to start bringing any odd texture details down to the shore.  In this case, there's an underground powerline running through that cut through the trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F481%2Fadara6710.jpg&hash=3e2e652d4dcbef7aa994838afd903a14acb77c2b)

67-11: Finally, there are a lot more brushes available.  Create some little details to catch the eye and break up the patterns.  Dead trees, small patches of wildflowers and logs on the shore can be very effective.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F7641%2Fadara6711.jpg&hash=3ea3b45b81dc2dfbba77d617fa8c621b6b6bafbe)

67-12: Here's a closer look at a few details I added at this stage. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F755%2Fadara6712.jpg&hash=8bcb8183def819199031e6dc3c3a125d19cba38e)

67-13: Now we need to close in the rest of the terrain details on each side.  This next step is subtle but important.  Take the quarter sized Tahoe and carefully fill in the gaps on the shore.  It takes a bit of practice to get used to exactly where the water is going to fall, but don't worry too much, you want it to overlap with your shoreline textures a little bit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F8660%2Fadara6713.jpg&hash=0dca474dd446f142e1d1ccca309389df98f4244d)

67-14: Next do your first pass with the full sized Tahoe tiles.  Again, click by click your way along the shoreline to give you a good sized buffer.  The main reason to do this is to make it easier and safer to do the bulk filling for the rest of the area.  Granted, one nice thing about plopable shorelines in general is that you can bulldoze a small section and replace it without too much trouble.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F83%2Fadara6714.jpg&hash=ffb537304593187fa5b851b3a129b2f2464b7153)

67-15: I usually recommend filling in the water first. I find it helps put one in the mindset that this is a coastline which might help you spot any odd places that need taking care of. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F8838%2Fadara6715.jpg&hash=6a208801e43c8043035bc144b6acb6474d4c00d5)

67-16: Once you hit this stage, the final step is to fill in your details right down to the shoreline.  In my case, this part of Adara is solid coniferous forest right down to the waterline.  In other locations you might want a wider beach, or a band of shorter trees before getting to this stage.  If you want development close to the water put it in FIRST!  When lots develop in SC4 any plopable feature on neighboring tiles may be deleted at random.  It's also probably a good idea to make housing near these shores historical once you have a building you're satisfied with. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F5210%2Fadara6716.jpg&hash=2e4d82e10f600be97d39fb580d3498ab22548e93)

67-17: The result in the end should look pretty good at the closest zoom, but the further out you zoom, the better it will look due to the way the game treats the zoom levels. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F8348%2Fadara6717.jpg&hash=3a6801c4be15e146f3567e6cf257d6aa40a15888)

And that's a wrap.  There are many approaches to detailing shorelines, as evidenced by the wide variety visible in MD's these days.  While this is the approach I use, you could easily substitute other brushes along the shore just to see what happens!  Also, you could use rocks instead of grass to blend in the shore.  Don't be afraid to experiment! 

I hope you found this tutorial helpful.  I haven't decided what will be in the next update yet, I'll let you know when I get there! 
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Luke09 on December 14, 2009, 10:06:39 AM
I liked your tutorial  :) i rarely use PW,but i think i do almost the same way as you.
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Schulmanator on December 14, 2009, 01:40:42 PM
Very nice!  I have got to get me the PPond and check this good stuff out  :thumbsup:
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Tomas Neto on December 14, 2009, 04:03:55 PM
Tutorial very well done!! Striking work, with the mark of the your great talent!!
Title: Re: Adara - Update 67 - December 14, 2009
Post by: scott1964 on December 14, 2009, 05:06:15 PM
Nice  ;D
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Nanami on December 14, 2009, 06:59:45 PM
Great
Title: Re: Adara - Update 67 - December 14, 2009
Post by: turtle on December 15, 2009, 04:50:48 AM
Nice work on that tutorial. I will refer to it in the future for inspiration  :)

I like the setting with the small waterfall. The bridges are very well choosen and looks just great there.
Title: Re: Adara - Update 67 - December 14, 2009
Post by: TiFlo on December 15, 2009, 07:47:09 AM
Great tutorial!
Now I have no excuse not to start messing with ploppable water.

Thank you!
Title: Re: Adara - Update 67 - December 14, 2009
Post by: canyonjumper on December 15, 2009, 08:09:40 AM
Great tutorial!
Now I can actually make my shorelines look good ;)

                             -Jordan
Title: Re: Adara - Update 67 - December 14, 2009
Post by: threestooges on December 15, 2009, 12:23:58 PM
Well done on the tutorial. I think I'll be adding these to my plugins. If you haven't already, I think this might make a nice "super-detailing" tutorial for the tutorial section. The points you make about avoiding straight lines and varying the widths and densities of textures are good points that can easily be missed. Would you be interested in copying it over? Perhaps for the Terraforming section of Playing The Game? Nice update as usual.
-Matt
Title: Re: Adara - Update 67 - December 14, 2009
Post by: Dreamcat on December 16, 2009, 09:33:47 AM
Very educational.  Thank you for the tutorial!
Title: Re: Adara - Update 68 - December 16, 2009
Post by: Battlecat on December 16, 2009, 10:22:19 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Luke09: Thanks, glad you liked it.  I've developed quite a fondness for plopable water, although I am missing the simplicity of game water at times! 

Schulmanator: They're some amazingly versatile textures and they complement the RRP very nicely!  Glad you enjoyed the tutorial!

Tomas Neto: Thanks!  Glad you enjoyed the tutorial!

Scott1964: Thank you! 

976: Thanks!

Thomas (turtle): Thanks very much, I'm glad you found the tutorial helpful!  I'm particularly pleased with how that little valley came together!  Just one of those instances where all the components came together better than I could have hoped!

TiFlo: Glad you liked it!  One thing I didn't mention in the tutorial, like most plopable water, the Tahoe water plays best with shallow slopes and perfectly flat surfaces.  Good luck with the plopable water!

Jordan (canyonjumper): Welcome to Adara! Glad you enjoyed the tutorial!  Interestingly enough, a lot of what I've written here about straight edges and diversity of textures could probably also applies to game water shorelines.  I'll have to look at that more carefully when I actually start working with game water. 

Matt (threestooges): I should be able to transfer it over to the tutorials section.  I think you're right about it being most appropriate in the Terraforming section of the Playing the Game forum.  Glad you enjoyed the tutorial! 

Eric (Dreamcat): You're welcome!  Glad you enjoyed the tutorial!

Update 68
Winfield – Bits of Polish

Today I've got a small update that will finish the shoreline of Williston Lake around to the bridge.  I had pondered something larger, but time just wasn't on my side this week. 

68-1: Here's the shoreline section I'm talking about.  This area below Westside just needs to be finished up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F553%2Fadara6801.jpg&hash=870c0a68a4112849a4dfb0599aec4289bc59b700)

68-2: First of all, I'm going with the theme that this area already had a lot of exurbs that have been subdivided and sold.  Naturally those people who own these lovely waterfront lots are going to be resisting that plan!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F6523%2Fadara6802.jpg&hash=70a70b15abce22f8b0f33e3b13c008e4933bb9cc)

68-3: They've got some pretty nice homes down on the waterfront. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F9547%2Fadara6803.jpg&hash=4e123c7293b38a515544912b64ef19ea83c9efce)

68-4: And of course the requisite lakeside docks!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F1826%2Fadara6804.jpg&hash=bf2ae33933d028ad4df58f2b2ccb5633e5469331)

68-5: There's an old lakeshore trail that will go right out around the point by the bridge.  I think the rest of this area is going to be kept as a park.  It would be a pain to develop anyhow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F6938%2Fadara6805.jpg&hash=c1fa10e0d3e0243ffbe7d3b029090a122e8e0255)

68-6: Speaking of trails, it seems sensible to add one from here to the boat launch as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F9416%2Fadara6806.jpg&hash=e560840639bb0c5a38cd8f3c81a25aa4ad64e46c)

68-7: Rapidly detailing the rest of the area, here we are!  I went for a slightly grassier shoreline here just to be different.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F9943%2Fadara6807.jpg&hash=9872cf167528a51001b4d0b5a96065c6824c9f59)

68-8: Next, time to finish the trail.  This is a pretty straight forward batch of shore development.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F4250%2Fadara6808.jpg&hash=8d0c47d52a36934fee4d5a742f196fc23817e849)

68-9: See, that was easy!  :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F41%2Fadara6809.jpg&hash=5a86fc62a34e1952dd94efac06268aaedc4d57d4)

68-10: Looking from further away, the lake has finished up quite nicely indeed.  There's still a bit more to develop for Westside but that will be thrown into the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F7915%2Fadara6810.jpg&hash=0f94cd48a670443bdfc33914794117305c122128)

68-11: One more thing for today, as you can see I've downloaded the sidewalk mod for road roundabouts.  This one removes all the grass from the edge which will be perfect for the places I plan to use it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg136.imageshack.us%2Fimg136%2F6302%2Fadara6811.jpg&hash=28fffc3f73dd24f046db2a5f0901ede5ddb44e29)

68-12: One more improvement here though – transit enabling makes a big difference to the parking lot entrances.  I'm not going to worry about the restaurant though; it'll be fine as it is. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F2346%2Fadara6812.jpg&hash=6ceed7a54076b54a27f9ba096c3657b3f087e76d)

Sadly, due to a shortage of time, that's all I have for today.  If things go well tonight, I'll have a normal update for Friday; otherwise I'll just be posting the tutorial I'm finishing up.  This tutorial will be on an improved method for photo preparation for cross border composites. 
Title: Re: Adara - Update 68 - December 16, 2009
Post by: Luke09 on December 16, 2009, 10:36:02 AM
The lake is incredible,and nice work with your TEing lots  &apls
Title: Re: Adara - Update 68 - December 16, 2009
Post by: clearlypowa on December 16, 2009, 11:43:48 AM
I like the effort you take detailling the water edges, and the result is very well done.  :thumbsup:

Like also the transition between the parking and the roundabout

Great update  &apls
Title: Re: Adara - Update 68 - December 16, 2009
Post by: canyonjumper on December 16, 2009, 04:04:01 PM
Another great update! I'm amazed at the detail you put into your shorelines. And nice TEing of the lots

                                            -Jordan
Title: Re: Adara - Update 68 - December 16, 2009
Post by: ecoba on December 16, 2009, 04:15:52 PM
It doesn't matter if it's a short update, it's still great.

The lakeshore has ended up very nicely, and I know the exurb lot owners will not want to sell their property! The overviews of the larger cities is getting really nice. I like the transit enabled entrance, unfortunately SC4Tool won't work on my computer...

Ethan
Title: Re: Adara - Update 68 - December 16, 2009
Post by: Tomas Neto on December 16, 2009, 06:46:59 PM
Wow, fantastic update again, and wonderful continuation of the tutorial!!  :thumbsup:
Title: Re: Adara - Update 68 - December 16, 2009
Post by: dsrwhat316 on December 16, 2009, 06:51:54 PM
Your work with ploppable water always amazes me, my friend! I saw your new tutorial today and it has inspired me to use ploppable water in the future for my cities.

Again, your using those private docks; a very nice touch that adds a bit of class to the neighborhood. It's also nice to see the parking lots TE'd, which give the pics a more realistic feel that just having the parking entrances stop short of the road.

One question; do you Network Enable your lots? Instead of the lots messing with your commute times, network enabling gives you the look of transit enabling without the traffic woes that can arise from it. Check out this thread (http://sc4devotion.com/forums/index.php?topic=539.msg122352#msg122352) to find out how to network enable your lots  :thumbsup:

~ Dan
Title: Re: Adara - Update 68 - December 16, 2009
Post by: sumwonyuno on December 16, 2009, 11:46:30 PM
 &apls

The tutorials as very useful, and I've already commented on that separate thread.  As for the transit enabled lots, that's giving me more inspiration on what I can do for some applications in my region rebuild.

And to dsrwhat316, thanks for that link!
Title: Re: Adara - Update 68 - December 16, 2009
Post by: Bobbi on December 18, 2009, 07:54:15 AM
Great update :thumbsup:



Welcome to Page 34
Title: Re: Adara - Update 69 - December 18, 2009
Post by: Battlecat on December 18, 2009, 11:14:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Luke09: Thanks very much for your kind words!

clearlypowa: Thanks!  Glad you are enjoying the details.

Jordan (canyonjumper): Thanks very much on both counts.  In some cases it doesn't help, but the transit enabling made a big difference here. 

Ethan (ecoba): Yeah, if I owned an exurb style lot, I wouldn't sell in any great rush either.  Thanks very much, I'm certainly glad you enjoyed the update.  Interesting that SC4 tool doesn't work on your system.  You working with Vista or Windows 7, I've been noticing that a lot of people are having trouble with the various utilities on the newer operating systems.

Tomas Neto: Thanks very much for your kind words! 

Dan (dsrwhat316): Glad to hear you found the tutorial inspiring!  I'm looking forward to seeing what you put together.  Thanks for pointing out the difference between Transit Enabling and Network Enabling.  I've heard both terms, but the difference makes sense now.  I'll have a look at the parking lots I modified and correct them if necessary! 

sumwonyuno: Thanks once again!  The transit enabling is a pretty nice a simple fix which makes a big difference, particularly when the parking lots already line up nicely with the city streets! 

Bobbi: Thanks very much!

Update 69
Tutorial – Cross Border Photo Prep Technqiues

I guess this is going to be tutorial week.  Sadly, I just didn't have the time to play as much this week due to other commitments (it is that time of year after all).  But I do have a series of shots I've taken for my tutorial on prepping screenshots for cross border images.  As I mentioned recently, Thomas (turtle) said something in his comments a few updates ago that inspired an improved approach to preparing cross border images.  So I've got that for you today.  I'll also be appending it to my old tutorial thread here (http://sc4devotion.com/forums/index.php?topic=8676.0).

This tutorial does assume some familiarity with the original cross border tutorial. 

69-1: Here's an example of the problem I'm looking at.  This was originally posted as image a couple weeks ago 63-11.  If you look at the power poles, there are large black blobs messing up the image boundary.  This issue is being caused by the trees and the gaps.  Of course, these gaps are pretty hard to clean up by hand, there are tons of tiny ones.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F1003%2Fadara6311.jpg&hash=5c63bcee2077a0bf415a578163bffd187ff17be1)

69-2: Two images are required for each cross border mosaic.  Due to the nature of the game, only one of these shots causes theses issues, specifically the one where the backdrop shows through the background.  This is an example, and the shot I'm going to use for this tutorial. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F3923%2Fadara6902.jpg&hash=3033484103d90ca9e33fc7746b905107ed710b82)

69-3: So first you need to load the image up in your standard photo editing suite.  I personally use gimp, but these tools or analogues of them should be in most photo suites.  We're going to be using the various select tools a lot in this tutorial. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F5296%2Fadara6903.jpg&hash=a2b3403be3f2a952595210eb3eb13996731b8100)

69-4: The first tool needed is the fuzzy select tool.  It's also known as the magic wand tool.  It selects all the pixels that meet a certain standard, specifically color within a clicked area.  This is the reason I chose black for my background, since I've got a lot of green on the border.  You may want to choose something else for your background depending on your style or the type of things you have on your border. 

Also, you'll want to make sure the Antialiasing and feather edges buttons are unchecked!  I unchecked it shortly after taking this shot.  It will severely mess things up in this tutorial because it tries to blend the edges.  We want sharp edges for what we're trying to accomplish here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F1885%2Fadara6904.jpg&hash=ddea9c0259fb287a8f07acb139962d5fd1fc8769)

69-5: As in the original cross border tutorial, delete the selected black area.  This is where the last tutorial left off.  But the black areas between some of the trees are clearly visible.  Next we're going to get ready to eliminate those easily.  The color select tool would work, but it would also select roads and other black details that you probably want to keep. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F3598%2Fadara6905.jpg&hash=0eaff4dffe46bc771b9ca6f433aa92a7cf23ec8b)

69-6: So here's the tool that's going to help us out.  This is called the free select tool, or the Lasso tool in some programs.  It allows you to draw a freehanded select around only the features you want. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3509%2Fadara6906.jpg&hash=76c68d10a51c1bf1a2d5e1f4bc28e9c71ea4877f)

69-7: So very carefully, use the freehanded select to only grab the objects that cross the border.  Holding down shift while you do this will allow you to select separate groups.  As you can see here, I've selected two blocks but I've excluded the road.  Once you've selected the items, copy them, and then paste them to a new layer.  The key thing here is to ensure the pasted stuff winds up in the exact same location as it was in the original.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F9686%2Fadara6907.jpg&hash=6532800122ba61a5804b912d9d4d792ff932c1a5)

69-8: This is the tricky part.  What you want to do here is use the alpha to selection tool to select everything on your new pasted layer (only containing the stuff you want to edit).  Next, make the original layer the active layer and delete everything within the selected area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1781%2Fadara6908.jpg&hash=5a77ced5c2d54b06a2236ed1887e1b8c1089912f)

69-9: If you turn off your newly pasted layer, this is what the original image should now look like. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F471%2Fadara6909.jpg&hash=13f3476765def65d648e18dbb604a203c864be81)

69-10: Make the new layer your active layer.  From here it's easy.  We can now safely use the select by color tool and we'll only be grabbing the black on the active layer.  This ensures that we won't be deleting anything from the rest of the image.  Click on any one of the remaining black spots between the trees with your select by color tool.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9915%2Fadara6910.jpg&hash=898e9ca2b172254bfb9a262074368d94027beff2)

69-11: This is what the image should look like when you've successfully selected by color.  Now hit delete.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F9719%2Fadara6911.jpg&hash=57fb1faf2fc28cc8dc7f75e66000001a8dfdc14d)

69-12: Clear your selection and you should have a shot that looks like this.  All the black areas are eliminated with one quick click of the button.  If there are some spots that were missed, you can go through and hit them to clean the rest, but you should be able to do it in one pass.  Note that this technique will not work with the standard maxis backdrops! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F8931%2Fadara6912.jpg&hash=756ae281d464b2acd9cc4157eaeb19543af9c3b6)

69-13: Next flatten the image, or merge the layers down and hit save.  Now you have a perfectly transparent city boundary ready to be overlaid with the other town using the techniques described section 5 of my earlier tutorial. (http://sc4devotion.com/forums/index.php?topic=8676.0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F8774%2Fadara6913.jpg&hash=5d3a743d03384e01d7a309b9c38b0f0692aa2d26)

69-14: This is the finished shot with the partner image now added as a composite.  In rural areas like this you really have to eyeball the alignment.  It takes some getting used to but good planning on the edge can really help clear that up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F9283%2Fadara6914.jpg&hash=5325448ea10f5ac44e505af1341496eef11a4427)

I hope you find this tutorial helpful!  That should be it for tutorials for now!  Next update I'll be back to the Winfield tile.  It's time to get this city rolling! 
Title: Re: Adara - Update 69 - December 18, 2009
Post by: clearlypowa on December 18, 2009, 12:36:56 PM
Nice and interesting tutorial  &apls.

I'am making my first steps in Gimp  ;D  I'am looking for some tutorials. Your cross border technique will be helpfull in time  :thumbsup:
Title: Re: Adara - Update 69 - December 18, 2009
Post by: scott1964 on December 18, 2009, 03:31:45 PM
What is the name of the recreational area down by the water?  :)
Title: Re: Adara - Update 69 - December 18, 2009
Post by: canyonjumper on December 18, 2009, 03:42:50 PM
Nice tutorial, awesome pic! Very rural. @scott1964: That is part of Pegasus's CDK3 Marina lots over at SimPEG (http://simpeg.com/forum/index.php?action=tpmod;dl).


                             -Jordan
Title: Re: Adara - Update 69 - December 18, 2009
Post by: Nanami on December 18, 2009, 04:46:13 PM
Great Tutorial!
Title: Re: Adara - Update 69 - December 18, 2009
Post by: Tomas Neto on December 18, 2009, 05:41:26 PM
Another fantastic tutorial!! Great work!!  :thumbsup:
Title: Re: Adara - Update 69 - December 18, 2009
Post by: Luke09 on December 18, 2009, 09:47:54 PM
Very good tutorial.I think i will download GIMP and Photoshop for a future MD...once i got new PC pieces...
Keep it up  ;)
Title: Re: Adara - Update 69 - December 18, 2009
Post by: kwakelaar on December 19, 2009, 01:19:41 AM
I see you have already managed three new updates, well, I can only say excellent work.
Maybe some of the details are not complicated to make, but you do need to think about making them. That is what sometimes amazes me.
Both shoreline and cross border tutorial are well done, your explanations are clear and complete. Though the cross border technique I have never tried myself, but with such a nice result it is certainly something I will try out.
Gjermund
Title: Re: Adara - Update 69 - December 18, 2009
Post by: calibanX on December 19, 2009, 07:48:58 PM
Very nice tutorials. No need for Photoshop in Adara. As always, your shorelines are beautifully crafted.

Geoff
Title: Re: Adara - Update 69 - December 18, 2009
Post by: FrankU on December 20, 2009, 04:43:16 AM
Adara is still as beautiful as it promised to be in the beginning.  &apls

The tutorial is very useful, but I do have a tip:
Before you take the pictures you want to use, you could make yourself a very useful background image that contains a color that is not used in the game: like  255 red, 0 blue and 0 green. Then you could select all the pixels in an easier way.
Title: Re: Adara - Update 69 - December 18, 2009
Post by: Bobbi on December 20, 2009, 06:47:39 AM
Super tutorial, it's very useful! :thumbsup:
Title: Re: Adara - Update 69 - December 18, 2009
Post by: sumwonyuno on December 20, 2009, 07:35:25 PM
Hmm, I don't know if you noticed my comment sometime ago that that other thread you put a similar tutorial.  In any case, I really like the results of putting two city tiles together.  It's not easy. /wrrd%&  Lucky you have consistently-colored water; it's so tedious to fix the look of the game's water.
Title: Re: Adara - Update 69 - December 18, 2009
Post by: warconstruct on December 21, 2009, 06:45:50 AM
great job  &apls
Title: Re: Adara - Update 70 - December 21, 2009
Post by: Battlecat on December 21, 2009, 10:32:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

clearlypowa: Thanks very much, glad you hear you found the tutorial helpful!

scott1964: The recreational area is part of Simpegs CDK (Costal Development Kit).  Specfically, the ones you're looking at are part of the Marina set.  Thanks for stopping in!

Jordan (canyonjumper): Thanks very much for your kind words and for taking the time to answer Scott1964's question! 

976: Thanks!

Tomas Neto: Thanks you very much!

Luke09: Thanks very much!  Gimp is a great program which is easily as powerful as photoshop.  It has that advantage of being free as well!

Gjermund (kwakelaar: Thanks very much!  Glad you find the tutorials clear and helpful!  I have to put tutorials together for some people at work on occasion.  I really have to be careful not to oversimplify or skip steps.  I'm looking forward to seeing your foray into the cross border images!

Geoff (calibanX): Thanks very much for stopping in and for your kind words! 

FrankU: Thanks, glad you're still finding visiting Adara enjoyable!  Good point about using a more dramatic color for taking the cross border shots.  It does make some good sense to make an alternate style background for this purpose. 

The method I've describe above still has it's points because there is always the risk of an odd little spots of perfect red, blue or green in a lot or on a car.  A purer color would make it a lot easier though!  Thanks for the suggestion!

Bobbi: Thanks!  Glad you find it helpful!

sumwonyuno: I do apologize, apparently I did miss your post in that thread.  You've got an excellent point about game water.  I'll be honest, it's not something I've explored yet, but I think I'll have to look to see what I can do about that problem.  Thanks for your thoughts on the issue; I'll make some plans to poke at that soon!   

warconstruct: Welcome to Adara!  Thanks very much.

Update 70
Winfield – Going to Town

Today I'm finally going to get the primary urban core of Winfield itself started.  This is going to be a challenge because I have to build up populations to pass a few stage caps.  This is going to be quite different from most of the other development I've done in the past, so it should be interesting.

70-1: Here's downtown Winfield, or at least the future site of it.  One of the reasons I've held off for so long on this was trying to polish up the last bits and pieces of the GLR texture mod Toichus Maximus and I have been working on.  I think we've hit most of them, but it's going to take a bit more time to fully check things over.  I think I've still got to track down a couple of GLR station textures to really polish this Mod off.  But in the meantime, it'll do the trick for my purposes here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F6198%2Fadara7001.jpg&hash=bdf8272b88477553daf4bbf3ddb35cd17e3f904d)

70-2: It's going to be a bit funny for a while, despite high demands, this was the best I could get for a while.  Finally I recalled that there are occasionally some pre-requisites for this style of development.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F4423%2Fadara7002.jpg&hash=3acb01a53c24c89161b1742df02ea9a25ebacffa)

70-3: A regional hospital will help push up the residential desirability.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F4042%2Fadara7003.jpg&hash=f9be32bee68eb8ca36da5fdede6425cc7aef91cb) 

70-4: As will this elementary school. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F8130%2Fadara7004.jpg&hash=d6d37707ce0299b41677d4e9b2b3a85eb74ef458)

70-5: I really am just throwing ideas down on the canvas at this time.  This is going to be developed as a high wealth neighbourhood.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6296%2Fadara7005.jpg&hash=40cd0735b1f6c5e2c3ceb075fac8f3024381f88d)

70-6: Funny thing, tennis courts can really help drive the development of mansions.  I just put this one down beside this house.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1351%2Fadara7006.jpg&hash=4200ee14251e21510c3b1b02d2821d63910d99bd)

70-7: And a short time later, up goes a mansion!  Then of course I accidentally dropped a park on it, but the theory is still sound!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F2584%2Fadara7007.jpg&hash=866eef7946c9511579114c8e09729bce510555f2)

70-8: In the meantime, this area is just a demand building block.  I'm going to go through this with a fine toothed comb later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F8182%2Fadara7008.jpg&hash=9362eb430141c330bbee4aeb2bc3186b04690e5d)

70-9: In the meantime, the commercial core of the city is developing nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F8215%2Fadara7009.jpg&hash=d5830b704ce5a068ee390de269f6c49f0fbd45ed)

70-10: Which is more than I can say for the mansion neighborhood.  They are very reluctant to develop for some reason.  I'm sure I'm just missing some desirability factors somewhere. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7374%2Fadara7010.jpg&hash=ec3160b69506bc2d9287f06017f6465e0d4f0d56)

70-11: Things are coming along nicely.  I plan to see some of these buildings replaced though.  The trams are popping along nicely as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F4294%2Fadara7011.jpg&hash=c3567c885caeb0e8be2cb3b849af5197b52cf05e)

70-12: This shot shows the case for making everything historical once the buildings you want are in place.  This used to be the neighbourhood I was using as a temporary home for low wealth citizens.  Apparently a single family mansion can demolish an entire apartment block in this game.  Annoying, but that's just the way the game plays out.  I'll be wiping out those mansions. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F4900%2Fadara7012.jpg&hash=b7232f729da28997a39dad02a57c7e43778110da)

70-13: Some of the buildings in the urban core are beginning to reach their final stages.  I'm starting to add in details like this little park between the apartments and the GLR.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F3926%2Fadara7013.jpg&hash=bb43032563d40234968c34253fde243b6eace4f7)

70-14: Not to mention this excellent plaza released recently by the SFBT.  There are so many great buildings that I've downloaded.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F8638%2Fadara7014.jpg&hash=ff9f4911806b84e1d8c7a1b19e6c649918bf2f61)

70-15: This is just about ready for the finishing touches.  The ramp up to the highland area just needs a one last touch to make it look really good.  I've got a couple custom lots to build.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F5456%2Fadara7015.jpg&hash=2076a4ea69abf324a8547688784a573bddd4f9c5)

70-16: Hey, let's zoom out a bit and see how things are looking!  This is the urban downtown as it stands now.  I'm still not happy with all the buildings, but it's getting there now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F4198%2Fadara7016.jpg&hash=c26bd10f9d394bf85638e958939fb5426bbf64fe)

70-17: And hey, even a bit further out.  On the left we've got the temporary burbs, in the middle the downtown core and up towards the top we've got the wealthy suburbs.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F5548%2Fadara7017.jpg&hash=d787130bb76fe82930beff39102e8ba4ba103c67)

70-18: A couple more things before I wrap up the day.  First, here's proof that the GLR is active and in use.  It's actually getting pretty heavy use.  I didn't even have to goof up the road system to talk them into it either!  The new NAM controllers make a big difference for that behavior.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F3249%2Fadara7018.jpg&hash=316498ac47baa1a6cd8ddda8ba443cef8f864c2c)

70-19: Here's the final touches, a customized series of seasonal tree lots with a grassy base.  This way they'll make better urban fillers.  I'll still use the unfinished versions in smaller cities.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F9922%2Fadara7019.jpg&hash=ef93f7732c15fd645241ca8ede8ac746fb0b649f)

70-20: To wrap things up, I'm putting the finishing touches on the hospital.  At the back, we've got employee parking.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2495%2Fadara7020.jpg&hash=c04023eb287498e9781895448ae18ec13e2db0b2)

70-21: At the front, a fairly good quality road to provide front door dropoff.  I used the road to get the full tile brick style rather than grass between the road and the front door. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F3658%2Fadara7021.jpg&hash=7adf4efaadbdcc9ddc655d1c89e85b0296e76503)

70-22: And then a decent sized parking lot to wrap this area up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F7171%2Fadara7022.jpg&hash=8f175e361ad83ae8b69cb2f72be34afb54c639d0)

That's a wrap.  Next time I'll be blasting through another round of urban development.  Hope you enjoyed this!  Unlike my previous work, I expect buildings in the city will be in a lot of flux as they start settling out into the appearance I'm looking for.
Title: Re: Adara - Update 70 - December 21, 2009
Post by: ecoba on December 21, 2009, 01:20:25 PM
The Winfield urban core is looking really good, I know the city will be excellent once it's filled out. The buildings that have grown in the centre look really nice (IMO)!

The GLR criss-crossing the city is really a nice feature, and will probably have an effect on Adara's emissions, considering that this is a larger city and so many people use the system. The forementioned along with the large park system that we're getting glimpses of appear to make Winfield a really green city.

Can't wait to see some more development and the lake brought up to the city!

Ethan
Title: Re: Adara - Update 70 - December 21, 2009
Post by: canyonjumper on December 21, 2009, 01:31:16 PM
Looking good! I specially like the GLR system and the park system. If you wanted more demand, there is an ordinance mod you can download on the STEX that will increase   the demand in-game. It's pretty effective in my game. I like the way you used the walls to form a ramp into the highlands. Excellent job! :thumbsup:

                     -Jordan
Title: Re: Adara - Update 70 - December 21, 2009
Post by: sumwonyuno on December 21, 2009, 01:55:25 PM
That (not so small town) looks very nice.  As for the high-wealth area, if you have the demand and prerequisites met (job + water + school + healthcare) you can spur growth with a bunch of trees.  It's cheaper than a park, but the spur effect is only temporary.
Title: Re: Adara - Update 70 - December 21, 2009
Post by: danielcote on December 21, 2009, 04:43:02 PM
Nice start on the main citie! looks like it will grow fast.
Title: Re: Adara - Update 70 - December 21, 2009
Post by: Luke09 on December 21, 2009, 06:44:23 PM
Nice,finally some urban uh? :D I love the urban core and i think youre going to the right way i think....will you have a CBD there?
Title: Re: Adara - Update 70 - December 21, 2009
Post by: turtle on December 22, 2009, 09:14:15 AM
Nice job on Winfield. I love your transportation layouts, somehow you always succeed in making them interesting to look at. The GLR mod seems to work out great.

Also, the tutorial you did in the last update is very good. It seems that even I would be able to do that  :) Adara is turning out to be a very good place to come looking for tips and tricks!

Looking forward to seeing new developments in Winfield. Have a great Christmas!
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Battlecat on December 23, 2009, 10:24:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Ethan (ecoba): Glad to hear you like the urban core.  It's been a huge challenge, particularly with putting the GLR mod together.  I love green cities; even my densest urban areas will be as green as I can make them!  The really big part of the park system is going to be the lakeshore.  I plan to have a massive park along the lake in this area.  I've got to build the finalized development down to the shoreline first through, so it's going to be a few updates before I do much with the lake at this point. Thanks for the feedback!

Jordan (canyonjumper): Thanks very much, glad you like how this is coming together.  The issue I'm actually running into is mostly related to triggering growth and stage caps.  Demand is high, it's just a case of building up high enough local populations to allow access to the buildings I want to see in the urban core.  I've actually tried demand mods in the past, and while they are handy under many circumstances, I do enjoy the challenge of building this region within the rules of the game to a certain extent.  Thanks for the suggestion! 

sumwonyuno: Thanks!  I knew I forgot one factor for triggering high wealth growth!  I completely forgot how handy trees were for that.  That'll make the next phase after today much easier. 

danielcote: Thanks, glad you like it.  I expect that by the time I'm done, this tile will have more people than the rest of Adara.  It's amazing how quickly your population rises when you have apartment buildings!

Luke09: Glad you like how it's coming together.  It's going to have a CBD to some extent, but I'm really taking a firm hand on how big.  While there will be room for high stage growth elsewhere in Adara, this particular town is still sitting firmly in the Medium density range. 

Thomas (turtle): Glad you're enjoying the start, this business of urban development has been a significant challenge.  It doesn't help that I'm pretty particular about keeping control over the style and character of neighborhoods, such as the high wealth area.  While the result is nice, it takes a lot of time to put everything together!  Glad you enjoyed the tutorials as well, I hope to keep offering more as they come up!  Thanks for stopping in, have a great Christmas!

Update 71
Winfield – Urban Growth

Today is mostly going to consist of incremental growth of the urban area.  I've started making buildings in the central core historical once I'm happy with them to prevent unexpected towers from showing up.  To make up for the fact that I won't have time to update over Christmas, this will be an extra large update.  Hope you enjoy it!

71-1: This is one of the many problems I'm dealing with, the repeating lot issue.  This particular commercial building shows up far more than anything else right now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F7928%2Fadara7101.jpg&hash=4ca31a7c67d92cf81639cfe04654784a6152e861)

71-2: That's why I make things historical once I'm happy.  The building I pointed out seems to be the pinnacle building for low density commercial zoning.  I'm happier with this look here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F7854%2Fadara7102.jpg&hash=50ec27a63bbb945946736bcdf19cbe8f9397280d)

71-3: This is what I call perfect serendipity.  These three buildings all grew exactly as you see here.  By the way, I'm only using the Maxis city hall because I haven't found a better alternative yet.  Anyone know of a few good city hall options?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F7392%2Fadara7103.jpg&hash=c92b1706c361e1a3be99338c1329457521704993)

71-4: From the macro to the micro.  I'm putting in a small park here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F3356%2Fadara7104.jpg&hash=22e427a69ecc821f9b162374edf718b71b85e626)

71-5: Just for kicks, I decided to use the wide BSC trail park sections.  The new buildings on both sides popped up as soon as I unpaused the game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F2654%2Fadara7105.jpg&hash=60ea54cc3abedda613950dfdd05b3b41a45f9438)

71-6: It's slow going, but I'm getting started on this area near the high wealth neighbourhood.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F6502%2Fadara7106.jpg&hash=78c38304682e9189a12941cdb4741b5b18e352f3)

71-7: Looks like a good place for a high school.  And hey, a good old Canadian flag right there!  Funny though, I wound up rotating this pretty much as soon as it was placed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8265%2Fadara7107.jpg&hash=5900d8fe115342c549c3d89b5999e0906d55b7e9)

71-8: The rotation was to improve access to the parking on both sides of the building.  A nice recreational complex to complement the school as well.  I'm sure this was funded by the wealthy people here.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2549%2Fadara7108.jpg&hash=69e2d6fff825dc0938f1d713da0b913259b4ef7b)

71-9: Time to start trying to get some good style apartment buildings in place.  I'm going to develop this road here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F8964%2Fadara7109.jpg&hash=b90689de89427a09ba3b00db669fb609650973a3)

71-10: A few extra streets, here's the rough draft of the medium density layout. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F4552%2Fadara7110.jpg&hash=5c29c38f411aa9ffad8f86c218322166e0a6a4d8)

71-11: A lot of these buildings are going to wind up being replaced several times before I'm satisfied here.  But this is a start. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F6643%2Fadara7111.jpg&hash=4bc9a1c00989a5d22133dac29cc47e79e035edf2)

71-12: Moving along, the wealthy people are finally starting to cooperate.  The main high wealth neighbourhood is going to drift down to the waterfront.  It'll give way to medium/low wealth development here.  This was all done before sumwonyuno's suggestion. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F8249%2Fadara7112.jpg&hash=135874f75102f375ab3fe206732a90c405a16d7a)

71-13: Here's the rough layout of the development.  I actually went through and removed alternating lots.  I intend to make half the buildings here historical to block mansions from popping up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F8425%2Fadara7113.jpg&hash=1e9a93c41d9074985fa9247fe4843633aa077118)

71-14: Here we are on year later at the halfway point in development.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F4613%2Fadara7114.jpg&hash=b4170d9e4ca4e40433e0f2e385cdb76ea2e0a51a)

71-15: The high wealth neighborhood is coming together now.  For something different, I'm using Shadow Assassin's cycleways as a trail through this area.  I'm going to run these down quite close to the waterfront in this area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F7174%2Fadara7115.jpg&hash=a803320081723b0da94ec86b2210857f952197ac)

71-16: Just a quick example of how I'm going to improve the appearance of my low wealth apartment buildings.  This is a pair of typical buildings that I'm actually satisfied with.  Poor people need somewhere to live just like everyone else!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F8819%2Fadara7116.jpg&hash=14bb524a9f1f4bb11c3e8c2b25c6e6dcad614fbb)

71-17: A few trees and a proper access road to the parking lots really do help a lot, even if the parking textures don't match perfectly.  And then of course, the trees always make things better!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F6119%2Fadara7117.jpg&hash=693600d34065410e8b6c4e4c356533665cbb7e97)

71-18: Finally, the mansions are getting caught up, mostly because I'm not giving them a choice in the matter.  I think one of these might be medium wealth, but it fits in just fine.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F350%2Fadara7118.jpg&hash=f08071e01c17fbbd7e5819bd4ab3642b8ea44a71)

71-19: The urban core is starting to get towards the finished stage on this side.  There's just a couple more buildings to develop here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F7533%2Fadara7119.jpg&hash=2e73fd9a6ca328c469d45bc400b1f39bf9f0294a)

71-20: This is one gap that needs attention.  Odd shaped spaces are great candidates for the small, plopable buildings floating around.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F9319%2Fadara7120.jpg&hash=4a23f1efd90358ac368af4cadf8275c292617887)

71-21: A blockbuster and a starbucks fill in the space nicely, and some tree lots will finish it up when the seasons turn.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F6406%2Fadara7121.jpg&hash=8649a845535e5be6a3a81f70aabfc5c61b5aa6f0)

71-22: Near the school, it's time to start getting our moneys worth.  A trail leads up to the highlands here as does a GLR branch.  The central fire hall is across from the school.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F5688%2Fadara7122.jpg&hash=61fbcb9caf1650796a04cbbd1ad8e4db41177128)

71-23: This is going to be a very simple closed in subdivision.  Before development we have this simple street.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F8397%2Fadara7123.jpg&hash=019ab6d001c1aad77a95ac8d7a0b3a9f8a3b0872)

71-24: And then afterwards.  Trees, businesses and some homes fill the area nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F8075%2Fadara7124.jpg&hash=9ef5bd11ee38bb2b0487d48307c3ae22031ceaf1)

71-25: On the south side of town, some convincing gets three excellent looking low wealth buildings to pop up near the edge of the urban core.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F5932%2Fadara7125.jpg&hash=a77db272114c651e178898ec6e0f51cc13d75dc2)

71-26: Some of these are probably being eyed by developers, but for this point in time, they'll do the trick.  The highway really reduces appeal for wealthier people.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F9308%2Fadara7126.jpg&hash=39308633587e013d7de6aa9f0196d9f622a2804c)

71-27: And here we are, the rapidly sprawling City of Winfield.  You might notice a fairly familiar high wealth apartment tower up and to the left of the bridge in the shot.  I haven't decided if I'm going to keep it there or not, but for the moment it isn't hurting anything.  I'm thinking it's a bit too tall for this city though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F3671%2Fadara7127.jpg&hash=736bc85311bddb70ecf3b59e0b2cbbed466ed01b)

That's all for today!  Still lots to develop, especially the extensive suburbs this city will have.  I might slip one update in between Christmas and New Years, but if not, I'll see you in early January!  Have a great Christmas Season everyone! 

Oh, I almost forgot one last thing.  Toichus Maximus and I are just about satisfied with the results of this GLR texture mod.  In addition to the entire collection of possible GLR pieces, it's also going to modify the textures of all FLUP pieces that use the old Maxis style sidewalks, and a small selection of GLR and RTMT stations, including the RTMT V3.  If things go well, we should have something up for LEX candidacy early in the New Year. 
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Schulmanator on December 23, 2009, 10:58:55 AM
Nicely done... and, as for a city hall alternative, try the LEX civic buildings... a good number of museums and libraries make fine city hall substitutes.
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Luke09 on December 23, 2009, 12:20:22 PM
Quote from: Schulmanator on December 23, 2009, 10:58:55 AM
Nicely done... and, as for a city hall alternative, try the LEX civic buildings... a good number of museums and libraries make fine city hall substitutes.
I agree with schulmanator,some museums and libraries can be very nice city halls.I hope this GLR texture be released soon,i really want that!And about the highrise,let it be there.
Title: Re: Adara - Update 71 - December 23, 2009
Post by: threestooges on December 23, 2009, 12:39:01 PM
Excellent news with the mod, and a great showcase for it too. I think I may be adding something new to my plugins soon, if things go well. I like your approach to the downtown area. Very office-centric, yet it still seems to retain touches of service-oriented buildings (the gas station, Wendy's, etc). Things look more balanced that way. Not every building has its own cafeteria.

As for city hall options, I know JBSimio did a town hall a while back. I believe one version of it even functioned as a police station. I can't seem to find it right now. I'll have to shoot him a PM and see what it's listed under.

The school does look good, and yes, with the clay tennis courts, it certainly seems to have a touch of the wealthy folk in the area. Looks good though. Looking forward to seeing a finished shot of it up close.

Your GLR seems to be taking off, and the brick under the tracks is excellent (part of the sidewalk mod I assume?) and something I've been looking to do for a while. The white tiles are nice, especially considering they match a number of buildings' base textures, but the brown brick just looks classy.

Nice work on this update Battlecat, the area is really coming together. Merry Christmas, and if I don't see you before then, Happy New Year too.
-Matt
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Tomas Neto on December 23, 2009, 01:26:48 PM
Another great update! Very cool to see the development of your cities!!!  :thumbsup:
Title: Re: Adara - Update 71 - December 23, 2009
Post by: dsrwhat316 on December 23, 2009, 01:36:57 PM
I agree with Matt: Jon (JBSimio) has a great city hall that is bounds and leaps above the Maxis one. Here's the link to it: SmalltownUSA Town Hall (http://www.simtropolis.com/stex/details.cfm?id=16389)

I really enjoy your step-by-step process you have with your MD. It can give a player great insight on how to plan, maintain and beautify their own cities just by looking at your pics and great tutorials. I'm eagerly awaiting the next update from Winfield!

~ Dan
Title: Re: Adara - Update 71 - December 23, 2009
Post by: sumwonyuno on December 23, 2009, 01:52:30 PM
The historical seems like the only way isn't it?  Demolish, hope, demolish, hope, demolish... historical!  :'(  Plus it's not a wieldy strategy for an area larger than your patience.  $%Grinno$%

One way I try to lose repetition is to do a combination of lot sizes, zone density and (lack of, or putting in) water.  In your region, you do separate the residential building lots from one another, and that's another good strategy.

Now, I didn't do that as a widespread strategy in the Capitalis suburbs because there's so much area to work, and I got lazy.   :P
Title: Re: Adara - Update 71 - December 23, 2009
Post by: clearlypowa on December 23, 2009, 01:55:50 PM
WOW, 2 nice Update.   &apls

I like how you plan your city. Very Helpfull. the GLR is going on, and the side track textures looks good.

Merry Chirsmas and long life to your Great M.D  :thumbsup:

Title: Re: Adara - Update 71 - December 23, 2009
Post by: calibanX on December 23, 2009, 04:19:54 PM
I like those high wealth suburbs Battlecat. The low wealth apartment buildings look great too. Why is it that all the low wealth residential stuff has more character than the high wealth stuff? Oh well, I love it. That region looks like it'll have a lot of water going in. Should look fantastic.

Geoff
Title: Re: Adara - Update 71 - December 23, 2009
Post by: djvandrake on December 23, 2009, 05:34:57 PM
Nice work with the sloped avenue / GLR.  That looks great and had to be tough to get right.  :thumbsup:
Title: Re: Adara - Update 71 - December 23, 2009
Post by: canyonjumper on December 23, 2009, 07:07:13 PM
That's just pure awesomeness! I really like the way that's turning out!  :thumbsup: :thumbsup: &apls &apls

                  -Jordan
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Nardo69 on December 28, 2009, 07:26:41 AM
Nice Update (as always ...)

My most hated repetetive and always popping up building is that black Maxis low density R$$ building ... its German name is "Schindelhaus" ... Guess you know that, too. One of the many great things of mattb325's mansions is that the popping up probability of these Maxis lots has quite decreased ...  :satisfied:

BTW in 71.10 there is only one residential (next to the commercials) oriented to the diagonal road while all others are oriented to the grey streets. Just happened like this or is this intended?

I like those low wealth buildings in 71.17 / 71.18 that are hust separated by some trees from the highway. Noise immission protections is for the riches ...

Take care my friend

and

Happy New Year!


Bernhard  :thumbsup:
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Nexis4Jersey on December 28, 2009, 10:45:48 PM
Another Great update , i can't wait till see when ur lake is completed :thumbsup:
Title: Re: Adara - Update 71 - December 23, 2009
Post by: Cyclone1001 on December 29, 2009, 04:21:11 AM
This is truly amazing! I can't believe I missed this for so long... but then again I did go to downloading the stuff on the front page the first time I visited, so I guess it kinda makes sense ??? Anyways, great work, I'm always ready for more $%Grinno$%
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Battlecat on December 29, 2009, 09:40:15 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Schulmanator: Hmmm, I hadn't thought of repurposing an existing building as a city hall.  Good call, I'll have to expand my search conditions.  I'm actually going to have to mod whatever I download, I actually need the city hall to be functional in this case!  Thanks very much for the suggestions!

Luke09: Thanks for your thoughts on that highrise.  I really do like that high rise style and as a bonus, it'll actually fit with my plans for that part of town quite nicely!  I want to get this texture out as soon as possible as well!  Toichus Maximus and I have been working quite hard at it, there's just a few touch ups left and then I've got to gather the bits into an installation file.  Thanks for stopping by!

Matt (threestooges): Thanks very much for your thoughts!  I prefer the slightly more mixed development style.  Of course in a real downtown urban core, you'd have a small bit of service commercial on the ground floor of many buildings these days and then offices on the floors above.  I'm not sure that's possible in SC4 though.  Thanks for mentioning JBSimio's lot, Dan (dsrwhat316) linked it shortly after you mentioned it.  Not sure it's right for Winfield, but it'll find a home in other places in the future!

The mod that's in the works is an attempt to hit as many of the remaining non-sandstone textures in the NAM and a number of the associated mods such as road top mass transit.  Sadly, unlike the normal streets, the GLR pieces have their textures baked in.  So while this mod I'm putting together will work with Sandstone, it won't work as well with many of the other sidewalk modifications out there. 

Interestingly enough, I've noticed a number of buildings that appear to be directly referencing the maxis sidewalk texture for their base.  As a result, they've also been converted to the new sandstone texture.  The white bases of other buildings don't match, but that's ok, and actually surprisingly realistic!  Have a great holiday season!

Tomas Neto: Thanks very much for your kind words as always!

Dan (dsrwhat316): Thanks for linking that lot by JBSimio!  Glad you enjoyed your visit and particularly the step by step process I use!  I actually get a great deal of enjoyment out of putting the tutorials together.  It's great that you and others are finding them helpful!  Thanks for visiting! 

sumwonyuno: Sadly, there doesn't seem to be any other solution available in the game.  There's a layer of detail missing from the game that exists in real life.  Local government has the ability to define and control the characteristics of a neighborhood to a certain extent during the process that leads to a building permit.  It can get tiring, but at the same time it's necessary to keep visual control over a community. 

Your method is one that works nicely.  I like how well the half zoning method works for suburban areas.  At least then you can keep track of which lots need to be made historical!  Considering how much suburban area there is in Capitalis, I can't blame you for not worrying about it. 

clearlypowa: Thanks very much, glad you enjoyed the updates!  Hope you're having a great season as well!

Geoff (calibanX): Thanks for your kind words!  Not sure why the low wealth stuff has so much more character, but I'm glad the buildings came out so nicely.  There will be a lot of water on this tile, and soon I'll start putting another batch down on paper. 

djvandrake: Actually the slopped avenue wasn't too hard to get right.  Because of the slope mod I'm using, I just dragged a couple of roads down the hill until it worked.  It just happened to raise the terrain instead of creating a cut which works fine for me.  Thanks for stopping in!

Jordan (canyonjumper): Thanks very much, I'm glad you enjoyed that update!

Bernhard (Nardo69): I know exactly which house you're referring to.  It looks good in small numbers, but boy it used to dominate the landscape if you let it.  As for the residential lot, yeah it pretty much just happens like that.  Lots seem to prefer roads over streets for orientation.  On the bright side, most apartments are direction neutral so it works out pretty nicely no matter what happens. 

It's interesting you know, trees aren't actually a half bad sound barrier, as long as the highway isn't too busy.  And hey, as long as the locals don't complain to loudly, there shouldn't be a problem right?  :-)

Corey (Nexis4Jersey): I can't wait to see this lake completed either.  Considering it's going to extend onto at least 2 or 3 more tiles beyond this one, it'll be a little while before I manage to pull that off though!  Glad you like it so far though!

Cyclone1001: Welcome to Adara, I'm glad you've enjoyed your visit so far! 

Update 72
Winfield – Small Stuff

Greetings everyone!  As you all may know, while Christmas is called a holiday on paper, it rarely means one has much spare time!  Originally I was going to have a large suburban update today, but instead it's going to be a smaller update leading up to our first return to the lake in update 73. 

72-1: To start, I finished laying out the low elevation loop road that's eventually going to have a handful more mansions on it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F1203%2Fadara7201.jpg&hash=4143bb21b5ab2089232204bca4b3802d67569f6c)

72-2: Granted, I'm going to have to wait a long time for the simulator to cooperate with this plan, but it'll work out eventually I'm sure.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F936%2Fadara7202.jpg&hash=ff74c75ad800d4b2ff83451252cb7270a4115d45)

72-3: Out past the end of the loop, the main road has to wind around the point.  At this point we're getting out towards the edge of town.  Somewhere near here the main road is going to be reduced to a single tile road instead of an avenue. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F1477%2Fadara7203.jpg&hash=e49cbc6687836bc13d59f4f4a04da04e9ec59779)

72-4: Another little detail, I realized I'm a bit sort on access points to the highland.  Rather than adding another one, I decided to expand the capacity of this GLR slope a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F6686%2Fadara7204.jpg&hash=33b49816cdc0119a6c65bd4da5bea56b61b34183)

72-5: The GLR in road textures should do the trick quite nicely
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F3966%2Fadara7205.jpg&hash=a193ad435dcb5762a676fa6d568048867e6b2289)

72-6: There we go.  I'm going to add a station at the bottom of the hill to serve the neighborhood I'll be adding shortly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F1231%2Fadara7206.jpg&hash=47932cc01b29564c9ab3b21b2416c9d47ea47076)

72-7: Up at the top of the hill I had to do a bit of juggling to ensure that the GLR could actually be connected to the neighboring city.  This is just the ongoing issue with the 5 tile minimum for texture modifications to persist.  It made for a potentially interesting looking neighborhood in the future though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F7745%2Fadara7207.jpg&hash=dda14900efc0611204494c794a8b9c7cb938881e)

72-8: For the big development today, I'm going to get this block of suburbs in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F8688%2Fadara7208.jpg&hash=6b38a5aa9026ca072269b6a8b750b3ca91ad4cd9)

72-9: Here's the road network, it's just something quirky I threw together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F3444%2Fadara7209.jpg&hash=bbabae630bb886dfc2a32ec6161b10bb30a7669c)

72-10: This seemed like a good area for a small public swimming pool and a nice little park.  I'll be trying to add in additional public recreation options as the city continues to push outwards.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F2079%2Fadara7210.jpg&hash=1f5c806c141f5cc4bdb9904fdcccaabdebcfd02a)

72-11: After the first phase of development, all the homes that I'm happy with are made historical, all the ones I don't like are demolished and replaced until I am satisfied.  This will ensure that there won't be any mansions in this area 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F4080%2Fadara7211.jpg&hash=3910c3a02672438a888b7d48949d219490679808)

72-12: Here's the finished suburban block.  I'm quite happy with how this came out.  In the trees there's a long flight of stairs that leads to the highland area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F9884%2Fadara7212.jpg&hash=8333c82936905fb9f27cca651b757a6d213b68f0)

72-13 At the south edge of town, I'm continuing to slowly expand the urban core.  These two buildings were plopped into place.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F6584%2Fadara7213.jpg&hash=049682f591bfd5ecc8899aa19625938d1695b907)

72-14 And finally over by the avenue bridge, the last few buildings are now in place in anticipation of the next update.  The one on the left is a plopable medical research facility.  Fits the neighbourhood quite nicely actually. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F7267%2Fadara7214.jpg&hash=d3611126edc20faec4d6175f571a7db4dabc5752)

That's all for today.  I really wish I had taken a couple extra shots but such is life at this time of year.  At least I managed to slip one more update in before we hit 2010!  From the looks of my schedule the next one probably won't show up until Monday.  I've got a lot more of those unavoidable family commitments since my sister is out for the week from Massachusetts.  I'm not complaining to much though, it'll be nice to see her. 

So, I hope you all have a great time with your New Years celebrations!  I'll see you all in the new year!
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Tomas Neto on December 30, 2009, 01:50:09 AM
Fantastic city!!! Really a very nice update!!! Happy new year my friend!!!  :thumbsup:
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Schulmanator on December 30, 2009, 06:41:33 AM
I like how you are adding green space to the neighborhoods instead of packing houses in. If only that was done in RL!
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Fabian93 on December 30, 2009, 06:48:02 AM
Fantastic Update &apls &apls
This is one of those few MDs where I enjoy watching the development step by step :thumbsup:
The City of Winfield looks really good, I can't wait to see how you continue :thumbsup:

I wish you a happy new year, too
Fabian :)
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Luke09 on December 30, 2009, 08:05:56 AM
Nice update you have there,and what a very long stairs at picture 72-12  :D i hope sims dont are too lazy
Title: Re: Adara - Update 72 - December 29, 2009
Post by: ecoba on December 30, 2009, 08:07:30 AM
Ah, it's okay that updates haven't been as regular. You update very frequently so we can't complain.

Whoa! Hold on, I didn't comment on update 71!  Ah, well, you know I read it...

Well, firstly I think that the mansion area is looking fantastical. I like the style of the roads looping around down to the lakeshore. Very realistic. I think that converting that stretch of GLR to Tram in Road was a very smart idea, and I think it'll look good to see that interesting neighbourhood all developed, maybe some rowhouses up there? I also feel that your adding of public amenities (lots of them) has really created that larger city feel for Winfield. The pool BAT is cool, is that something by Simgoober? It looks like his work. But, anyway the suburbs grew nicely, and that's a good way to make sure mansions don't grow!

Hope to see an update soon, but, have fun with the family. Happy New Year if you're not back by then.

Ethan

Welcome to page 36, and happy 700th post!
Title: Re: Adara - Update 72 - December 29, 2009
Post by: io_bg on December 30, 2009, 08:44:50 AM
Great city-planning! I particularly like the suburbs and the use of GLR.
Keep up the great work! :thumbsup:
Title: Re: Adara - Update 72 - December 29, 2009
Post by: mightygoose on December 30, 2009, 09:02:35 AM
great update its good to see you thinking about what your going to build.
Title: Re: Adara - Update 72 - December 29, 2009
Post by: canyonjumper on December 30, 2009, 01:50:45 PM
Ah, another awesome update! I really like the greenery, and the way it looks like a suburb. Just 2 BAT questions though. Where did you get the Pool and the Medical Research Facility? As always, great update, and can't wait until the next one!

                          -Jordan
Title: Re: Adara - Update 72 - December 29, 2009
Post by: Nanami on December 31, 2009, 09:19:35 AM
Great update and happy new year.
Title: Re: Adara - Update 72 - December 29, 2009
Post by: JoeST on December 31, 2009, 10:29:59 AM
Happy New Year battlecat :) and thanks again for the update :)

Joe
Title: Re: Adara - Update 72 - December 29, 2009
Post by: kwakelaar on January 03, 2010, 02:35:08 AM
Well, it is the last day of the holidays here in the Netherlands, and I am catching up on updates by the different authors of MD's. I have been looking at the development of Winfield, and it has been interesting to follow your way of working in something a little larger than your usual towns.
It seems with a lot of patience and planning you are able to put together a varied downtown for this city.
The filling in with smaller lots, parks and footpaths is making everything fit into the larger picture.
It has been a pleasure to visit Adara again.
Title: Re: Adara - Update 73 - January 4, 2010
Post by: Battlecat on January 04, 2010, 09:19:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much! 

Schulmanator: Thanks!  I wish neighborhoods in real life were greener, it would make cities much more pleasant!  Granted, it helps a lot that the simulator makes these parks easy to place since there are always leftover useless spots in a non-grid city!

Fabian (Fabian93): Thanks very much for your support!  Glad you enjoy the step by step style, I'm always worried that I'm boring people with this!  I hope you enjoy this update, it really helps to start putting the finishing touches on Winfield. 

Luke09: Thanks!  I would hope they're in pretty good shape, particularly the students since those stairs lead down pretty close to one of the schools!  It's a good way to encourage walking, and also it's a lot cheaper than a stair climber! 

Ethan (ecoba): Thanks for stopping in, I certainly appreciate how often you stop by to comment!  The mansion area is coming together quite nicely, although the high wealth homes can be a bit stubborn about developing at times.  I've not entirely figured out why, but I'm sure it's just an oddity of the simulator.  The pool is indeed a simgoober lot, I've linked it for canyonjumper a bit further down the page.  The public amenities are pretty critical for a city this big, you're right about them selling the size! 

The technique I'm using for suburbs is one of the few ways I've found to block mansions.  The other two methods are diagonal streets, since mansions won't find a large enough block to develop and leaving an extra tile between houses.  I'm sure there are other ways, but these are the ones I've stumbled on so far. 

io_bg: Thanks for stopping in and for your kind words!  The GLR and all the various addon pieces have been a real pleasure to work with! 

mightygoose: I do put a lot of time into planning, but not so much that I can't throw ideas in spur of the moment.  Good ideas are hard to come by after all!  Thanks for stopping in! 

Jordan (canyonjumper): Thanks very much, glad you enjoyed this update!  As I mentioned in the ealier PM, the pool is part of a set by Simgoober, which can be found here (http://www.simtropolis.com/stex/details.cfm?id=14522) on the STEX.  The medical research facility was created by Deadwoods and can be found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=588) on the LEX.

976: Thanks!

Joe (JoeST): Thanks very much!  Glad you enjoyed it!

kwakelaar: Today's my first day back at work in fact, but it was a nice holiday!  Thanks for stopping by, glad you're enjoying the results here.  It's certainly requiring all the patience I have, especially when the wrong building grows 8 times in a row! 

Update 73
Winfield – Water Ways

Welcome to the first update of Adara for 2010!  Hope you all had a great New Years!  Things have gone smoothly over the holiday although I didn't get nearly as much time to make updates as I'd hoped I would.  At least I did managed to get some game time in during a few quite periods.  Today I'll be getting started on some new waterway details now that parts of the Winfield urban core are reaching completion.

73-1: The area I'm specifically working on is the bay which the avenue and GLR have bridges over.  First of all, we'll need some retaining walls.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F7749%2Fadara7301.jpg&hash=7e70680b187e23645ed96b9bea94bad695b64453)

73-2: I've used different styles to reflect the different installation dates of the various bridges. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F8244%2Fadara7302.jpg&hash=20af4c32364c4441d102d482c7dd02feca82a480)

73-3: Here's the approximate outline of the bay.  Rather than doing the whole works progressively, I'm going to complete the details in various areas one by one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F4993%2Fadara7303.jpg&hash=f6c89edec1fa40e6f934ff336261c846d14b77a9)

73-4: Starting with the north side of the avenue bridge.  A nice mix of rocks around the base of the retaining wall act as secondary wave breaks when the lake gets high.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F5836%2Fadara7304.jpg&hash=9634b3faad870383224f795915ea9da7d7145083)

73-5: The south side is similar, I've added a lot of foliage and greenery in here now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F555%2Fadara7305.jpg&hash=83492e0f463eed3de1a8c65318052a188662db7b)

73-6: The GLR bridge here is actually an on-slope transition to the normal elevated railway.  Interestingly enough, if you're careful you can plop water underneath the areas where there are no supports.  Only the largest blocks of plopable water will work though.  If you look carefully under the last supports right on shore, there's very little greenery right against the supports there. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F1264%2Fadara7306.jpg&hash=9a4156027eb1ffb81f222202a0f2741f401e3d05)

73-7: Now that I've focused on some details, I'll zoom out some.  The three trails lead down to the beach area from the high wealth neighborhood.  Rich people like to walk next to the lake too!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F7893%2Fadara7307.jpg&hash=4ab1b59fd693c4c1d6ceb41de7b99f5f7a3435ed)

73-8: This shot is completely unrelated, but I just decided to fill in the forest around the bike trail here.  In this area, there has been relatively recent logging so much of the forest here is deciduous re-growth instead of coniferous forest.  There will be large patches of coniferous forest in places though, particularly along the escarpment between the upper and lower levels of the city. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F8436%2Fadara7308.jpg&hash=2d58ff74284a0ee66b95ffc81356885e536e4d93)

73-9: I went with a wider, grassy shore along the bay here.  You can see there's a larger block of coniferous forest along the lakeshore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F6061%2Fadara7309.jpg&hash=e9a920bd5f12637f57e1318668b1e8d0e4a04840)

73-10: Up at the end of the bay, there's an energetic stream that flows out of a narrow canyon.  I've decided to go with transparent plopable water for this river.  Fortunately, the two water types actually interface quite nicely if you're careful. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F8326%2Fadara7310.jpg&hash=303fc315683416676e5a9d32c0ca09791c39005d)

73-11: I'm going with a very rocky shoreline for this river.  I'm using a mix of green and white rock to represent the chaotic behavior of this stream.  At the height of the freshet, quite a few of these shoreline rocks would be turned and scoured clean, removing any moss on them.  That behavior is often quite unpredictable though.  Mostly, I just wanted a diversity of rock styles here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F4240%2Fadara7311.jpg&hash=dddb9dd460a982c0daeece386000321d8861a707)

73-12: At the delta, I had to be careful not to plop the gravel props right on to the Tahoe water.  They tend to look quite odd when adjacent to the transparent water where they're underwater. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F6317%2Fadara7312.jpg&hash=2964b9dcf4b255ccafc84cb0bfa9609ec56b17a2)

73-13: More foliage and some trees wrap up this section of river bank quite nicely.  I added the large grey stones for additional diversity in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F4906%2Fadara7313.jpg&hash=462e3973c5c8395fef33f09c8a1f7c259a312708)

73-14: Further upstream, there's a small section of rapids.  I've still got a bit more work to do here, but first I've got to add the homes in on either side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F6408%2Fadara7314.jpg&hash=e6df5f8f300b37e2bc3fd8357501c1b82266dd08)

73-15: Zooming out, here's the area I completed today.  I'm quite please with how this is coming together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F4580%2Fadara7315.jpg&hash=36d7825538e41797178871b585632de5fb68d0f4)

73-16: Here's the same area from another angle.  If you look carefully you can see some dirt paths leading down from the apartments on the south side of the bay. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F7760%2Fadara7316.jpg&hash=c4301cd95b50b5ddadeec37031a536887878ecc4)

And that's a wrap for today.  But now that I'm done my holiday I've managed to scrounge up some time to play more.  Go figure!  As a result, I've got another update coming in a couple of days.  For this upcoming update I'm going to work on an area I've had planned since I started Winfield.  See you all then! 
Title: Re: Adara - Update 73 - January 4, 2010
Post by: Yan077 on January 04, 2010, 09:56:42 AM
Yeah that's great  :thumbsup: , I also enjoy this 'step by step development'   &apls
The river is splendid, and I really admire your work with the tram on slopes, fantastic work :o

Title: Re: Adara - Update 73 - January 4, 2010
Post by: bat on January 04, 2010, 11:00:10 AM
That's a fantastic first update for 2010! Great start for the new year!
And the update of your MD of 2009 are also great!
Looking forward to more.... :thumbsup:
Title: Re: Adara - Update 73 - January 4, 2010
Post by: ecoba on January 04, 2010, 11:16:02 AM
Wow, I think that the little channel of the lake that comes into Winfield is a really nice addition to the city. Don't worry about me stopping in to Adara so much, I'm considering myself a regular and there are quite a few others here, so no need to point it out really.

Ah, it is Simgoober, I might just have to download that lot later today when I do my pre gameplay download session. (I have one every day pretty much as I am still building my plugins folder.)

Well, I think that the rich people have people who carry them in palenquines along the lakeshore, they're too important to walk.  $%Grinno$% But, anyway I think that the shore on this inlet turned out very nicely, and so did the stream transition. I like the variety of rocks. Can't wait for the next update!

Ethan
Title: Re: Adara - Update 73 - January 4, 2010
Post by: Cyclone1001 on January 04, 2010, 01:34:55 PM
Very good, alyhough I would just use one plop water set. Or, make them mix by making a waterfall or dam. But anyways, great job. &apls
Title: Re: Adara - Update 73 - January 4, 2010
Post by: clearlypowa on January 04, 2010, 02:05:37 PM
Very nice update  &apls &apls
Title: Re: Adara - Update 73 - January 4, 2010
Post by: Nanami on January 04, 2010, 02:09:18 PM
Nice, good, welldone.

976
Title: Re: Adara - Update 73 - January 4, 2010
Post by: Tomas Neto on January 04, 2010, 02:26:21 PM
Awesome update again, my friend!!! Really great!!!  :thumbsup:
Title: Re: Adara - Update 73 - January 4, 2010
Post by: canyonjumper on January 04, 2010, 05:38:50 PM
And Battlecat brings in the new year by posting an amazing update :D That is really great work with the ploppable water :thumbsup: Keep up the awesome work on this awesome MD!

                                  -Jordan
Title: Re: Adara - Update 73 - January 4, 2010
Post by: sumwonyuno on January 04, 2010, 10:02:15 PM
The river turned out great!  I really like the flora by the elevated highway.
Title: Re: Adara - Update 73 - January 4, 2010
Post by: calibanX on January 05, 2010, 06:59:03 PM
I really like how the water and the banks turned out. That river flowing in from the edge is fantastic. You make that plopable water look like fun to play with. I'll have to give it a try. Nice job Battlecat.

Geoff
Title: Re: Adara - Update 74 - January 6, 2010
Post by: Battlecat on January 06, 2010, 09:15:02 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Yan077: Thanks very much!  I'm really happy to hear there's so much support for the step by step method!  Glad you're enjoying the tram and waterways recently. 

bat: Thanks!  I enjoyed starting the year off with a bang!   

Ethan (ecoba): Glad you like the channel!  It's actually been part of the plan the whole time so far, but I prefer to hold off on any plopable features until development is mostly under control in a given area.  Those poor people carrying the palenquines down to the lake shore are going to be pretty exhausted, it's a steep trail!  Hope you enjoy today's work, it's going to be the closest thing to a beach I will have created to date!

Cyclone1001: Yeah, I'm not 100% sure on that transition there.  But it didn't work out too badly all things considered!  I really don't like limiting myself to only one plopable water option, but your point about the waterfalls is a good one.  Maybe next time I'll carry the transition up to that first set of rapids, or even use a set of rapids lots to create a transition.  Thanks for the thoughts and for stopping in!

clearlypowa: Thanks very much!

976: Thanks, glad you like it!

Tomas Neto: Thanks very much for your kind words!

Jordan (canyonjumper): Thanks!  I hope to get this city really blasting in the coming month!  I realized recently that I've only managed to fill about half the tile so far.  Granted, there's a lot of rural space north of Westside that should be pretty easy, but it was still a surprise! 

sumwonyuno: Thanks! 

Geoff (calibanX): Thanks very much!  I'm actual kind of looking forward to discussing the extension of that river onto the next tile.  The pre-terraforming I've done there has turned out rather interesting!  Plopable water is just so beautifully flexible, it's really providing me the opportunity to create more realistic terrain than was possible in the past!

Update 74
Winfield – Tourism Area

Finally, I can get to work on a part of Winfield that I've been brainstorming for many weeks.  Winfield as a town is attempted to attract tourist dollars to the area.  One of the early efforts in this direction would have been the re-invention of a section of urban waterfront as a beach.  The lake is pretty nice and it would stay cold during the summer due to its size and depth. 
74-1: This is the area I'm working on today, specifically the reddish road near what will eventually be the waterfront.  One of the first things I put in here is the terminus of the GLR system. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F174%2Fadara7401.jpg&hash=2917b7c496c2ee54924733bd637c9e772e645600)

74-2: One of the first decisions I need to make is about the character of the waterfront.  As this is an artificial lake, it won't have an extensive natural beach.  First thing though, I added that street side parking just for something different.  I think it works fairly nicely here.  Not perfect, but good enough for my purposes.  Over to the left is the first of the major hotels here, this one a combination resort and conference center. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F4631%2Fadara7402.jpg&hash=56ff6f818504dea31ce953a36f0c04b5af0dee65)

74-3: After widening this section of trail, I decided to go with a grassy waterfront.  In BC, a number of lakes like this one have very narrow rocky shores.  In places where there is designated swimming, there is usually a large expanse of grass, which is a roll the BSC trail park filler grass lots will fill quite nicely.  Particularly since those lots have active people on them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F1623%2Fadara7403.jpg&hash=a4074370166e4a54a0da569e5055dfc70e19c611)

74-4: And here's the proof of concept.  A narrow rocky shore, and then plopable grass to fill in the gaps closer to the water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F5828%2Fadara7404.jpg&hash=26bc903b08debd497c184266486a9d2a0b3727a9)

74-5: Here's the finished block in context.  I'll be continuing to the right side of this shot first.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg246.imageshack.us%2Fimg246%2F8331%2Fadara7405.jpg&hash=54df2814b2d8f370a12f495e2c66007ed38f4b6d)

74-6: First, a Best Western hotel on the other side of the road.  The water tile and grass tile you see in this shot bring the power across the lake from the high tension lines on the other side.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F3724%2Fadara7406.jpg&hash=4cf8b4583495ece8b74f476d25e8c34e61581ece)

74-7: This little gem is tucked in with the other BSC trail lots.  It's a small open air restaurant integrated with the trail park system.  Perfect addition for an area trying to attract tourist dollars.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1062%2Fadara7407.jpg&hash=168e8ab72cbd5094cd5749b34742c662089a5948)

74-8: A mix of trail styles, although straight sections are the major feature.  Partially, I'm just trying to work around the absence of diagonal segments for the BSC trail park system.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F7469%2Fadara7408.jpg&hash=538a157d48fb49536e6aca0e3a198bfa597a14fe)

74-9: Here's the area with the shoreline detailing extended further. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F1756%2Fadara7409.jpg&hash=2b0a877affbb92144daa0eca138db6c8f0dadbfa)

74-10: Next I'm working around the edge of the shore here.  A third hotel, and a couple of restaurants, including a Dave and Busters at the top in blue and a Starbucks next to the Best Western hotel. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F4540%2Fadara7410.jpg&hash=22ca9ec8c34b7d178d21fe1eec6a1e49840cafd1)

74-11: I'm about halfway through the shoreline details at this point, just an intermediate shot for your entertainment.  There's a 1x1, 2x2 and 3x3 filler section.  I've used all three in this shot.  The key with them is to make sure to rotate them when multiple copies are in the same area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F7259%2Fadara7411.jpg&hash=38278d7e72b42ed9ccfa8c25911fa1965d010cd9)

74-12: Zooming back out, here's the area as it stands now.  Past Dave and Busters is a large swath of undeveloped waterfront.  There's a narrow dirt trail through the area but otherwise, nothing else. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F9250%2Fadara7412.jpg&hash=b8b2794577c65613d05201401fcbbc20c89ef503)

74-13: And back out a bit further, the entire area in context, now with the water fully filled in. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F5083%2Fadara7413.jpg&hash=51b0929138509dd12ce3a63f4b14557a8981ca73)

74-14: But I'm not quite done for today yet.  At the other end of the water front tourist area near the bridge, another block of Peg's OOW stuff will add some diversity.  I realized after I finished this update that the wharf is blocking access for those boats, so this will be revised next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1588%2Fadara7414.jpg&hash=4a7671fd142d19819a3dc912b85c3b0a5590468c)

74-15: Here I've started bringing the water and the shoreline up to the docks edge.  These docks cause a problem with plopable features I call the prop problem. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F8291%2Fadara7415.jpg&hash=51620e97246d207802e177fd1089df8602a64e9b)

74-16: Here's the problem illustrated.  Due to the location and quantity of props on these docks, I cannot plop water on any of the areas still left as green here.  It's just the nature of the game to restrict placement of plopable features near lots that have dense props. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F6282%2Fadara7416.jpg&hash=67fefb1b41095a35679f6ce784db0b1a5c49474d)

74-17: But there's an easy solution.  A lot with Peg's Tahoe water prop on it will fill in the gaps quite neatly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F1735%2Fadara7417.jpg&hash=5080ab10673f4e8e4a7487cdbc9c9f848abe5040)

74-18: One last quick detail before the wrap up picture today.  I'm going to quickly do the details under the bridge.  I went with a rocky but not solidly rocky footing for the bridge.  Because the bridge is so high, it won't have any issues with sunlight underneath, so it'll be relatively green. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F4889%2Fadara7418.jpg&hash=c8893ce18bd8eb8e9a5ecd24d307cc0e0f02cb8c)

74-19: That's a wrap for today.  Here's an overview of the area as it looks now.  You can't see it but the west side of the bridge (left side of the image) hasn't been finished yet.  That'll be a part of a future update when I start putting the final polish on Westside. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F3750%2Fadara7419.jpg&hash=2f5d24b7c5f34afce739c3d0a78d20e179e89531)

That's all for today.  Next update, I'm going to try to finish up some of the area between the highway and the waterfront.
Title: Re: Adara - Update 74 - January 6, 2010
Post by: bat on January 06, 2010, 10:32:24 AM
Great work on the Tourism Area! Nice 74th update!!!
And looking forward to "the area between the highway and the waterfront".......... ;)
Title: Re: Adara - Update 74 - January 6, 2010
Post by: io_bg on January 06, 2010, 10:54:29 AM
The last two updates are really outstanding! &apls I love how you're detailing that river! Till now I've been thinking that detailing is necessery only for rural areas... but now you changed my opinion!
Also, add me to the list of those who're waiting for the next update $%Grinno$%
Title: Re: Adara - Update 74 - January 6, 2010
Post by: Cyclone1001 on January 06, 2010, 01:33:23 PM
Wow, I absotively posilutely LOVE your work. great job &apls
Title: Re: Adara - Update 74 - January 6, 2010
Post by: Tomas Neto on January 06, 2010, 02:41:12 PM
Fantastic work!!! The details are very well done!!! Awesome update again!!!  :thumbsup:
Title: Re: Adara - Update 74 - January 6, 2010
Post by: canyonjumper on January 06, 2010, 03:32:12 PM
Hmm... I seriously need to add more detail to my cities! Nice work Battlecat on Winfield! Looking forward to seeing how it progresses, and "the area between the highway and the waterfront" :D

              -Jordan
Title: Re: Adara - Update 74 - January 6, 2010
Post by: ecoba on January 06, 2010, 04:21:42 PM
Wow, I really do like this update, very typical american touristy area. I like it!  ;D

Honestly, it does look very good, the beach detailing is very nice and I think that the trail system is a very nice addition. I also really think that the detailing around the bridge and the rest of the lakeshore is really nice.

Ethan
Title: Re: Adara - Update 74 - January 6, 2010
Post by: Nanami on January 06, 2010, 10:37:47 PM
Looks wow!
Title: Re: Adara - Update 74 - January 6, 2010
Post by: djvandrake on January 07, 2010, 10:14:51 PM
Your updates never cease to impress.  &apls
Title: Re: Adara - Update 75 - January 8, 2010
Post by: Battlecat on January 08, 2010, 09:29:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much!  :-) I just couldn't come up with a better description for that area, but at least it's going to be an interesting update.

io_bg: Thanks!  I'm actually surprised how well this all came together considering it's an urban area!  The key seems to be to make anything grown historical before doing the details.  Surrounding tiles sometimes get cleared when buildings grow.  Glad you found this update inspirational!

Cyclone1001: Thanks very much!

Tomas Neto: Thank you for your kind words!

Jordan (canyonjumper): Thanks!  Funny how the are I'm focusing in on for this update has developed such an odd nickname!  I was within a whisker of making it the title of this update!

Ethan (ecoba): That's pretty much the feel I was shooting for.  The city of Kelowna provided a lot of the inspiration for this area, there's a very similar section of waterfront there.  It's even right next to the main bridge over Okanagan Lake!  Glad you enjoyed it!

976: Thanks!

djvandrake: Thank you for your kind words and support!

Update 75
Winfield – Apartments and Businesses

Welcome to the 75th update of Adara!  In addition to the promised "area between the highway and the waterfront", I've also a got a couple extra things in celebration of the 75th update!  It's been a heck of a run so far, and I wouldn't have made it this far with out everyone's support, suggestions and interest! 

75-1: Here's the latest version of the commenter's chart!  By my count, of the 727 comments on this thread as of this posting, 652 are by visitors now.  Thanks everyone for stopping by and commenting!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F3538%2Fadara7501a.png&hash=ddb96b545e6b8df31034c2c5d9466f74fcfb5377)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F2299%2Fadara7501b.png&hash=cfe34b51167503fe581942753fd47577b7a3a30d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F8029%2Fadara7501c.png&hash=04dfd4d4b0bce6c2c1fd06a59700aef3c719924a)

75-2: Just one other thing before I get on with the actual construction.  Here's how I've spent my time on Adara to date.  As you can see, the Winfield tile is rapidly heading towards being a large time sink, considering I'm not halfway done this city yet!  I'm going to have to see what I can do about speeding up this process since I'd rather avoid taking more than 20 updates on any one tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F7717%2Fadara7502.png&hash=dfe7ac5c60e9dc31075421af2dd67ed41acf6614)

75-3: Let's get on with this process.  Since the last update is now on the previous page, to refresh your memory, here's where we left off last time.  As you may recall from earlier updates in Winfield, the area near the highway was acting as a temporary low wealth zone to build up towards some stage caps.  I'll be changing this area dramatically today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F5333%2Fadara7503.jpg&hash=f59565bba95ca936a4c76efc3646a967cfaccc8d)

75-4: First things first, now it should be a lot easier for boats to get out of this dock area.  Except on second glance, apparently I've removed the entrance to the parking lot as well.  Ok then, there will be another revision coming to this again in update 76. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F1635%2Fadara7504.jpg&hash=52f4b11a06ae063ea60c44a3faf470ebbe0c9b06)

75-5: Moving on to something slightly more interest, these additional two high wealth towers rapidly popped up in the neighborhood.  It was a piece of cake to join the parking areas up nicely.  These people have a really great view of the lake from here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F4797%2Fadara7505.jpg&hash=09becc970c3ddb71acd79f616ec335d9f9ed566d)

75-6: This empty block went through a few different ideas, including a small university.  Finally I decided on a shopping center, businesses and a small residential area for this block.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F92%2Fadara7506.jpg&hash=7b85aba99595e6a09d6aa1004f167e79d6374dea)

75-7: Dropping the shopping center in was easy enough, it's a high wealth oriented store.  I've also added a couple new commercial buildings on this side of the overpass.  The first of the new local residential towers has popped up next to the blue glass buildings.  We're heading into medium wealth tower territory now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F1062%2Fadara7507.jpg&hash=ebf288ebac41f6d261e65b1dc1c600e3bb5fc4e4)

75-8: And we're heading there rapidly!  This area is going under several revisions until I get a mix of buildings I'm happy with.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F7650%2Fadara7508.jpg&hash=cb1317873232e1e0cd6b5229144bbdc5da93afbc)

75-9: At this stage, I'm pretty much there for the rear block.  That small store in the upper left corner isn't going to last though.  For whatever reason, the blank lot in this shot simply refused to develop an appropriate building for the area.  So finally I threw up my hands and made the lot a park. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F4792%2Fadara7509.jpg&hash=75213588f19f192c366bb85529c73c20b085dcd1)

75-10: A nice bit of growth here, would you believe that bluish tower is a medium wealth structure?  Neither could I, but it fits the theme of the area perfectly!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F5981%2Fadara7510.jpg&hash=2cf4917e55f75354949616af07bbd1a2e405473d)

75-11: A couple more office buildings round out the land near the GLR station. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F5717%2Fadara7511.jpg&hash=b31e618cf7790dcf435c344e6c257aa030a9a74b)

75-12: Out at this end of the block, it turns out one of the roads here is redundant.  To reduce the neighborhood traffic, I'm going to close the road but I'll establish some driveways to the parking lots for visual purposes.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F4580%2Fadara7512.jpg&hash=a7dc4467141eb4b0fa81e929ba6e7eefde46f0ee)

75-13: Moving along, you can see one of the driveways in place.  These two businesses here are crammed right up against the freeway.  There's almost certainly a fence between these parking areas and the freeway, but unfortunately, there's not enough room to slip that in.  No worries, that's a detail I'm willing to ignore for now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6563%2Fadara7513.jpg&hash=6e3b7870dff083293ef98b1c29c393703cddf69f)

75-14: Time for something really quirky.  One thing I've noticed about municipal government, often odd brainstorms will get partially built and then left incomplete.  In this case, a small block of wall to wall businesses are located at the start of the tourist area.  There were probably plans for a larger neighborhood in this style that never came together.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F5753%2Fadara7514.jpg&hash=15267b35f6efe548807136efa0474e63588cc446)

75-15: For the rest of the neighborhood, a small office building, a restaurants and a large parking lot for beachfront park visitors that will certainly be very busy during the height of summer!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3169%2Fadara7515.jpg&hash=d75e710cfe4462d1ce5fcc26af0799aff6b9b0dc)

75-16: Here's a fun little before and after picture.  I've just finished putting in the forests on this slope here.  I'm using seasonal trees with a base texture.  The stairs provide direct foot access from the high wealth neighborhood down to the beach area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F263%2Fadara7516.jpg&hash=01ef0e78d2b207ce5f57285928bc727d8b043c77)

75-17: After I run through to the late spring, the forest has grown into place on the slope. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F6670%2Fadara7517.jpg&hash=8d96e2520444779b8bc5c231cdfe3dff850f4f78)

75-18: That's most of what I wanted to accomplish today!  Zooming out a bit reveals a nice bit of luck, the blue green high wealth tower grew a twin! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F5328%2Fadara7518.jpg&hash=15667a28af5dfa935359239af39e5e2f2f27ee35)

75-19: And even further out to look at the completed area, another bit of last minute luck!  That nice rounded medium wealth tower has also grown a twin in exactly the right location!  I don't mind duplication of buildings as long as they're appropriately located.  Twin and even triplet buildings adjacent to each other is very common in my area, they're usually part of a larger complex. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F3498%2Fadara7519.jpg&hash=6ddf244dd81b24c72c673ac56674ca8110b74d9e)

That's it for update 75!  Coming up next, I'm going to finish up the lowland area, near the tile edge and then swing up to the upper terrace if time permits.  See you then!
Title: Re: Adara - Update 75 - January 8, 2010
Post by: bat on January 08, 2010, 09:59:22 AM
Nice nineteen new pictures there! Great work on this area!
only 11 replies by me here, I should reply here more...
Looking forward to more shots...
Title: Re: Adara - Update 75 - January 8, 2010
Post by: sumwonyuno on January 08, 2010, 01:01:00 PM
I'm guessing green on the chart represents updates 50 - 74, blue 25 - 49, and yellow 1 - 24?

That beige-blue R$$ building actually is one of the best R$$ buildings I've seen.
Title: Re: Adara - Update 75 - January 8, 2010
Post by: Cyclone1001 on January 08, 2010, 02:16:52 PM
Woohoo! 3 posts! Anyways, great work. Can't wait to see more ;)4th post! Yay!
Title: Re: Adara - Update 75 - January 8, 2010
Post by: canyonjumper on January 08, 2010, 05:25:15 PM
Woo! Post #8! Nineteen new pics to look at! I thought I recognized the name. Nice stuff here Battlecat. Looking forward to Update 76.

                   -Jordan

EDIT: This post made me a mayor :D
Title: Re: Adara - Update 75 - January 8, 2010
Post by: turtle on January 08, 2010, 06:16:13 PM
Hi BC,
It's been a while since I posted here, and things certainly have been moving for Winfield. I love how the tourist area turned out, and the high wealth area you presented today looks great. Not a lot left for coincidences here. I'd love to see a fall or winter shot of it at some point, since you spend time planting seasonal trees.

I hope you had a great christmas and new year. Anyways, super update.

turtle
Title: Re: Adara - Update 75 - January 8, 2010
Post by: ecoba on January 08, 2010, 06:26:33 PM
23 Posts here Battlecat. But you know I lurked before update 50!

Well, I certainly like that revision, Winfield is turning out to be quite a wealthy city, I like the extensive use of parks in this area. I also find that duplication or tripling of buildings is okay when they grow in complex style.

I can't wait to see the further revisions planned for update 76! Also, congrats, 75 updates really is a milestone.

Ethan
Title: Re: Adara - Update 75 - January 8, 2010
Post by: ShultzCity on January 08, 2010, 06:42:33 PM
Very nice Battlecat, love the picturesque setting, and the attention to detail on the river. Those parking lots are a nice addition too  ;)
Title: Re: Adara - Update 75 - January 8, 2010
Post by: mightygoose on January 08, 2010, 08:54:19 PM
great update, even if all your trams look derailed XD
Title: Re: Adara - Update 75 - January 8, 2010
Post by: Nanami on January 08, 2010, 10:49:42 PM
Great!
Keep up the good work!
Title: Re: Adara - Update 75 - January 8, 2010
Post by: djvandrake on January 09, 2010, 09:56:35 AM
Congrats on your 75th update!  That's quite a transformation of that area and it turned out very nice.  There's so many nice details that blend together well, and I love all the trees.  &apls
Title: Re: Adara - Update 75 - January 8, 2010
Post by: calibanX on January 09, 2010, 12:44:48 PM
Excellent work on the details in this update. I like the high wealth area with the sloped stairs and seasonal trees. That area is sporting a nice row of diagonal buildings too. Those are nicely placed and break up the 'grid'. Too bad we don't have more diagonal buildings to build with yet. As always I applaud you on your water  &apls

Geoff
Title: Re: Adara - Update 75 - January 8, 2010
Post by: kwakelaar on January 10, 2010, 01:37:58 AM
Very nice work on the latest neighbourhood of Winfield. And with your picture at the end of the update we can see that you are keeping a lot of space around your different developments even in this urban area. I think this is helping to give your MD such a natural and realistic look.
Title: Re: Adara - Update 75 - January 8, 2010
Post by: Tomas Neto on January 10, 2010, 02:30:15 AM
Fantastic update again!!! Great work!!!
Title: Re: Adara - Update 76 - January 11, 2010
Post by: Battlecat on January 11, 2010, 03:04:50 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much for stopping in!  Glad you enjoyed the view!  I appreciate each and every visit, I mostly just keep the stats for my own amusement! 

sumwonyuno: That's absolutely correct, silly me for not posting that information!  There's supposed to be a key in the first part of the graph, apparently it got deleted by accident.  I really love that particular R$$ building, usually buildings like that are reserved for R$$$. 

Cyclone1001: Thanks, glad you enjoyed the update!

Jordan (canyonjumper): Yeah that was a pretty large update.  And this one is as well!  About half the city names I've used so far are from real BC towns.  Thanks for visiting and for your support!

Turtle: Good to see you again!  I had a pretty good holiday, hope yours was good as well!  I'm slowly moving forward with Winfield here; glad you enjoyed the various neighbourhoods I've put together so far!  It's been quite challenging to allow for some unexpected developments, but I've allowed a few like the high wealth towers that grew near the shore.  Thanks for stopping in!

Ethan (ecoba): Thanks for stopping in as always!  I appreciate lurkers just as much; they're just really hard to count!  :-)  I'm really happy with how that neighborhood turned out as well!  You're right about the doubling and tripling of buildings, I've see so many developments with multiple identical buildings; it's just a part of reality.  I've even got a development like that going up right next to my office! 

ShultzCity: Welcome to Adara!  Thanks very much for stopping in and for your kind words!  Also, I've found your MD quite inspiring, I'm looking forward to getting a chance to test some ideas you've mentioned in your recent tutorial!   

mightygoose: Thanks!  Not sure what's up with those trains, It seems to be kind of out of my hands! 

976: Thanks very much!

djvandrake: Thanks!   Glad you approve of the transformation!  I had a lot of fun putting the final touches on this area. 

Geoff (calibanX): Thanks very much!  I'd love to get my hands on more diagonal buildings, but these things do take time for people to develop.  They do make a big difference though, glad you like it! 

Kwakelaar: Even though it's not entirely realistic, I find the green space visually appealing.  I'll be putting it in where ever I can I'm sure!  Thanks for your kind words!

Tomas Neto: Thanks very much!


Update 76
Winfield – Back to Suburbia

Welcome back everyone!  It was a busy weekend, but I've still managed to put together an update for you all!  Today I'm going back to the suburban development and I'm also finally heading up towards the highland area on the East side of town.  Hope you enjoy it.

Also, for those of you who are waiting on the release of the GLR Sandstone style mod, it's been slightly delayed by a small issue I overlooked while preparing the textures.  I've got some work to do to replace the textures for the dragable network so that all the colors match up properly.  Hopefully I'll have that done soon!  Anyhow, here goes update 76! 

76-1: To start off, the AI has been yelling at me about airports for ages now.  Finally I downloaded one of the functional airport mods that contain a set of airport shuttle lots.  This little bus stop is the first one.  It grew rapidly to its full capacity and thus will have to be replaced already!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F5923%2Fadara7601.jpg&hash=e7a1dcf1b7de3ba4ba7b41cd10b6c15b97757d33)

76-2: First on the agenda today, this little block of leftover land.  I'm going to put some apartments and a few offices here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7550%2Fadara7602.jpg&hash=9016f4c1440207b58db4ddc8e18c4e9685950ada)

76-3: Just a quick WIP shot as I level out the terrain to make room for the buildings I'm hoping for.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F7027%2Fadara7603.jpg&hash=3112ce606a8297e4f057baf01eaf4dca92a123ad)

76-4: In the meantime, I got tired of the yelling and built a new airport shuttle building.  This is the largest capacity one on the list.  It seems to be meeting the demand now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F1737%2Fadara7604.jpg&hash=3d93f5fb3189ba28f97fae84053c4f887146fc9b)

76-5: A fairly standard block of apartments here, but this will do the trick for now!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F3102%2Fadara7605.jpg&hash=ba99b7ab7fa5f9a8997a969f78fbc4c37f29cefc)

76-6: These two blocks aren't very exciting, so I won't be spending to much time on them.  Just a few offices and a couple smaller commercial service developments.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F8360%2Fadara7606.jpg&hash=8c4b9ee8526a3eb29d6a87436bcf530d11d50305)

76-7: Now for the real fun, up to the highland for some suburban development!  I'm going to be zoning out larger blocks going forward, but I'm still phasing it so I don't loose track of what I'm doing.  I'm going to use the black street style up here, just for something different. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F7427%2Fadara7607.jpg&hash=46d68f18a2cca7ff5b2bad9a9f01a1e66011c5d9)

76-8: Here's the first block of development ready to roll.  I'm going to add a commercial block at the GLR corner, and also up at the avenue near the tile boundary. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F6033%2Fadara7608.jpg&hash=d5aabe8f2f8cb940aa89310f31049f2b2d24bf57)

76-9: Phase 1 of growth is done.  By the way, this is for the second time.  Right about at the time I was finished most of this update I had a power flicker and lost everything!  Next it's time to make everything historical and fill in the gaps!  Oh and also weeding out any buildings I don't want.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F5499%2Fadara7609.jpg&hash=28fa85ebfdaa55300a2fbb9bcf06a40e8b79e565)

76-10: Late in the fall the residential has pretty much finished filling in.  There are a couple empty lots, but they'll sort themselves out given time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F6166%2Fadara7610.jpg&hash=9c56e569211d22794ff9fd966671d8e4f3c2eef0) 

76-11: By the time spring has rolled around, I've finished up this area, complete with a mixed forest on the slope below. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3892%2Fadara7611.jpg&hash=8d2b44a0eae70ce3c91519f83e9c4319023d3d3f)

76-12: Here's a quick look at a park hidden in the middle of this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F4413%2Fadara7612.jpg&hash=0f8dca4d3c464fcf59b7e18dabdeae806296e89f)

76-13: Time for the next block, this one overlooks the canyon.  There always more room for houses of worship, so I've added on in here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F8859%2Fadara7613.jpg&hash=ed69b847f46e70f58e056748f6d34c045c437159)

76-14: Once again, here we are at the halfway point.  This neighborhood has been a lot more stubborn about developing nicely.  I'm trying to avoid the maxis style homes that I mostly use for cabins. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F3502%2Fadara7614.jpg&hash=2cb0de03bd71caa88f3f0d6680f710286ace774d)

76-15: While I wait for this to finish growing, I'm going to plop in some trees and foliage clinging to the canyon walls. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F7593%2Fadara7615.jpg&hash=f214e158cae18e8b0ce81a4eb811fc51188f591e)

76-16: It seems appropriate to stick with fast growing deciduous trees here.  It's hard to see but there's a fair bit of random shrubs on the slope as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F850%2Fadara7616.jpg&hash=aa08612084390c7b5def836054fc39117d5a7138)

76-17: Still having some trouble with growth, how about a couple quick shots of the GLR in action?  This one disappeared behind the trees while I was grabbing my camera. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F6780%2Fadara7617.jpg&hash=059a978f77478fbe90f5326bb0d519ec2504baec)

76-18: But this one was kind enough to pause while I focused.  It's just leaving the station to head out towards the edge of town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F8191%2Fadara7618.jpg&hash=a2e8031324df23a217c69ba2033f4b497b3409e9)

76-19: Last shot for the day today.  This is a quick overview of the completed neighborhood.  Turned out quite nice if I do say so myself!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F1390%2Fadara7619.jpg&hash=467c4ebd6a0be7f39788b2bea52736852ebaa956)

For the next update I'll continue to the other side of the canyon and continue sweeping north along the highland edge.  Hope you enjoyed this update!  Thanks for stopping by, I'll see you all next time! 
Title: Re: Adara - Update 76 - January 11, 2010
Post by: ShultzCity on January 11, 2010, 03:49:36 PM
Very nice! I love the suburban areas, and the natural feel to it all. I'm going to take a lot of inspiration from your MD as I try and build my region :)
Title: Re: Adara - Update 76 - January 11, 2010
Post by: canyonjumper on January 11, 2010, 04:02:55 PM
Nice update! I agree with you; that neighbourhood turned out well. I guess the GLR didn't want it's picture taken :D. I can't wait 'til you 'jump' the canyon ;D.

                    -Jordan
Title: Re: Adara - Update 76 - January 11, 2010
Post by: Tomas Neto on January 11, 2010, 06:24:25 PM
Great work on this suburbs!!! Very nice update!!!
Title: Re: Adara - Update 76 - January 11, 2010
Post by: Cyclone1001 on January 11, 2010, 06:32:07 PM
Looks good, not much else to say.
Title: Re: Adara - Update 76 - January 11, 2010
Post by: mightygoose on January 11, 2010, 08:09:26 PM
well another fantastic update, i like the fact im not the only one to use individual zones for houses.

very pituresqe although the river didn't quite seem up to your usual exceptional standard XD
Title: Re: Adara - Update 76 - January 11, 2010
Post by: threestooges on January 12, 2010, 12:32:36 AM
You sure you haven't used GLR before? You seem to be handling it just fine. The couple of GLR shots too were nice touches. I particularly liked 76-17. While the tram itself is hidden behind trees, it's the trees themselves that interest me. I don't normally think about it, but running through a residential neighborhood, it probably would be nice to have the buffer. Granted, I like trains, so I'd probably try to find a place without one, but then, that's just me.

Nice work on the canyon, 76-16. I can think of a number of areas around here that looks quite similar (perhaps a bit more dried grass around here, but the idea's still the same) and trees at the bottom really do help complete the look. The small bushes you've used, even though they don't stand out on their own, help to break up the textures and add a bit more depth. You don't really see them there, but you would miss them if they were gone.

Sorry it's been a while since I last posted around here, but it's been great to catch up on what you've been up to lately. The lake turned out nice. the bridge looks good, and I'm looking forward to seeing how the boat dock ultimately turns out. It's coming along quite well. Makes me realize it's about time I made another Greenacre update. Looking forward to what you have in store next.
-Matt
Title: Re: Adara - Update 76 - January 11, 2010
Post by: bat on January 12, 2010, 08:36:15 AM
Nice views of the suburbia's development!
That are 19 great new shots of Winfield! :thumbsup:
Title: Re: Adara - Update 76 - January 11, 2010
Post by: djvandrake on January 12, 2010, 10:16:08 AM
Very nice work on these lower density suburbs.  They look great.  :thumbsup:

I really like the GLR you've put in and the action shots are a treat.  &apls
Title: Re: Adara - Update 76 - January 11, 2010
Post by: kwakelaar on January 12, 2010, 11:47:24 AM
A nice new neighbourhood and I like the way the church is situated on the top of the hill, in the last overview image it seems like the perfect spot it.
Title: Re: Adara - Update 76 - January 11, 2010
Post by: BuildingUp on January 13, 2010, 03:19:45 PM
Absolutely wonderful update. Really love the fall foliage and the way you planned out the suburbs.  &apls
Title: Re: Adara - Update 77 - January 14, 2010
Post by: Battlecat on January 14, 2010, 09:01:17 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

ShultzCity: Thanks!  Despite them being horribly inefficient, I really like the way suburbs usually look!  Glad you found some inspiration!

Jordan (canyonjumper): The GLR trains move surprisingly fast, it's sometimes really hard to catch them!  Thanks for stopping in, and for your little play on words there!

Tomas Neto: Thanks very much!

Cyclone1001: Thanks!  Glad you like this update!

mightygoose: I find the individual zones is the bet for creating a neighbourhood that doesn't have any mansions.  Making things historical is the only way I've found to reliably kill them!  I have to agree with your assessment of the river.  I seem to recall it was put together near the end of a play session, so I was pushed for time on the first draft.  I hope it looks better after today's update! 

Matt (threestooges): It's funny you know, I find the GLR incredibly intuitive to use.  Granted, I've pretty much closely examined every single possible piece of this system while working on the sandstone mod which always helps!  We have similar tree buffers along our normal railways here in BC, even if it's just some large trees at the back of people's homes. 

Thanks for your feedback on the canyon and pretty much everything else!  I agree with how the plants affected the texture, sometimes it doesn't take much to break up the surfaces.  It's interesting how the slope of surfaces impacts the quantity of plopable features you can put down though! 

bat: I've been adding pictures fast and furious lately!  Actually, I should go have a look and see how many photos are in my archive!  I keep a duplicate copy of every image I post here!  Thanks very much for your kind words!

djvandrake: Thanks, glad you like the latest work!  I was pretty uncertain about how it was going to turn out in the long run, but it seems to have come together quite nicely! 

kwakelaar: The spot for that church just called out.  Actually, I received that particular church as a reward just a short time before starting on that neighborhood!  I figured it was just meant to be!  Thanks for stopping in!

BuildingUp: Welcome to Adara!  Thanks very much for stopping in to comment!  The shots of the fall foliage really have to be taken at the right time in my region since the plopable trees I use in other locations aren't seasonal.

Update 77
Winfield – Slumping Demand

Well things have come together nicely, but not nearly as fast as I would have liked.  I've got an update for today, but I'm going to be prioritizing getting my next candidate for the GLR mod out the door.  I've finally managed to ID which textures are part of the dragable network so I can lighten them up visually to match the puzzle pieces.  But that's a project for another day, today I've got suburbs to grow!

77-1: Here's an overview of the are as it looks right now.  A fairly simple terrace with a couple trails from the lowlands. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F2635%2Fadara7701.jpg&hash=f56211e6f093c13452c1a14cbd1285bca0760377)

77-2: My first block of residential.  There are multiple cross border streets here, which will help blend the edges when I develop the next tile east of here.  It's probably not going to be the next tile though.  In fact, I think I'm going to put that decision up for a vote in the next update or two. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F7039%2Fadara7702.jpg&hash=c0edd6d9ac9b5985027f827fa09ae5d05f9ded02)

77-3: Here's the area when development is about halfway done.  It's lagging a bit though, which is a point of concern. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F2612%2Fadara7703.jpg&hash=8768b34fd5162b8d95de4eb4a62c81c95341c9fb)

77-4: Here's the neighborhood in its near completed state now.  Still a few lots to fill, but that can take care of itself.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F6297%2Fadara7704.jpg&hash=db78dd37240fd7678773d1d93b5e1276799f704c)

77-5: By the GLR station I'm adding a small bit of commercial development.  I'm shooting for some corner stores and some other commercial services. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F8581%2Fadara7705.jpg&hash=a353cc1f822aa3faad87eb98cc6c7f736ea76d11)

77-6: While I'm waiting for things to grow, mightygoose made an excellent point.  The river valley wasn't my best work exactly, and there's some more I could do.  I'm not exactly experienced with these rocky river valleys, so it's taken some getting used to.  Here's the valley as it looked in the last update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F1798%2Fadara7706.jpg&hash=858fba81d36b98189147a399c9f368a0faa3a01c)

77-7: I decided that more was the order of the day.  I increased the density of the rocks where I could, and added some more greenery amongst them.  It's still not perfect, but it's an improvement. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg42.imageshack.us%2Fimg42%2F3228%2Fadara7707.jpg&hash=f49375163a5a57016060f2bc324b371d122bc3b7)

77-8: Honestly, the river looks much nicer at this angle anyhow.  I'm reasonably satisfied with this for now but I may come back again at a later date, particularly if anyone has thoughts on what else could be done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F2658%2Fadara7708.jpg&hash=249c7c6cb06e65dd451fabe61275d481d2a8b6f1)

77-9: Hey, lets look at it one step further out just for fun and because I happen to have the shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F3374%2Fadara7709.jpg&hash=45e6ef0e9266ce94906bc11a0fbe8810414df704)

77-10: So, as I mentioned, the residential lots have been slower to grow and I'm also starting to get more and more of the ugly maxis style low wealth.  So I had a look at the demand chart.  Looks like I've almost built out residential demand here!  Good thing I'm slipping in a bit more commercial, but I'm going to need a more robust solution.  I'll see what I can do about that in update 78. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F432%2Fadara7710.jpg&hash=904f72c6f2a17ed271ec65c52df7290bdafdf57b)

77-11: In the meantime, a few more commercial lots should help bolster demand while I polish up the area I want to finish today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F7371%2Fadara7711.jpg&hash=7b8e5b0c51cad556e11158ab1b3c3625ed5f82d7)

77-12: But first, another action shot.  It wasn't too hard to get since the GLR is quite nice and busy! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F3194%2Fadara7712.jpg&hash=04f080b3ccc80408c894c16e93b8ec3cd7aea99a)

77-13: A missing feature of the community is graveyards.  Here's one out in the suburbs.  And as you can, I'm transitioning to the large lot residential style now.  With these lots, I have a higher chance of getting visually appealing homes in the low wealth bracket. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F5228%2Fadara7713.jpg&hash=34a5e496f462a1896296ef3bf4cf008005295a4f)

77-14: In the meantime, some more businesses have popped up.  A minigolf place that's way off the beaten track, and a small pub fill out this area nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F7293%2Fadara7714.jpg&hash=c71858406689494218f25575ddb1ddf95382c930)

77-15: And the homes are growing nicely.  I've transitioned back to grey streets here, I'm imagining that this is an older neighborhood.  When demand gets high enough, many of these might get split in the real world.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F234%2Fadara7715.jpg&hash=2bbd2f3ded4546ad78e3f3df5abfff227b68cc4f)

77-16: One last block of growth for today.  Despite the slumping demand, this will develop fully. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F8623%2Fadara7716.jpg&hash=308ea1683630650f44fdf53a9d0a205a55a5f75e)

77-17: Right out of left field, here's the finished marina.  I finally managed to add the visual road access back on to the lot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F8277%2Fadara7717.jpg&hash=dc35f853d304ee7ef9382ccc74c5e2c9144ad1da)

77-18: Just to wrap up the day, here's an overview showing the edge of the currently developed city. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F4531%2Fadara7718.jpg&hash=d11eee59f05b8a16a51088e0892b193ed8017efc)

That's all for today.  For the next update, it's time to go back to Westside and add a few more businesses, possibly even a bit of industrial development to the community.  If a miracle happens, I might update Saturday, but it's most likely I'll be back with another round of development Monday morning.  Have a great weekend everyone! 
Title: Re: Adara - Update 77 - January 14, 2010
Post by: djvandrake on January 14, 2010, 09:21:46 AM
I love your residentail blocks, they really look great.  &apls
Title: Re: Adara - Update 77 - January 14, 2010
Post by: Tomas Neto on January 14, 2010, 11:36:15 AM
I agree with djvandrake, another great update!!!  :thumbsup:
Title: Re: Adara - Update 77 - January 14, 2010
Post by: Cyclone1001 on January 14, 2010, 01:52:57 PM
^ Third. Great stuff ;D
Title: Re: Adara - Update 77 - January 14, 2010
Post by: ecoba on January 14, 2010, 03:10:11 PM
Gasp, I missed an update! How horrible of me...  $%Grinno$%

Well, this will be a long reply then.

Airports? Hm, well those shuttle lots over the city certainly seem to maybe have doused that issue. I really like that first shot of the airport shuttle lot, the midrises around as well as the large amount of trees in Winfield certainly make the lot blend in nicely, and it almost looks more like a realistic bus stop to me then a shuttle lot. Or is that what it is and I'm just missing something.

I like how those apartments grew, of course they will probably re-develop into some custom buildings after a while, but I think the Maxis ones that grew there are really a nice blend for the area. The Euro set is definitely Maxis' strongest building set. I like the creek in the canyon, and the updates to it in Update 77 did improve it a bit, you're right, but it seemed very realistic from the start. Ah, the suburbs, they've grown up nicely. It's a shame that the demand is slumping, that happens to me after a while, and so I think that's why I have such a weakness at large cities. I think that the area at the top of the hill has finished off nicely as well, and the contunuation of the suburbs across the creek really seems nice, and that certainly is a nice variety of smaller commercial BATs ever, I haven't seen much of them in a while.

Hoping for Update 78 soon!

Ethan
Title: Re: Adara - Update 77 - January 14, 2010
Post by: io_bg on January 14, 2010, 03:13:41 PM
Great-looking suburban development! I particularly like the shot with the GLR-in-road running through the forest!
Title: Re: Adara - Update 77 - January 14, 2010
Post by: canyonjumper on January 14, 2010, 03:39:43 PM
Awesome shots, Battlecat! I really like the way you used PEG's Marina lots. That turned out really well :thumbsup:. Have you considered using a demand mod? There's one I use that let's you change the demand while playing, using the ordinances menu. It works really well. Anyways, excellent 77th update, and looking forward, as always, to the next one. And as for my play on words, I couldn't resist :D

                  -Jordan
Title: Re: Adara - Update 77 - January 14, 2010
Post by: mightygoose on January 14, 2010, 04:01:25 PM
fantastic work, it really looks like a small town there, and the river looks much, much better.
Title: Re: Adara - Update 77 - January 14, 2010
Post by: Nanami on January 14, 2010, 05:43:38 PM
Great job with those update (76 and 77)
I suggest you use maxis blocker for low wealth residential.
Title: Re: Adara - Update 77 - January 14, 2010
Post by: tooheys on January 15, 2010, 01:47:30 AM
Like the way you set out you residential areas. I always shy away from the diagonal most of the time, but you do it very well indeed.

The highlight for me is the river flowing thru the valley. Your use of ploppables (rocks, flora etc) in combination with your rock mod works brilliantly  :thumbsup:
Title: Re: Adara - Update 77 - January 14, 2010
Post by: bat on January 15, 2010, 06:43:13 AM
The river valley looks beautiful!
And also great work on the other parts of that city!! :thumbsup:
It is looking fantastic...
Title: Re: Adara - Update 78 - January 18, 2010
Post by: Battlecat on January 18, 2010, 10:02:04 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

djvandrake: Thanks very much!

Tomas Neto: Thanks for your kind words!

Cyclone1001: And third indeed, thanks very much for stopping by!

Ethan (ecoba): The airport shuttle lots are effectively large bus stops that also provide an airport effect to a city.  Both versions I built in Winfield are of the set that automatically upgrades as demand increases.  I plan to add a real airport outside of Winfield on a neighbouring tile someday in the future. 

The suburbs are coming along nicely, my big problem is that I've been focusing very hard on residential development lately.  Those towers had a particularly large impact on residential demand.  I just need to switch focuses and find some space for a few more job creating lots.  I'm actually getting close to the suburban edge for this side of Winfield anyhow.  I've picked out a small area near Westside to add a small business park which should help things along.  Thanks for taking the time to write down so many excellent thoughts and comments!

io_bg: Thanks very much!  It helps a lot that the GLR is so visually appealing already.  I really like how that shot turned out as well. 

Jordan (canyonjumper): Thanks very much!  I've used demand mods in some past regions.  I'm really not terribly fond of the impact they have on gameplay.  I tend to prefer the extra challenge of balancing the regional demand.  It'll just require a little active planning on my part to ramp demand back up again, that's all!  Thanks for the suggestion though!

mightygoose: Thanks very much, glad you like the improved river!

976: Thanks very much!  Actually I've got some use for the maxis style low wealth residential.  It makes great forest cabins, so I prefer to leave it in.  I have a heavy hand with the bulldozer that helps take care of any buildings I don't like.  :-)

tooheys: Diagonals are fairly challenging, but not nearly as hard as the FAR and wide radius curves.  Those really throw a wrench into residential design!  Glad you enjoyed the river valley, I'm looking forward to extending it further on the next tile some day in the future.  Thanks for stopping in!

bat: Thanks very much for your kind words, I'm glad you've been enjoying your visits so much lately!  Hope you like this update. 

Update 78
Winfield – Building Demand and
Detailing Distractions

As I mentioned last week, residential demand is beginning to lag downwards a bit due to the sheer quantity of residential in the suburbs.  As a result, I need to find a place for some industrial development in the area.  But as always, the details come up and I didn't get quite as much done with industrial growth as I'd planned! 

78-1: To start, there's a walking trail that I need to bring under the bridge and some details to add in the area.  For some reason one block of this bridge isn't drawing properly.  I'd replace it except that's not an option at this stage in growth of Winfield.  The rain tool is quite destructive. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F4555%2Fadara7801.jpg&hash=161c420c230fe55fd76a3c9274e395974a7aa240)

78-2: It's just something I'll have to live with.  It's hardly noticeable and if it really bothers me I can just doctor in a visual fix for these photos on another occasion.  Getting stuff under this bridge was a bit of a pain, but I think this will do the trick.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F8576%2Fadara7802.jpg&hash=dd545083bae73311a3fe5f0b7558b9b22d295c3f)

78-3: For the bulk of this update, I'm going to be working on this area.  Initially, I just planned on a small industrial park by the highway, but that rapidly evolved in a direction I hadn't considered initially. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F7399%2Fadara7803.jpg&hash=e762a4177894f80a3a18dca78650574e3a6cca09)

78-4: For access, I decided make a one way road loop around from the avenue.  It'll be fully upgraded to a one way only loop.  Right after I built it, I started asking the question about why this would be such a high capacity road.  The answer is coming!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F733%2Fadara7804.jpg&hash=9ed84956662d91149a40a039a0e9b74f8429d094)

78-5: First, a number of basic industrial lots.  I'm shooting for a manufacturing and high tech style here, so dirty industrial is getting squelched. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F309%2Fadara7805.jpg&hash=81549e3c4b81a8096a3db77e24fe8acb003b7976)

78-6: I'm actually pretty happy with what popped up here.  A few nice looking lots I haven't seen before, most of which are pretty well set for parking.  I only had to doctor one of them to add in a visual parking area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1272%2Fadara7806.jpg&hash=f521dd85d01b2d2dccaf35c239fb930e36a0a277)

78-7: Originally, I planned to extend the industrial site right along the highway here.  Then I realized there was a nice little hill here, so I put a parking lot on the top that will act as a trailhead for the forested park around the point. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F1743%2Fadara7807.jpg&hash=ed25bbb55e864f279deaa4b76a868e49b04bb171)

78-8: So I decided to move the industrial to a second tier down near the water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F5747%2Fadara7808.jpg&hash=f2795621cd5acacddd9e2f1834e789abb1fc6f1f)

78-9: Again, I'd planned to fill this whole area in, but then I thought about the possibility that Westside has other plans for the area.  What if the industrial has already peaked in this neighbourhood?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F4016%2Fadara7809.jpg&hash=f1a9b22efb7f086a15ecb0c7c6ab6451a852f0d2)

78-10: I'm thinking there used to be a major lumber mill here that went out of business many years ago due to the lack of rail access to this area.  A large lumbermill would explain the high capcity road serving this lower tier area. 

First, the trail network needs to be extended.  Another small parking lot is down on the waterfront near the remaining industrial buildings.  These guys probably repurposed a few leftover warehouses from the former lumber mill. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F4885%2Fadara7810.jpg&hash=c17e18224e1bf60412b036a292d86cdbde525f60)

78-11: Next, to continue to sell the idea of an abandoned industrial site, a few large foundations.  These will eventually just provide a small hint that there was a larger facility here at one time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1849%2Fadara7811.jpg&hash=14d98632a2c3212c42bf66f94552504f55510e39)

78-12: Now for the shoreline and the other various details.  I'm experimenting with making this shoreline a lot rockier than other areas.  But not with large rocks, I'm shooting for something more along the lines of gravel.  The shore would have been actively in use by the old mill since logs are easier to move on water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F3550%2Fadara7812.jpg&hash=8525ceace90dc83053e6a0a4a57fcdc9af07e7b6)

78-13: Getting the last few details into place, and spreading the water outwards leaves us with this overview of the area.  Due to the impact of the mill, a large area of the slope still only has grass and sparse trees.  It'll be a lot more years before this fully grows back. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F4307%2Fadara7813.jpg&hash=28c070cb5bb9147d2c593dcea53be039211f8ea9)

78-14: Hidden in the forest on the hill top is the parking lot.  It probably has some information on the old mill, and some stuff about the natural succession that's gradually occurring on the site.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F9127%2Fadara7814.jpg&hash=668e262abf2a321a994740c718c408b433347b2f)

78-15: Further down the hill, the trail wanders out of the trees and across the old site.  One of the foundations is slowly being reclaimed by nature.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F6731%2Fadara7815.jpg&hash=8d676e42131313b2f7cd22a1ca1e20e86fbe7d28)

78-16: A few businesses still operate here, but nature is slowly growing in around them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2093%2Fadara7816.jpg&hash=c8b1e1646f49bb5bb074993e7624cd712a9a82a8)

78-17: And finally one shot of the last industrial business in the area.  Someday, this industry will probably shut down, but the city can't force that to happen.  At the moment, this section of waterfront is in transition. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1599%2Fadara7817.jpg&hash=9a2d40f35fce6d98c0ab65c26547e61e11965efa)

And that's a wrap for today.  Next time, I'll finish up a few more industrial blocks in Westside and start closing up the edges of the city.  See you in a couple days! 
Title: Re: Adara - Update 78 - January 18, 2010
Post by: mightygoose on January 18, 2010, 10:20:26 AM
what ploppable water is it that you use? great work on the shoreline and the paths
Title: Re: Adara - Update 78 - January 18, 2010
Post by: bat on January 18, 2010, 10:41:53 AM
Fantastic work on Winfield and really great new pictures from this city... :thumbsup:
Title: Re: Adara - Update 78 - January 18, 2010
Post by: Connor on January 18, 2010, 11:04:50 AM
I too am wandering about that ploppable water - which one is it, cos it looks great.

Nice work with the paths, trees, nature etc and i like the idea of the foundations, very creative, great work.
Title: Re: Adara - Update 78 - January 18, 2010
Post by: ecoba on January 18, 2010, 11:26:21 AM
I like the industrialpart of Westside, is Westside a district of Winfield? I'm having a hard time distinguishing them.

I think the idea of an old mill site is very appropriate for the setting and is definitely a clever idea. Have you thought about maybe actually putting in a mill, I know Brian (c.p.) has a great Victorian mill on the LEX, maybe some creative lotting could make it work nicely for the area.

I think that this industrial area turned out very nicely, I'm hoping to add some nice industrial areas to my next city that is fantasy.

Ethan
Title: Re: Adara - Update 78 - January 18, 2010
Post by: Cyclone1001 on January 18, 2010, 11:28:53 AM
Very creative, I wouldn't have thought to have "nature start to take over" so  &apls &apls
Title: Re: Adara - Update 78 - January 18, 2010
Post by: scott1964 on January 18, 2010, 03:24:34 PM
Update looks great  $%Grinno$%
Title: Re: Adara - Update 78 - January 18, 2010
Post by: canyonjumper on January 18, 2010, 04:11:12 PM
Great stuff here Battlecat! The mill idea is great, and the whole natural succesion make the whole thing very real.

                  -Jordan
Title: Re: Adara - Update 78 - January 18, 2010
Post by: TiFlo on January 18, 2010, 04:35:15 PM
@ mightygoose and Connor

I believe the ploppable water is that of PEG's PPond series. Here (http://simpeg.com/forum/index.php?action=tpmod;dl=cat999) at the Plex, or Here (http://www.simtropolis.com/stex/index.cfm?page=1&Keyword=PEG&type=all) at the Stex (a bit of sorting out needed there).

@ Battelcat

Great update as always, thanks!
Title: Re: Adara - Update 78 - January 18, 2010
Post by: Nanami on January 18, 2010, 11:58:51 PM
Great update with those plopable water!
Title: Re: Adara - Update 78 - January 18, 2010
Post by: Tomas Neto on January 19, 2010, 03:04:09 AM
Fantastic industrial area and realistic development of the all city!!!  :thumbsup:
Title: Re: Adara - Update 78 - January 18, 2010
Post by: threestooges on January 19, 2010, 10:41:22 PM
The curve in the path at the top of 78-15 is quite well done. I know that's an odd thing to compliment, but the angle is such that it seems like a very natural, clean, sweeping curve down the hill wrapping around the trees, which is something that can be tricky with those paths. Not sure what you mean by the rain tool being destructive. Whenever I use it, I just make a small (1x1 dent in the ground, enough to get a small bit of water there, then build the bridge. Aside from what would be scrapped by rebuilding the bridge (no small amount looking at the details you've built up around it) it shouldn't be too destructive.

Nice work with the industrial area. The parking lots do help bring a needed sense of realism to the scene. I've started fiddling with them myself, and I've seen a great improvement. I was wondering how you were going to fit an old lumbmill into the area. I like the foundation idea you've come up with. I was wondering how you were going to blend in the foundations, and the result turned out great. It might be interesting to see a few bits and pieces of old building strewn about on them, but as it is right now, it looks pretty darn good.
-Matt
Title: Re: Adara - Update 78 - January 18, 2010
Post by: warconstruct on January 20, 2010, 10:18:58 AM
splendid work !!
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Battlecat on January 20, 2010, 11:00:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

mightygoose: As I mentioned in my PM to you, the water mod I'm using is Tahoe Style water by Pegasus (http://simpeg.com/forum/index.php?action=tpmod;dl=item993).  The mod includes a number of shoreline textures.  There's also a second pack of textures and a number of lots and canals that use the same water style available here on his site (http://simpeg.com/forum/index.php?action=tpmod;dl=cat999).  Hope this helps answer your question!  Thanks for stopping in, glad you enjoyed you visit today!

bat: Thanks very much!

Connor: First of all, welcome to Adara!  I PM'ed you the answer about the plopable water and you can also find the links in my response to mightygoose above.  Thanks very much for stopping in and for your kind words!

Ethan (ecoba): Sorry for the confusion about the cities.  I always reference the city tile I'm working on by the name of the largest city on the tile, in this case, Winfield.  Westside is a secondary city on the same tile.  In the real world it would be entirely independent, but in game, it's only independent due to my approach to development.  It's kind of like Brewer's Junction on the Vavenby tile.  Hope that helps clear things up. 

I've actually got a couple lumber mills lined up for future use in the area, but not on this tile.  The next tile to the south will have a bit more industrial development, and at least one lumbermill somewhere near the railway.  I'll have to look for this mill by CP, sounds like it could be a nice one!  Thanks for your thoughts! 

Cyclone1001: Thanks very much!  It helps that I'm creating this region as a snap shot in time, rather than through the usual approach of constant growth.  It means there's a good incentive to leave empty areas just for eyecandy! 

scott1964: Thanks! 

Jordan (canyonjumper): Thanks for your kind words!  Natural succession was exactly the effect I'm shooting for, much as I did with varying the ages of the different cut blocks in Jackson Pass. 

TiFlo: Yup, that's the water I'm using for my current lake.  Thanks for taking the time to answer their question and for stopping in!

976: Thanks very much!

Tomas Neto: Thanks, glad you're enjoying this one! 

Matt (threestooges): Thanks very much.  Actually I go to some effort to make the pathways seem quite organic.  One of the things I'm shooting for is making it feel like it's running around the edge of some terrain or some trees.  Glad you like it!  As for the rain tool, I know that's how it's supposed to work, but for some reason this bridge caused me no end of difficulties using that technique.  Also, I just seem to have really bad luck with the rain tool, which is why I usually make all my land bridges right at the beginning of work on a tile.  I'll have to work on refining my technique since something obviously isn't working the way it's supposed to. 

Glad you like the results of my abandoned industrial area.  I was actually thinking that there might have been plans to redevelop the site that just fell through.  In preparation for the development, the old buildings would have been removed.  The foundations were an easy, quick solution to the style of the area.  I would like to do more abandoned land scenes in the future; there are quite a few fascinating examples around my local area. 

warconstruct: Thanks for your kind words!

Update 79
Winfield – More Industrial Growth in Westside

Today I'm going to put some final polish around Westside, the smaller secondary town on the Winfield tile.  It's mostly going to consist of a few industrial complexes with the intent of building up residential demand. 

79-1: For a simple start, one more block of industrial for the waterfront here.  This is a slightly more active site, being on the main road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F96%2Fadara7901.jpg&hash=bbf55f417a65c256de67f5d39dfbcff7a7d97333)

79-2: I was fortunate to have a fairly large high tech development pop up.  I've added a few extra parking stalls and some small roads to access the site through the adjoining warehouse parcel. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F749%2Fadara7902.jpg&hash=3942388c5ec3ef836918f1852e711e9be36c7c71)

79-3: Further down the hill to the north of the industrial area, the beginnings of the new face of this part of Westside.  This site is a former industrial area, possibly even a small gravel pit.  It's been redeveloped into a small residential subdivision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F1872%2Fadara7903.jpg&hash=18bb274af8cef0cd401790ed7e1ec160f0653fe1)

79-4: Here's a quick overview of the area.  I've ensured that trucks accessing the highway in both directions will have a clear view of the traffic they're merging into.  It's hard to resist the urge to run trees right up to the end of the entrance ramp. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F5303%2Fadara7904.jpg&hash=8139ada3bf31cba5273d8899381ba94e57da3ac0)

79-5: Next it's time for some shoreline.  In addition to some retaining walls that drop right to the lake, I'm also going for a patch of rocky shoreline as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7277%2Fadara7905.jpg&hash=40f0f1c28e0103aadeabf1b312194c8d30eed7af)

79-6: Here on the south side of the retaining wall, it ends quite abruptly with a few large boulders at the footings.     
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F3143%2Fadara7906.jpg&hash=017181bad70603e84c8b94954c8fc7480c61ca4a)

79-7: And over on the north side, a slowly widening strip of land with rocks and gravel gradually giving way to grassy shore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6821%2Fadara7907.jpg&hash=8240b774bdaa56c0502c012c46ac21cd5f138fbe)

79-8: This shore has a few more trees, but not nearly as many as my normal shoreline.  This area saw some impact from the industrial activity here, but not as much as the area from last update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F3716%2Fadara7908.jpg&hash=b8b7c672975925d720e213ea888c8b35c3fa1b6a)

79-9: This is a very new development, this area would be the next phase of the waterfront housing project.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6655%2Fadara7909.jpg&hash=6f34e576509b49deb7d8a95e1780e028408005ff)

79-10: In the case of my journal, it will remain this way forever as a snapshot in time.  The project appears to have been delayed a bit, some grass and weeds are taking over the cleared area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2225%2Fadara7910.jpg&hash=e12b96ac085e30f9ecdd45004060e473d9905307)

79-11: Up the hill from the highway near Westside, the powerlines that will eventually lead to Salmo have been extended.  A secondary transformer facility here supplies power to part of Westside, and steps town the final leg that leads to Salmo. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F4746%2Fadara7911.jpg&hash=87c4e4f0df570852d6667e2f751bf2316f73343b)

79-12: It's also the perfect spot for another small industrial site. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F9966%2Fadara7912.jpg&hash=bf4fb28f1b75acf9a4754236db152d23b2527ab0)

79-13: A few warehouses and a small factory fit quite nicely here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F9086%2Fadara7913.jpg&hash=5e252bbfb767bcd8585fb9eab39f3ad90b99e567)

79-14: Here's the finished area, at this zoom only the cleared path for the powerlines is visible. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F1021%2Fadara7914.jpg&hash=f56cf719e23f4e2c2ac2518e0b76a52d20819205)

That's all for today, next it's time to take care of the border between the Winfield and Jackson Pass tiles.  Should be a fun update, I'll see you on Friday!
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Connor on January 20, 2010, 11:25:58 AM
Nice update once again, i like the little industrial areas and the residential parts look great too  &apls
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Cyclone1001 on January 20, 2010, 01:55:36 PM
Very good. The "future housing" is a nice touch. Keep it up :thumbsup:
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Tomas Neto on January 21, 2010, 07:50:05 AM
Very nice update again!!! Fantastic work!!!
Title: Re: Adara - Update 79 - January 20, 2010
Post by: canyonjumper on January 21, 2010, 11:44:23 AM
Great update Battlecat! I like how use names from around BC (Salmo) in your updates. Update 80, here we come!

                              -Jordan
Title: Re: Adara - Update 79 - January 20, 2010
Post by: djvandrake on January 21, 2010, 12:48:47 PM
Great stuff!  That high tech parcel really looks nice with the walls there and the water.  First rate work.  &apls
Title: Re: Adara - Update 79 - January 20, 2010
Post by: warconstruct on January 21, 2010, 01:24:57 PM
Very beautiful updated news! I like much the industrial park at the edge of the lake! would have installed you an tourist area with hotel can be, at the edge of this splendid lake  ;)
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Rady on January 21, 2010, 01:40:10 PM
Looks very nice! Are these powerlines eycand or functional? I do have some functional of that kind, but they can only be placed on even terrain ...
Title: Re: Adara - Update 79 - January 20, 2010
Post by: Nanami on January 22, 2010, 02:37:35 AM
Great town!
Title: Re: Adara - Update 79 - January 20, 2010
Post by: bat on January 22, 2010, 05:48:58 AM
Great pictures of that beautiful shoreline!!  :thumbsup:
Title: Re: Adara - Update 80 - January 22, 2010
Post by: Battlecat on January 22, 2010, 09:49:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Connor: Thanks very much!  I had a lot of fun putting that area together.

Cyclone1001: I'm experimenting with a bunch of ideas to create the feel of an area that's changing  I'm not going to use it in too many places, but this are is growing rapidly so some construction scenes and unfinished subdivisions fit in quite nicely.

Tomas Neto: Thanks very much for your kind words as always! 

Jordan (canyonjumper): When I started off this game I was just inventing names.  It was when I started Vavenby that I realized that there are plenty of excellent city names here in BC than can be used.  I've even travelled through most of the cities whose names I'm using so far!  I'll probably be using many more of them going forward!   Glad you're enjoying that touch, thanks for stopping in!

djvandrake: Thanks very much!  Everything came together very nicely for that industrial site.

warconstruct: Thanks!  The industrial park is part of a mixed feeling I'm shooting for.  Here in British Columbia we have a handful of communities that started off as lumber towns near large lakes.  As they grew and some of the mills shut down, the first instinct of many towns was simply to attract new industries to the area.  However a couple of cities realized that there was as much money in the tourist industry and so they began encouraging redevelopment of industrial lands to tourist areas.  Kelowna is one of the more dramatic examples of this sort of success.  Many towns in the area around Kelowna are trying to tap into the now booming tourism in the area. 

In the case of my region, Winfield (the urban area on the east side of Williston Lake) was ahead of the curve and began developing some of it water front for tourism early on.  Westside, the area from today's update went the industrial route, but the city council is trying to change its plan now.  Even though Adara is a snapshot in time, I'm shooting for the feel of ongoing change in some places. 

Rady: The poles you see there are not functional, they're eyecandy only.  I actually transmit power along these routes with hidden one tile grass park lots.  These particular poles can be found on the Three Rivers Region exchange (http://sc4devotion.com/forums/index.php?topic=5603.0).

976: Thanks!

bat: Thanks, I'm really happy with how this section of shoreline has come together. 

Update 80
Winfield – Jackson Pass Border Details

Hi everyone!  Today I'm taking another run at one of my favorite things to do in Adara.  It's time to do the border blending work between the Jackson Pass and Winfield tiles!  There was some interesting stuff I played with in the area, including the concept of cross border streets! 

80-1: This is one of the areas that I'm going to be detailing today.  It's been a while since we've looked at this area though.  The grid is on in the next couple shots just to give a feel for the local terrain. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F5112%2Fadara8001.jpg&hash=452700c61aa70aaf50a3a3829a6d073bb8c727ed)

80-2: So we'll peek across the border.  This is a small block of exurbs that crosses the border between the two tiles.  By the way, the new technique for clearing the black space I detailed a few updates back is working very nicely indeed!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F9479%2Fadara8002.jpg&hash=ee8b7a54a5b0113c708da0ee576de257a7901c5d)

80-3: Here's the other area I'm going to focus on today.  It's another cross border street connection. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F3130%2Fadara8003.jpg&hash=2de2dcf986aba74310c067e5503824bb3d67f0b7)

80-4: You might recall the crazy winding hairpin curves that access this area!  This is where I initially started using those small residential docks, a theme I intend to carry across the border into this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F9430%2Fadara8004.jpg&hash=9cfc7afb5edd939eada4eb00e9efaa91df519670)

80-5: Just for reference, here's a detailed shot of the shoreline on the Jackson Pass side of the border.  This are has a fairly narrow gravel shoreline with a varying swath of grass.  It transitions rapidly to large coniferous trees right close to shore like most of the areas along this lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F4779%2Fadara8005.jpg&hash=c7244cd90b910a9278b8bad705094cb16ab94563)

80-6: So, starting with the lower area, here's the rough residential zoning and the draft shoreline.  I've included a few of the small docks here to continue the theme. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1343%2Fadara8006.jpg&hash=847bcbfe3d5e4150baf651586b6837bef79d16b4)

80-7: And some homes grew.  Here's absolute proof that I'm not using a subway or something to sneak them up to the main road.  The bus is just "encourage" growth a bit, it helped spur growth when I dropped it in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F134%2Fadara8007.jpg&hash=cff86a78403183aaec561a7bbecc52e55a1460f3)

80-8: Here's a few samples of the homes.  Most of these are small cabins, including a few nice small maxis homes, a few are larger buildings though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F3558%2Fadara8008.jpg&hash=acb049af6d9c1c7a70721d85cefe3ce5f4bb07de)

80-9: At this stage I've just finished putting in the details before I start dropping trees in place.  Trails down to the docks, and the core shoreline textures are all done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F3824%2Fadara8009.jpg&hash=3cd5375ca96af75e6664132213332801e42d7e15)

80-10: Once I drop the rest of the details in place, here's the finished area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F7333%2Fadara8010.jpg&hash=df95353c7c67b2be1eab9a10f8b84668811689e6)

80-11: One finished cross border mosaic.  The four way intersection is on the Jackson Pass tile, but the small white house that's clearly visible is on the Winfield tile.  Of course, as far as my maps are concerned, this whole area is still part of Salmo. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F2889%2Fadara8011.jpg&hash=8fa2b85b419105928462fcea59eb11f2d0676d08)

80-12: There's still the highland block left to deal with.  The power lines and zones are all in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F5652%2Fadara8012.jpg&hash=1395101cf0836ae5d62303d343531aa659102940)

80-13: Another batch of homes, much like the last time, there are some nicer quality homes in this exurb. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9611%2Fadara8013.jpg&hash=4c975e3a19c9eb801bcf9dc90dc823f24024ad2f)

80-14: And here we are with trees in place.  A small hidden stream runs through here from the neighboring tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F4329%2Fadara8014.jpg&hash=d659896e774047b361d9c54e3ad9ea27c206d539)

80-15: And here's the cross border edition of the finished area.  I'm hard pressed to find this one, and I made it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F2281%2Fadara8015.jpg&hash=b54cc16ad776f850f5ab84b17d1ff43818cb5e10)

80-16: Last but not least, here's a full cross border mosaic extending from the hills behind these small exurbs all the way down to Salmo.  The boundary between these two tiles runs diagonally from the lower left to the upper right of this image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F3949%2Fadara8016a.jpg&hash=2f77641db39d34f3a9f1fd5b5abdee0c1a67652c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F5082%2Fadara8016b.jpg&hash=5e1a9ce040e8510e6363574bc1e8b8920dc1e594)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F4158%2Fadara8016c.jpg&hash=852a0903a8eeff0e7780cabeaf6fe74bef365a24)

And that's a wrap for today!  Next update I'm going to be asking once again for all your input about which part of Adara we head to next!  I'll have some maps and more information for you on Monday along with the regularly scheduled update!  If things go really nicely, I'll be finishing the entire remaining area between Westside and Salmo in the next one or two updates.  See you later!
Title: Re: Adara - Update 80 - January 22, 2010
Post by: Fabian93 on January 22, 2010, 10:18:36 AM
WOW &apls
Fantastic Update - you really pay a lot of attention to those little details (not just in this Update, but in every :thumbsup:)
I personally think that you've perfected the way of building landscapes across the border. When I try to do this, there're always some points where I'm simply not able to connect it well with the neighbouring tile... whereas yours is just flawless! &apls &apls

Keep up the great work :thumbsup:,
Fabian :)
Title: Re: Adara - Update 80 - January 22, 2010
Post by: bat on January 22, 2010, 11:42:58 AM
Very nice work on that 80th update. All pictures are great! And wonderful overview of that really nice area! :thumbsup:
Title: Re: Adara - Update 80 - January 22, 2010
Post by: turtle on January 22, 2010, 12:16:20 PM
Hi Battlecat,

Wow, you really have made a lot of progress since my last visit. However, this time I have good reason as I'm abroad, with internet only from time to time. I love what you did with Winfield and Westside, and I can't wait to see your updated region map. You just keep getting better at making those cross-border mosaics, always minding the smallest of details. Congrats on that.
I'm not sure in which direction I'd prefer you to go. I got my urban desire satisfied for now, so I suppose you could go for some farming areas again. You also did a lot of mountain farming. How about floodplains with wide open spaces, and lots of agriculture? Anyways, I'm sure I'll be satisfied whichever way you decide to go. Great work so far!

Best regards from Palestine
Thomas


Title: Re: Adara - Update 80 - January 22, 2010
Post by: mightygoose on January 22, 2010, 12:34:52 PM
fascinating, i thought it was impossible to make street neighbour connections?

moving on, the seamless cross tile transitions are something i to attempt to do, it is very good to see someone else do it so well.
Title: Re: Adara - Update 80 - January 22, 2010
Post by: djvandrake on January 22, 2010, 12:49:34 PM
Fantastic!  &apls  Thanks for taking the time to show us the progressions of how you build your landscapes.  Very helpful and informative.  You do first rate work.  :thumbsup:
Title: Re: Adara - Update 80 - January 22, 2010
Post by: Cyclone1001 on January 22, 2010, 12:57:27 PM
Amazing, you can make the borders blend. Not very easy to do, my friend &apls
Title: Re: Adara - Update 80 - January 22, 2010
Post by: Tomas Neto on January 22, 2010, 12:59:50 PM
Impressive update again!!! Fantastic work!!!
Title: Re: Adara - Update 80 - January 22, 2010
Post by: Connor on January 22, 2010, 01:06:34 PM
Very nice update, and that cross-border mosaic is great  &apls
Title: Re: Adara - Update 80 - January 22, 2010
Post by: canyonjumper on January 22, 2010, 04:51:22 PM
Excellent stuff! That is an excellent mosaic!

                       -Jordan
Title: Re: Adara - Update 80 - January 22, 2010
Post by: scott1964 on January 22, 2010, 08:25:10 PM
Looks great  :P Now for my question.  ;D  How do you get the curvy streets?  ()what()
Title: Re: Adara - Update 80 - January 22, 2010
Post by: kwakelaar on January 23, 2010, 02:11:31 AM
And you just keep going... I have had quite a lot of catching up to do. It is great being able to follow your development.
I think the abandoned lumber mill area was a great idea. Industrial areas can sometimes look awful certainly the way maxis planned them. But yours are a true delight to look at.
The last update with the cross border mosaics is the most impressive one, you have really been able to perfect your technique in that area.
Title: Re: Adara - Update 80 - January 22, 2010
Post by: ecoba on January 23, 2010, 11:19:34 AM
Wow, here in Adara things sure do move fast!

I really think that going in and detailing the edges of each city tile is really something unique about Adara. So much work goes into the details!

Ethan
Title: Re: Adara - Update 80 - January 22, 2010
Post by: emgmod on January 24, 2010, 09:02:36 PM
Fantastic! I have been lurking for a while, and I finally decided to comment. I like how you marge buildings across tile borders, which I really need to learn.
Title: Re: Adara - Update 81 - January 25, 2010
Post by: Battlecat on January 25, 2010, 11:03:34 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Fabian (Fabian93): Thanks for your enthusiasm!  I really enjoy the details that are possible in the game now.  I think that's one of the major things that have kept my playing for all this time!  I find the cross border details to be one of the most rewarding things, especially when things come together like that mosaic!  There are a few things I've noticed in addition to things I may have mentioned in the tutorial I wrote a while back. (http://sc4devotion.com/forums/index.php?topic=8676.0)

One of the most important tools I've found for landscaping across borders is SC4 Terraformer!  It allows me to terraform right across the boundary which creates a completely smooth interface between the two tiles, so I don't get any artifacts from reconciling edges.  Beyond that, the roads are quite handy for lining up the edges properly.  They are straight, and the textures are a consistent width and designed to match up!  If you can get the two stubs of road lined up, everything else will just fall into place.  You would get a similar effect from working with a prebuilt map as well though! 

The only other thing I find that helps a lot is to actually plan for and use the cross border shots.  If you have a farm on one side of the border, carry it to the edge and then use plopable fields on the other side to carry it across which helps blur the border.  With rivers, the terrain query cheat really helps line up the edges of the plopable water. 

One last thing, don't use the god mode trees on the edge.  The different tree types are controlled by a moisture model of some sort which tends to do very odd things at city boundaries.  Despite the extra work, I use mayor mode trees exclusively in my region, which allows me precise control over what the forests look like at the city borders! 

bat: Thanks very much for your kind words!

Thomas (turtle): Glad you're still finding the time to stop in despite your limited internet access right now!  I certainly hope things are going smoothly on your trip!  Glad you've enjoyed the last few updates, I'm certainly happy with how things are coming together lately, particularly this cross border mosaic.  This is the most flawless shot I've assembled yet! 

I'm leaning towards rural development for the next update as well, which is why three of the four options will be more rural than urban!  Thanks for stopping in, all the best for the rest of your trip!

mightygoose: You're absolutely right, street connections are impossible.  What you are seeing there is a road connection that's been re-skinned using a trick discovered by metarvo (http://sc4devotion.com/forums/index.php?topic=7350.0).  Effectively, you can make the road disappear without destroying the connection and then add back in whichever street style you would like to use.  I'll be putting it to a lot of use in the future! 

Glad you like the cross border work, I really prefer to approach the game in that way.  I like to avoid the artificial boundaries that the game tends to point us towards and make much more organic cities and regions.  Glad you are enjoying the results! 

djvandrake: Thanks very much!  I'm glad you're finding my approach here helpful and enjoyable! 

Cyclone1001: Thanks!  These cross border mosaics have been quite a challenge to develop.  I'm actually really pleased with how well they're coming together in the last few attempts; I think I'm finally getting comfortable with the techniques necessary to make them!

Tomas Neto: Thank you for you enthusiastic support! 

Connor: Thanks!  I'm really fond of the cross border work, but it's quite challenging at times as well! 

Jordan (canyonjumper): Thanks very much!

scott1964: Thanks for stopping in!  As I mentioned in my PM to you, the wide radius curves for streets come from the Rural Roads addon (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1995) for the network addon mod! 

kwakelaar: Thanks very much on all counts!  Industrial areas are a bit of a pain, but all the new lots available helps a lot as well! 

Ethan (ecoba): I've been trying to speed things up as we move to the finish of this tile.  It also helps that I've had more spare time now that the holidays are over!  Thanks for your kind words!

emgmod: Welcome to Adara, thanks for delurking to comment!  In case you missed it, I did write a tutorial  (http://sc4devotion.com/forums/index.php?topic=8676.0) that you might find handy for getting started with cross border work!  A lot of what is necessary is just planning to ensure that you can carry a theme across without too much trouble! 

Update 81
Winfield – Vote for the Future

Hello everyone.  As I mentioned on Friday, it's time to start thinking about where to head once the Winfield tile is finished.  At this stage I'm faced with four different options, all of which I'm pretty happy with.  So, I'm throwing this out here to hear what you all think!  Here's the map of the region with the four options outlined.  The broad ideas I'm currently contemplating for each tile is listed below. 

Here's the map.  Keep in mind that the terrain shown here is guaranteed to change before I actually get started!  But it should help you get oriented to the region! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F8295%2Fadara8100vote.png&hash=0a6a88487ea81855fceaddeb670fa82a2522c18d)

Option 1: This area is directly north of Alexandria.  For most of the tile it will be a journey back to rural farming and forested mountains.  It's pretty low probability, but a bit of game water might extend onto this tile depending on what happens with the next round of terraforming. 

Option 2: Here we're travelling directly south of Alexandria, again along that major highway.  There will almost certainly be game water on this tile.  Again, it will be mostly farmland and rural area. 

Option 3: This is the extension directly south from Winfield.  I'm already planning on some major modifications to the terrain here, but the rough layout will be similar.  This will be the most urban of the four options as I continue building Winfield southward.  The southern edge of urban development will be established on this tile.  This map will be completely cut in half by Williston Lake with no cross lake connectivity. 

Option 4: This map will probably be the fastest to develop.  It's going to be fairly rugged, as Williston Lake winds up into a rapidly narrowing valley.  The lake will cut this tile into two sections as well.  On one side of the lake the modern highway extends from Salmo, and on the other side a narrow, winding former highway that should help clarify why the Winfield bridge was built!

Just list your choice or choices in order of preference in your replies!  If you have thoughts or suggestions for the tile you choose beyond the rough outline above, feel free to add them as well.  It's funny how an off handed comment can completely alter my plans for a tile as happened in the case of Vavenby which lead to the dam that created Williston Lake.

Voting will close one week today when I post Monday's update. 

Now let's get on with today's update, I've got a lot of pictures to go through today!

81-1: This is the last significant block of undeveloped land on the West side of this tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F1285%2Fadara8101.jpg&hash=66b38d071ecbe6667a65a9756b0df0b97f1c28d5)

81-2: For starters, I'm adding one last farm down here.  Due to the massive amount of urban development on this tile, agricultural demand has crashed, so this will have to be a purely eye candy farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F7450%2Fadara8102.jpg&hash=400f00c7a0d845be138e27722cfecbcadb3874d5)

81-3: And what better lots to use than the new SFBT buildings released in December!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F8997%2Fadara8103.jpg&hash=1ec2cb032498660b4de17c5df34ba5d2a1e752ee)

81-4: These really are a work of art, I'm hoping to put them to a lot more use in the future just for the sake of variety! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F7898%2Fadara8104.jpg&hash=d08f040d9990fb014ff7b37843ee8f0441533642)

81-5: A few gravel pathways provide access for vehicles.  I'm only using this because the RRP pathways don't line up terribly well with the facilities here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F5333%2Fadara8105.jpg&hash=fe4469715750a2e86dc0b970dfdd0e13f237a664)

81-6: Some trees provide screening from the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F1750%2Fadara8106.jpg&hash=788a47f1f04ee906aa878e53a6f6a2e2165962f4)

81-7: I've just finished putting the power poles back in and adding the last few details before I drop in the grasses here.  I'm going to be treating each block of field slightly differently. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F6158%2Fadara8107.jpg&hash=be0a4d8aa6c259805636f9e4b3984de4548b3759)

81-8: A few diagonal fillers makes the highway edge a lot less obnoxious. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F8657%2Fadara8108.jpg&hash=de8c851fdb0e261625db09c5bc52d8d643ea19ef)

81-9: Finally, the finished product.  The field on the left is about ready for the cattle to move in.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F5119%2Fadara8109.jpg&hash=5a74150e6689e00bb7ed43e2be2bbe20f0cb0117)

81-10: Just for kicks, here's one more shot showing the farm in context with the exurbs at the tile border.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F5308%2Fadara8110.jpg&hash=9175086cabd55e0c6f6d041ff1ed7226b44afbee)

81-11: But wait, there's lots more to do today.  This valley is going to be heavily logged when I'm done here today.  First I've marked out the rough route for the stream in this valley.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6020%2Fadara8111.jpg&hash=49a7f45a6d6de8e4cd974594bbb98a5285fa4fba)

81-12: There will actually be a small Tahoe style pond here by the culverts, and the stream downhill from here will actually be visible.  I figure a lot of drainage got redirected into this area by the construction of the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F914%2Fadara8112.jpg&hash=8edeb145aed2ceb57b3adde97f352fa8de6ab15c)

81-13: A couple of waterfalls cascade downwards in the upper valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2949%2Fadara8113.jpg&hash=db88ce0eb92fa29af9a66c4f58c3ec5431714253)

81-14: Now for something new!  I first saw these dirt tracks in kbieniu7's MD, Kolbrów.   As soon as I saw them, I thought they might do the trick as logging roads.  They have an excellent texture and quite a few quirky offset pieces perfect for rural areas!  Also, there are appropriate pieces for creating nice smooth curves! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F3126%2Fadara8114.jpg&hash=ac04ed4144d836b71674bd335fb774abadae422d)

81-15: They stand up pretty nicely from a long distance out as well!  There are going to be five cut blocks of varying ages here.  The logging operation has slowly been moving up the valley.  I've put the rough outlines in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F8365%2Fadara8115.jpg&hash=15e35bf284b1e30acdc5f968e514d7260397c546)

81-16: Cut block number one is the oldest and closest to the highway.  This one is showing some signs of recovery with large aspen groves and dense underbrush.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F5030%2Fadara8116.jpg&hash=cbcb62fb4e502c5096d5311369e85bf29631eba8)

81-17: Block number two is a bit younger.  There are fewer aspens and the underbrush is less dense.  There have also been some significant landslides here.  I'm experimenting with some of the PPond textures in a surface context; I'm actually rather pleased with the results.  Still a lot more to work on here though, I'll be experimenting more going forward.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2149%2Fadara8117.jpg&hash=ffbd381491ddb4bc26b491816c2c15505362c8e3)

81-18: Cut block number three has far more fireweed (pink flowers) and fewer of the lupins (blue) and underbrush. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2149%2Fadara8117.jpg&hash=ffbd381491ddb4bc26b491816c2c15505362c8e3)

81-19: The fourth block is just wrapping operations, just a small batch of lumber left to clear and load up.  This area is the most uniform of all the logged areas I've made, fireweed is just starting to invade the older parts of this block. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F4140%2Fadara8119.jpg&hash=174a13a079b415f8859306725c26488680b6a12e)

81-20: Another shot of the fourth cut block, this is an older section of it, where some small amounts of brush are just starting to take hold. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F7852%2Fadara8120.jpg&hash=3ab5aae4bb30e8a7a150da38c0f23d083cb233bb)

81-21: Block number five is just getting started.  A lot of people are working here and this block would eventually extend across the boundary onto the Vavenby Tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F2641%2Fadara8121.jpg&hash=051c6c8fccd395ad7ef9af11b454cc190a4bc568)

81-22: Last shot for today, here are all five cut blocks in context in this valley.  I think I've managed to achieve a fairly unique feel for all of them, I hope it reflects the varying age from your perspective as well! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4406%2Fadara8122.jpg&hash=f23c26cba66626cc984ea9636c9598fb267194c8)

That's all for today!  Next time I'll be clearing up the last details on Westside right down to the shoreline.  Once that's done, there are only one or two updates left to finish up the Winfield side of Williston Lake!  I'm looking forward to hearing your thoughts on where to head next!
Title: Re: Adara - Update 81 - January 25, 2010
Post by: Tomas Neto on January 25, 2010, 11:35:04 AM
Awesome update again!!!  :thumbsup:
I think the option 3 is the best choice!!!
Title: Re: Adara - Update 81 - January 25, 2010
Post by: dsrwhat316 on January 25, 2010, 12:32:46 PM
Wow, I leave for a week and you churn out 3 (4?) updates!

I really like those SFBT farmhouses. And your countryside with lush foliage looks great, as usual. I also agree with Tomas that option 3 is the best choice. This way, we can see a transition from the city to a rural setting  :thumbsup:

~ Dan
Title: Re: Adara - Update 81 - January 25, 2010
Post by: sumwonyuno on January 25, 2010, 01:12:59 PM
Oh, wow!  The natural landscape turned out great!  I think option 3 is a good choice for an expansion of the Winfield area.
Title: Re: Adara - Update 81 - January 25, 2010
Post by: Cyclone1001 on January 25, 2010, 01:52:23 PM
First things first- Option 3.

But anyways, great update, I personally don't like the new logging roads, but whatever floats your boat. I think you have a gift making the logging area and farm, and you should certainly add more!
Title: Re: Adara - Update 81 - January 25, 2010
Post by: mightygoose on January 25, 2010, 01:53:12 PM
truly fabulous work there my friend, words really don't cut how awesome this all is, in truth, i would love to see option 2, i just think anything you do will be virtually perfect so it doesn't matter too much XD
Title: Re: Adara - Update 81 - January 25, 2010
Post by: woodb3kmaster on January 25, 2010, 03:11:33 PM
Another terrific update! Your detail work on the logging blocks is truly outstanding. That eye-candy farm is lovely as well. As for where to go next, I'd love to see option 3.
Title: Re: Adara - Update 81 - January 25, 2010
Post by: Nardo69 on January 25, 2010, 03:22:57 PM
Sorry for not posting for some updates but well ...

Anyway that new one is a great one! Love what you did with our Swiss Genius's farms there, I guess I'll have to go for eyecandy farming some day, too ...
And those PPond textures do make the trick in attaching the farm houses to the RRP gravel pathes.

Great work with the cut blocks even though they make my treehugger's heart bleed. You do have a good hand for this kind of flora!

And my chosen option would be Option 3. Why? Well, As far as my old eyes can see there's lake shore AND railway line there ...  :D

Take care


Bernhard  :thumbsup:
Title: Re: Adara - Update 81 - January 25, 2010
Post by: BuildingUp on January 25, 2010, 03:38:13 PM
As far as options, I like 3 the best. :)

I really think your work is breathtakingly realistic. It's brilliant, I love the rural scenes in this most recent update. I especially love 81-9. It looks like a scene you would see in real life driving down a rural country road.  &apls
Title: Re: Adara - Update 81 - January 25, 2010
Post by: canyonjumper on January 25, 2010, 04:16:24 PM
Option 3 for me! I like seeing how you do your urban areas.

Great update! That is a very realistic farm you've got. And I like how you used the flora on the logging cuts. Very great :thumbsup:.

                   -Jordan
Title: Re: Adara - Update 81 - January 25, 2010
Post by: Connor on January 25, 2010, 11:58:31 PM
Great update, you are very good with the flora, and the logging areas look fantastic. Personally, I'd like to see either option 2 or option 3, but it's your choice.
Title: Re: Adara - Update 81 - January 25, 2010
Post by: bat on January 26, 2010, 02:25:43 AM
I choose option 3.
And really fantastic work on that farm and nature!
It is looking so beautiful!! :thumbsup:
Title: Re: Adara - Update 81 - January 25, 2010
Post by: djvandrake on January 26, 2010, 12:21:44 PM
More beautiful work!

My vote goes to option 3 as a first choice.  Option 4 would be next.  Can't wait to see what you do with it.  An urban lakefront maybe?  :)
Title: Re: Adara - Update 81 - January 25, 2010
Post by: ecoba on January 26, 2010, 04:33:15 PM
Wow, Battlecat, I think Winfield certainly went out with a bang, so to speak.

Those are certainly some great SFBT lots used in that eyecandy farm. The area almost seems so perfect to me that it's not real.

I also must vote for Option 3. I think seeing the southern continuation of Winfield will be very interesting. Although I must say that is now a tie with Option 4. I would be okay with either of those tiles developed next.

Ethan
Title: Re: Adara - Update 82 - January 27, 2010
Post by: Battlecat on January 27, 2010, 01:14:52 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much for your kind words and for your vote!

Dan (dsrwhat316): Thanks for stopping in!  I fully intend to keep up this pace as long as I have time.  3 updates a week is my goal, and it's actually been going pretty smoothly lately!  The SFBT farmhouses are really nice to work with, glad you like the results of my first attempt with them.  Consider your vote tallied, thanks for your thoughts on the next tile!

sumwonyuno: Thanks very much!  Your vote has been added to the mix. 

Cyclone1001: Thanks for your vote and your thoughts on the new logging roads.  They're part of the grand experiment, while they're not perfect, they do have a few marks in their favor when compared with some of the other attempts I've made.  I'm still looking for additional possibilities though and I'm certainly not going to stop experimenting here! 

mightygoose: I really appreciate your enthusiasm!  Your vote is tallied, thanks for your thoughts! 

Zach (woodb3kmaster): Thanks very much!  I've had some fun putting together all the details for this update, glad you like them!  Thanks for your vote as well!

Bernhard (Nardo69): No worries, glad you found the time to stop in!  Glad you like the farm, sometimes it's just easier to create the eye candy, particularly when the simulator has no demand at all in that area.  The cut blocks really kill me as well; I really love hiking and camping.  It's really hard for me to justify the lumber industry that I'm putting into the region without putting in some signs of logging.  I intend to do my best to keep it visually appealing though!

Good eye spotting that railway on the map, it's a bit hard to read!  I'm hoping to do some more serious playing with railway on the next map!  Thanks for voting!

BuildingUp: Thanks for visiting and voting!  Glad you find the scenes in this update so appealing!  I am very pleased with how the farm came out as well!

Jordan (canyonjumper): Glad to hear you've enjoyed my work with urban development !  Thanks for your vote and for your kind words regarding the farm and clear cuts!

Connor: Thanks very much!  I'll mark you down as voting for both at the moment, and we'll see what happens over the next few days! 

bat: Wow, option three is very popular!  Thanks very much for stopping in! 

djvandrake: Thanks very much!  Beyond the broad description I posted in update 81, I haven't made many firm decisions yet.  I'll be figuring out a lot of it as I go along, although I intend to start transitioning Winfield back to rural land in the south. 

Ethan (ecoba): We're not quite done yet.  There are still two more development updates left including the one today!  Thanks for your kind words regarding the last update!  Also, thanks for your votes, putting a southern edge to Winfield will be kind of nice. 

Update 82
Winfield – Streams and Shores

Good Wednesday morning everyone!  Today marks the nearing completion of the Winfield tile.  I'm going to wrap up the shoreline and detailing on the West side of this tile, which then will only leave one block of land at the north end of Winfield. 

First, an update on the vote; it appears that Option 3 has taken an early and rapid lead:

Option 1: 0
Option 2: 1 (1)
Option 3: 12
Option 4: 0 (2)

You might notice that I'm also tallying your second choices in brackets there.  If I hadn't, the other three options would be making a pretty poor showing!  Voting closes on Monday, there's still time to make your choice heard!  Now on with today's update!

82-1: Today I'm going to start with the pond and stream leading down from the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F4448%2Fadara8201.jpg&hash=ce45637a322947125772b8a1e81685ed7d822ea9)

82-2: I wanted the pond to feel quite marshy, so there is no rock texture on the shore here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F3827%2Fadara8202.jpg&hash=7911fcd61280cfa58978ff2e62dcbdf89050ffb2)

82-3: The maxis rocks are pretty handy to make a convincing riprap style slope.  Some random weeds fill in the gaps quite nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F2119%2Fadara8203.jpg&hash=f080d5a16dfe018931d37aaef4a92c5d4fbbc95d)

82-4: The Tahoe style water actually blends really nicely with the various plopable rapids I've got floating around.  I only have one set of rapids in the initial shot, but I'll be adding more later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F6697%2Fadara8204.jpg&hash=e555911979938ded38f8e7cc4b2c0b6973ba9cbc)

82-5: I cast around quite extensively for the shoreline texture along this steep stream.  Finally, I settled on gravel and rocks as the base texture.  It doesn't look like much now, but one the foliage is in place it should look pretty good.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7246%2Fadara8205.jpg&hash=2b6ec49f125e2105cf939d606988a4e0a4b4eeaf)

82-6: Here's a shot of the finished pond on the lower side of the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F7276%2Fadara8206.jpg&hash=79158d2e0e754c60e416dee8c54f16e1e5f6f812)

82-7: This one is further downstream.  If you look carefully, you should be able to see some dead trees and logs that would have been washed downstream during high water periods in the past.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F5650%2Fadara8207.jpg&hash=e90b7f55de28e673213ca04d007c9f410c195a2a)

82-8: Here's a finished overview with the additional rapids in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F6052%2Fadara8208.jpg&hash=085e5c7b48f01df18bc66c7184391c25e576ed26)

82-9: Next on the list is the lakeshore.   Here's the rough shape.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F4953%2Fadara8209.jpg&hash=13b80cf38fdb59a71eae265e47725e22fb8558e8)

82-10: At the south end of this section we've got the unfinished residential area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F9181%2Fadara8210.jpg&hash=146ae725b316a5e045ee924bfd7a2456ff122dfa)

82-11: And at the north end,  the last dock from the shoreline exurbs.  It should be pretty easy to transition between the subtly different styles at each end, I've got a lot of distance to work with.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F3405%2Fadara8211.jpg&hash=ee9b46a4f34b1f294eb97a35a97b1844246ffa30)

82-12: At this point I was looking at this area and thinking I needed to add something to fill the gap. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6305%2Fadara8212.jpg&hash=2a8278d25bcb19e19950d0be2ca0a8cc98cff860)

82-13: A campground seemed like a good option.  But rather than running a road down, I'll create a wide trail and call it a walk in campsite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F474%2Fadara8213.jpg&hash=0665e60fc66848787cef14d48eea29188fe8d066)

82-14: A small beach and recreational dock is in a cove sheltered from the strong winds that are common on large lakes like this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F6083%2Fadara8214.jpg&hash=214bea7f647d6d69755ccea4610996388131beb4)

82-15: Here's the finished beach, The kayak on the shore was a little detail I added at the last minute.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F6416%2Fadara8215.jpg&hash=37ae12daed73bafd83628b0efe2175505956cfe7)

82-16: That's actually all for today!  Pulling out a bit, here's the finished campground in context.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F1664%2Fadara8216.jpg&hash=1aee5ce1e9ba5e4a458882536f1c710d8e077c4e)

82-17: And further out still, the entire area completed during the last two updates. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F74%2Fadara8217.jpg&hash=763e55b01f6239d5743cc03eab78b297b5d714d4)

Winfield is almost done, I'd say there's only one or two more updates left before I move on to the mapping and mosaics.  Next time it's back to the other side of the lake to finish off the north end of Winfield.  All that's left is a bit more development and then the final block of shoreline.  If things go well tonight, that'll be done on Friday and we'll be moving on to Maps and Mosaics come Monday morning when the vote closes! 

Thanks for visiting! 
Title: Re: Adara - Update 82 - January 27, 2010
Post by: Cyclone1001 on January 27, 2010, 01:31:14 PM
Very nice! You do great at making rivers, so I must give you a :thumbsup: &apls
Title: Re: Adara - Update 82 - January 27, 2010
Post by: canyonjumper on January 27, 2010, 01:37:57 PM
Awesome work, Battlecat! Just curious, which rapids are you using? I'm trying to find a set of rapids for Cascadia, but I've only found Pegasus' PPonds rapids. Keep up the awesome work!  :thumbsup:

                 -Jordan
Title: Re: Adara - Update 82 - January 27, 2010
Post by: mightygoose on January 27, 2010, 02:53:37 PM
mmmm, that looks sweet, i take alot of inspiration from your nature work and this is just as good.
Title: Re: Adara - Update 82 - January 27, 2010
Post by: ecoba on January 28, 2010, 04:45:59 AM
Wow, the clearcuts up that valley look really amazing from a distance. And once again, that farm made with the SFBT lots really does complement this area nicely. I also feel that it was a good idea to throw in that contrast (the Swiss Farm) as Adara is Canadian set, it seems interesting to throw in a Euro farm here and there.

The stream, that stream is definitely one of your best yet, and yes, the Tahoe water really does fit in well with those rapids. They almost look seamless. Anyway, the detailing is on a new level here, you're able to fit so much flora into such a small space, it blows me away. On the campsite, (we need to make a tally of how many there are), I think that the walking only access and the little beaches were both nice new touches. I can't believe Winfield is almost finished. Seems like we just started here yesterday.

Ethan
Title: Re: Adara - Update 82 - January 27, 2010
Post by: Connor on January 28, 2010, 08:37:52 AM
Great update once again. I especially like that campground and the beach. Nice work  ;)
Title: Re: Adara - Update 82 - January 27, 2010
Post by: GaBoR on January 28, 2010, 11:05:24 AM
Nice rural setting! great imagination with that campping area!
Title: Re: Adara - Update 82 - January 27, 2010
Post by: bat on January 28, 2010, 11:47:25 AM
This river looks beautiful! Also wonderful work on it! :thumbsup:
Title: Re: Adara - Update 82 - January 27, 2010
Post by: djvandrake on January 28, 2010, 11:52:34 AM
Winfield looks wonderful and I really like that campground.  :thumbsup:
Title: Re: Adara - Update 83 - January 29, 2010
Post by: Battlecat on January 29, 2010, 11:02:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks very much!

Jordan (canyonjumper): Thanks!  I'm actually using a couple different sets of rapids and waterfalls.  First, there is a set available on the Three Rivers Region Exchange (http://sc4devotion.com/forums/index.php?topic=5603.0) right here on the forums.  Another set by dedgren can also be found on the STEX, the waterfalls (http://www.simtropolis.com/stex/details.cfm?id=16394) and rapids (http://www.simtropolis.com/stex/details.cfm?id=16289) were released separately here.  Hope these help!

mightygoose: Thanks, I'm very glad you find your visits inspiring! 

Ethan (ecoba): Thanks!  You're right that Adara is effectively a Canadian recreation, although it's on completely imaginary terrain.  Even right in my area here in the Fraser Valley there are a couple farms I can think of that look like they're straight out of Europe or even Asia!  It's nice to have an excuse to throw in little tidbits like that farm, even if I can't do it too often! 

Glad you like that stream as well, the pieces came together very nicely.  The rapids really do fit perfectly, they use the Edmonton style water for their base, but it fits nicely with the Tahoe style.  As for the campsites, this is the fourth in the region.  There's one in Delmar Junction, Vavenby, Jackson Pass and now the one here in Winfield.  Thanks as always for your kind words and thoughtful feedback!   

Connor: Thanks very much, glad you enjoyed this update!

GaBoR: Welcome to Adara!  Thanks for you kind comment!

bat: Thanks very much, I had a lot of fun putting that river together.  I'm really getting a good feel for the limitations of each of these different textures available!

djvandrake: Thanks for your kind words!

Update 83
Winfield – Higher Education

Today I'm going to finish up Winfield!  It's been a busy tile to develop.  I first revealed Winfield back in update 60 back on November 25th.  Of the past 23 updates, 21 of them have been dedicated to the development of this tile!  Now let's go on with the last blast!

83-1: This is the last block of empty land on the Winfield Tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F4716%2Fadara8301.jpg&hash=84cc4aca418abaebabf19ef0c1fad8256a8325d8)

83-2: First thing I've brought the main road around the point and then out to the top of the map.  This is the old highway that used to go around the lake.  With the bridge across the lake is in place, it's just a secondary road now.  And I'm going to make sure that on future tiles it's an ugly road to help justify the existence of that bridge! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F1493%2Fadara8302.jpg&hash=980fc4b2675975b71fa2052f7c754eeedadb19bc)

83-3: First bit of development in this area, a block of fairly simple residential and commercial development.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F8987%2Fadara8303.jpg&hash=88f37db47e341fce8901b92200132c23149a62a9)

83-4: The biggest feature here is going to be the local university.  Now that Winfield has surpassed 50,000 people, a small university is getting started.  This one isn't going to be huge; it's probably a satellite campus of a much larger university somewhere in one of the really big cities that I'll eventually build.  I'm going to use the fantastic pieces of the Clayhurst University set by JBSimbo.  This will also mark the northern end of the GLR network.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F452%2Fadara8304.jpg&hash=9b5f46b31d9cafdce2b64eebaec2ce77b73e1ce8)

83-5: Casting around, I've finally found a nice batch of buildings to fill in this space.  Such a fantastic looking selection here!  I'm really looking forward to the first expansion pack. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F8264%2Fadara8305.jpg&hash=0dd1fafde04c160861ff9d154e0aea0e084914fd)

83-6: Once I've got all the fillers in place and I run the game for a year, this is what the university looks like.  You really just can't go wrong with this set!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F9488%2Fadara8306.jpg&hash=a408d22f310637eeaaf6c6d2fd49d73b9e1403cf)

83-7: Here are the businesses near the university.  There's a small path from the residences, I figure the students walk here for groceries and other stuff if they don't feel like taking the GLR to downtown. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F2571%2Fadara8307.jpg&hash=f21ff78ddd9cefcd909f2bd9c213c5dc0efdf58b)

83-8: The next item on the agenda today is the hilltop.  This area is going to mark the leading edge of urban growth here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F9093%2Fadara8308.jpg&hash=d3b1c1c09d71c97ff9c6a23c41fd151e26158862)

83-9: I've decided to terrace this hill a bit, but I'm going to leave numerous gaps to hint at what would be future growth. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F5259%2Fadara8309.jpg&hash=145e946ad453662cec4671c634e257b04323cdb0)

83-10: I started here, but I quickly decided to add some more terraces.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F2888%2Fadara8310.jpg&hash=cb6ed2d4e0751e9b5d523876333f44c8fcacb84a)

83-11: Here's the bulk of the urban growth I'm going to leave in the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F7049%2Fadara8311.jpg&hash=1ed42e5389892785803ecf0379a1ad613eaa59ed)

83-12: And done.  But wait, this doesn't quite look like what I'm shooting for.  Something is missing.  Fortunately, adroman over in his MD: McKay . . . or, The Real Australia has provided a solution . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F913%2Fadara8312.jpg&hash=ae945f93f47cdb5a880e3beaf51f6b55d35bed5c)

83-13: And here's the missing link.  One more new subdivision with some homes under construction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F8140%2Fadara8313.jpg&hash=b3eff8da92bd2ad4498fa8bad9100cce3451f81a)

83-14: For one additional detail, here's another patch of neighborhood where the trees are being chopped down to make room for the next phase of development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6513%2Fadara8314.jpg&hash=d5eda81b2d142bff0ffd779f6bb48ce51b1a94a8)

83-15: Taking the idea and running with it a bit, here's a new block of lakeshore housing just getting started.  A few finished homes really help give the area a feeling of transition.  Don't worry, I don't plan to use these in every city, but Winfield is a bit of a special case since I've been emphasizing rapid growth ever since I started here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F2456%2Fadara8315.jpg&hash=a4f2e1fead75296224105cb3e0afa7f987c252bd)

83-16: Around the corner, I've added two more details.  First, there's a large Lowes which could only be built out on the edge of a city like this.  They've certainly built their store in anticipation of the future growth planned out here.  For an additional detail, the residential area is an exurb in the process of being converted to full density residential. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5672%2Fadara8316.jpg&hash=f700f8715d19d837878a71375af097d979f598d2)

83-17: Only a few residents here have sold out so far, but I'm sure more will follow considering how valuable land with development potential is in a city growing like Winfield. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F361%2Fadara8317.jpg&hash=30229c1ab6967beed494b76e53058d7853c4c1c5)

83-18: Next I'm going to finish up the lakeshore.  I've split it into two phases due to the length remaining. First, up is this bay beside the bike trails. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F1861%2Fadara8318.jpg&hash=ef82531dedb15913b404059d6a0ee4e0e4d8485d)

83-19: Here's the edge of the bike trails.  This area deserves a proper park. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F200%2Fadara8319.jpg&hash=6f47b17e92d88c0b11822304b0dc076850ab8d9e)

83-20: Just a nice grassy slope extending down to the shore.  This park isn't nearly as formal as the waterfront park near the tourist area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F3380%2Fadara8320.jpg&hash=7eae4e4fd3a5b45160315cb092bd0e4aa2a85523)

83-21: The modern developers are pushing homes down a lot closer to the water, but there's still a requirement to leave some screening at the shoreline.  Development in Winfield also follows a pattern I wish was common in reality, as many large old trees as possible are being preserved, replanting is not an option!  It's a nice excuse considering I have the nice tree brushes that put down full sized trees right away!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F7485%2Fadara8321.jpg&hash=6457bea9152580100f14820207094375aa680138)

83-22: This is an interim shot of the portion of the lake I just finished up.  I've still got one more piece left which will then finish things up.   That's next! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F9264%2Fadara8322.jpg&hash=2160980dd58e405842128e74ceb5fc1c5eb73619)

83-23: Here it is, the last section of shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F1947%2Fadara8323.jpg&hash=c6f205d55f8bd723f99e9e8ea3be0ebee27c2175)

83-24: Rather than boring you with another batch of interm shots, I've just got a couple detailed shots of the finished shoreline.  I've been experimenting with techniques to obtain a more variable shoreline by placing the trees before the green rye grass.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F6247%2Fadara8324.jpg&hash=7303d149ac395109ba63461a6e4a080eaa386c41)

83-25: The idea of the technique is the placement of the trees determines the width of the grass on the shore.  Rather than a narrow line, the width varies from non-existent to quite thick.  It's still going to take some more work to sort out the exact technique though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1126%2Fadara8325.jpg&hash=3f0589b5a13afbbdb729d48e582667fcdfbe5bb1)

83-26: For the moment though, this will do the trick.  As of today, it's official.  Winfield is done!  Coming up next is a run at mosaics and maps which will be presented in the next two updates.  Assuming things go smoothly this weekend, I should have the next tile fully terraformed and ready to roll for introduction by mid to late next week.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F2715%2Fadara8326.jpg&hash=93d8194dbd022e6c85138c3f7c6909fcdd864e67)

And that's a wrap for development in Winfield! I'm not 100% sure what I'll have for you on Monday.  The maps might have to wait until Wednesday, but I'll certainly have a mosaic prepared and the full tile composites.  Have a good weekend! 
Title: Re: Adara - Update 83 - January 29, 2010
Post by: djvandrake on January 29, 2010, 11:48:43 AM
Winfield Looks great!  I like your university layout.  Looking forward to those mosaics.  :thumbsup:
Title: Re: Adara - Update 83 - January 29, 2010
Post by: mightygoose on January 29, 2010, 11:51:51 AM
another wonderful update, and aneer onequest, where are people getting those under construction houses from?
Title: Re: Adara - Update 83 - January 29, 2010
Post by: bat on January 29, 2010, 11:59:07 AM
Another fantastic update of your great looking city!
Looking forward to more... ;)
Title: Re: Adara - Update 83 - January 29, 2010
Post by: io_bg on January 29, 2010, 12:21:27 PM
Sorry for missing a few updates! Today's one is just fantastic! I particularly like the park next to the lake :thumbsup: Looking forward to more!
Title: Re: Adara - Update 83 - January 29, 2010
Post by: ecoba on January 29, 2010, 12:23:14 PM
A great conclusion to a great tile.

Winfield is most definitely my favourite quad completed so far. The presence of Williston Lake throughout the city is somewhat intimidating, but also seems to make it the perfect spot for a city. In my mind, at least. Is Winfield a fairly new city, or is it quite an old lake. As when, of course you know, dams are built to create lakes, a large area upstream of the dam becomes flooded, it seems that simply really convenient placing of Winfield's body could have been the only solution to avoid much of the city flooding if it was in the same general area, prior to the lake's construction. Do you understand what I mean, also, sorry to go a little off topic.

Anyway, the ever growing suburbs of Winfield are quite an interesting mix of homes. I like the picture of the exurb turning into suburb. What would you say the median homes price of Winfield, 400.000 CAD?

Nice to have an update from you today, I was really craving one...  :D

Ethan
Title: Re: Adara - Update 83 - January 29, 2010
Post by: canyonjumper on January 29, 2010, 12:49:04 PM
And an awesome conclusion to an awesome tile! Winfield is looking good! And I really love your shorelines, they're so detailed :thumbsup:!

And mightygoose, they are all on the STEX, but just for convenience, here you go (http://www.simtropolis.com/stex/index.cfm?p=files&keyword=weasel945&view=all)!

                -Jordan
Title: Re: Adara - Update 83 - January 29, 2010
Post by: Tomas Neto on January 29, 2010, 12:59:33 PM
Another fantastic update!!! Great pictures!!!
Title: Re: Adara - Update 83 - January 29, 2010
Post by: woodb3kmaster on January 29, 2010, 03:08:03 PM
What a terrific end to the series of updates on Winfield! I've really enjoyed watching you develop this quad bit by bit. Your university looks really superb, very fitting for a city the size of Winfield. You know, I never realized it before, but now that I think about it, Williston Lake and its surroundings remind me strongly of Big Bear Lake (http://en.wikipedia.org/wiki/Big_Bear_Lake) here in southern California - it has a similar style of development going on, and the lake's setting in a forested mountainous area isn't too different from what you've created. Art really does imitate life, doesn't it?

Looking forward to seeing those statistics amd maps!
Title: Re: Adara - Update 83 - January 29, 2010
Post by: Cyclone1001 on January 29, 2010, 04:12:42 PM
Amazing,I'm ready for more farmland ;D
Title: Re: Adara - Update 83 - January 29, 2010
Post by: Nanami on January 30, 2010, 09:48:34 AM
Wow, I just left here 1 week. And this MD's page, increased 2 pages.
All of the update are great!
Title: Re: Adara - Update 84 - February 1, 2010
Post by: Battlecat on February 01, 2010, 12:31:43 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

djvandrake: Thanks very much, glad you like the university.  I'm very pleased to present the composite images for Winfield today!

mightygoose: Thanks very much!  I first saw those homes under construction in adroman's MD, McKay . . . or the Real Australia. He was kind enough to post the link to their location here on the STEX (http://www.simtropolis.com/stex/index.cfm?p=files&keyword=weasel945&view=all). There are a bunch of different lots, sadly all as separate downloads but well worth the time it takes to get them!

bat: Thanks!  Today and the next update will a bit of reflection while I finish the prep work on the Option 3 tile and the surrounding area! 

io_bg: Thanks very much!  Glad you enjoyed that park, I'll probably be using that style a fair bit for waterfront residential going forward since it worked so nicely!

Ethan (ecoba): Thanks!  You've got a lot of good points in your post and not off topic at all!  You are absolutely right that any existing towns or cities on the valley bottom would have been flooded out by the dam after it went in.  As such, I think that in the case of my world, Winfield and Westside would be relatively new towns.  They were probably initially founded on the wealth of logging that would have been provided by the lake itself. 

All the trees below the waterline are usually removed before the reservoir is flooded, although they can be left behind and preserved (http://en.wikipedia.org/wiki/Underwater_logging).  I have a co-worker in our Operations department that actually worked as an underwater logger up in northern BC where several large reservoirs were built and flooded very quickly.  In Adara however, the logging industry tends to prefer to cut the trees prior to flooding.

I think that your estimate of 400K for a home in Winfield is pretty accurate.  That's about the going rate for an equivalent home in Kelowna, BC, the town I used as inspiration for Winfield.  Of course if you're willing to settle for a really old place, you can probably get a lower price in some locations!  Glad you enjoyed this update. 

Jordan (canyonjumper): Thanks very much!  Glad you like the finished appearance, I'm looking forward to showing some composite and mosaic shots!  Also, thanks for taking the time to answer mightygoose's question!

Tomas Neto: Thanks for your kind words! 

Zach (woodb3kmaster): It really is amazing how much California and BC have in common when it comes to development!  I pulled up Big Bear Lake on Google maps.  Except for the scale of Williston Lake, you're right that the development patterns are strikingly similar! 

Thanks very much for your kind words regarding the university!  I was really worried it wouldn't fit in, but it seems to have found a very comfortable home in Winfield!  I've got a couple new pieces of information about the region today in addition to the usual stuff!

Cyclone1001: Glad you're looking forward to some farming.  I intend to add some early farm work on this tile before demand drops to zero.  There's going to be a fair bit of urban work here as well. 

976: Yeah, it's been a week of fairly rapid growth!  Thanks for stopping in! 

Update 84
Winfield – Mosaic Day

As I suspected might be the case, life has prevented me from doing any work on the mapping for Winfield over the past weekend.  On the bright side, I've got three mosaics for your today and the composite images!  A couple of them are quite big, so this update may take a bit longer than normal to load! 

But first, voting for tile number 6 is officially closed.  Option three has won out, completely overwhelming the competition!  I'm looking forward to getting started on this one!  I'll have preview images for you on Wednesday or Friday this week!  The official name for tile #6 is tentatively Ellison Flats.  Granted, that's going to be a bit of a misnomer, but I'll have more information about the reason for that name when I present the first pictures. 

84-1: To start off this update, here's the full tile composite.  As usual, click the image to view the larger version! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F6249%2Fwinfieldcompositesmall.jpg&hash=be082b1f41df4b35b85a886baf836b5c27a34b41) (http://img69.imageshack.us/my.php?image=winfieldcomposite.jpg)

84-2: For the real fun today though, I've got 3 mosaics to show you.  This first one is the smallest, extending across the urban core of Winfield.  I know the edge shows on this one; I didn't want to miss any of the stuff up towards the edge here.  Someday, I'll extend this mosaic across the border! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F6990%2Fadara84mosaic1a.jpg&hash=69a37177d6a1576686387debe7b6454dccaf6423)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4402%2Fadara84mosaic1b.jpg&hash=95efb8b29d6ce67145efcd550eb6e7f580744457)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F3050%2Fadara84mosaic1c.jpg&hash=e71ffdb3cfeffb7e505fbf77fbbcbcde57fbc19c)

84-3: The second mosaic extends from the waterfront area of Winfield across the lake past Westside through to the European style farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F9444%2Fadara84mosaic2a.jpg&hash=0c928c8d5743e0346bbcac3e42286d85c5f9be1f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F5167%2Fadara84mosaic2b.jpg&hash=ff11becf75204ab908e5f178e08537c774ffdce1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4289%2Fadara84mosaic2c.jpg&hash=76a0bbd802a27e9559694a7545f866d4fbd44d51)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F2913%2Fadara84mosaic2d.jpg&hash=8fc8c60c834931a7e2728efd19a664ac7b992b4a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F1166%2Fadara84mosaic2e.jpg&hash=9d36a6498e6cd0da29c94c86198229acfb5d3135)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F5678%2Fadara84mosaic2f.jpg&hash=bc9ea340353e4cc7aa4310fa1d40a52f1c53fa3a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F4356%2Fadara84mosaic2g.jpg&hash=0b1bed25e363d6ff91349c504d04464582bf4ecc)

84-4: This last mosaic is the biggest.  It extends from the shoreline by Winfield University through the suburbs all the way to the point where the GLR crosses the border in the highland suburbs.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F4440%2Fadara84mosaic3a.jpg&hash=f4d3ef4b2b858a615938c7d0dce149b2916ec35e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F4545%2Fadara84mosaic3b.jpg&hash=05adf0c738c3c60c782c511d199ee76e5a8da788)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F281%2Fadara84mosaic3c.jpg&hash=9226923b30a61275ba0239b4beb55faf50f52fae)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F8780%2Fadara84mosaic3d.jpg&hash=1c2bb271b8577134c75f6ad24f3a9766dd9248b8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F5669%2Fadara84mosaic3e.jpg&hash=9466957bea5c892cf177931270dd159ac5dc27ee)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F3146%2Fadara84mosaic3f.jpg&hash=44db6be85ab64df140832f93623fb8869952d8d2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F2096%2Fadara84mosaic3g.jpg&hash=e3246b0b169fd50ddf9fe5e1946e240a93e7e437)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F7426%2Fadara84mosaic3h.jpg&hash=e8fd053556a44b8a5689a513f8d66476194402dd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F2315%2Fadara84mosaic3i.jpg&hash=08a578275e71cdbbcede9234e23bdb75ff1349b3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F9194%2Fadara84mosaic3j.jpg&hash=c3d603f6a31892142246a5a9e861ef00767a8040)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F8063%2Fadara84mosaic3k.jpg&hash=bbf4748c65737bec6ef510c613d2ab9cbf82995a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9977%2Fadara84mosaic3l.jpg&hash=126e8b65907d34c91354d8b42c8faec5b2f34e1d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F9174%2Fadara84mosaic3m.jpg&hash=c63331dd5ff182632254c66ffd8c2708b8af8a82)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6999%2Fadara84mosaic3n.jpg&hash=0c886df28b8806f51a3c5d214c9a0935c3aeab6d)

84-5: Last but not least for today, here is the regional composite.  Click on the image to see the full sized version.  This one is pretty big so be patient as it is downloading! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F3885%2Fadaracomposite5smallfor.jpg&hash=11f93e8e66ba68d455a631518f6a7c9799b9fe6d) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/Adara_Composite_5_Tile.png?attachauth=ANoY7cp9WDJrdzOecDaICXKsu_HdJ2B9Q9mXL4uRTQSsBr8a7z1OkjtK1LQFhYT4ds_gk4ntjioSYRwcHO7IaNGG8fXzDBCCPBIBPrcbhBCP6O3SFX4K1TDPP5ST5SpdUj2oXX46DsquWnRLPfKQ6Q96Jt7fYzU8FG-GSeVELsIwL99hSB_R0u70EJgDHs1FtINoHKJpN-IGnYbrrPV1KrfUOZnK7NNKBFXlTMlilEsOr9Ft14v8aY4%3D&attredirects=0)

And that's a wrap for today.  Up next, it's time for some maps!  See you all later.
Title: Re: Adara - Update 84 - February 1, 2010
Post by: io_bg on February 01, 2010, 12:50:30 PM
Great work, Battlecat! &apls The overview is completely amazing! (I even saved it on my comp ;D) I wish I had the patience to fully complete every city tile I've started developing.
Can't wait to see the maps!
Title: Re: Adara - Update 84 - February 1, 2010
Post by: ShultzCity on February 01, 2010, 12:57:59 PM
Incredible!! I'm absolutely loving this MD, mainly due to the attention to detail and superb realism. I would never even dream of making a map looking so great - my attempts at regional realism usually go down the drain after the first to cities  ::). May I ask where you got those orange sport fields from??

Keep up the good work!
Title: Re: Adara - Update 84 - February 1, 2010
Post by: Cyclone1001 on February 01, 2010, 01:49:22 PM
Very nice! It all fits so perfectly.
Title: Re: Adara - Update 84 - February 1, 2010
Post by: Rady on February 01, 2010, 02:01:50 PM
Extraordinary! And extremly inspiring for my MD ...!

:thumbsup: :thumbsup: :thumbsup:
Title: Re: Adara - Update 84 - February 1, 2010
Post by: ecoba on February 01, 2010, 02:47:31 PM
Absolutely breathtaking!

Winfield really does look modern in the overviews, I guess that it's just the city's height (building wise) and position on the lake that makes it stand out from the heavily agricultural tiles to the northwest. After seeing these overviews I do agree that Winfield and Westside and most definitely newer cities, and in these past couple of updates their suburbs have started to expand, which is definitely a sign of urbanism.

Really? The home prices in Kelowna are around 400.000? That's a bit higher than I expected. The average home price where I live right now is about 330.000 (CAD). And that's for the really nice old homes in the central areas of town, and for the historic neighbourhoods stretching out to the south by the university. Newer homes here are actually a lot cheaper, I'm not sure why the case wouldn't be similar in Winfield.

Ethan
Title: Re: Adara - Update 84 - February 1, 2010
Post by: canyonjumper on February 01, 2010, 04:10:02 PM
Wow! That region view is spectacular! I followed Ioan's footsteps  :)! And the mosaics are awesome too! Waiting eagerly to see Ellison Flats or whatever you end up naming it.

Hey Jacob, those sports fields are SFBT Sports Pitch Set by T Wrecks, found here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2307) ;D!

Ethan, you should look at prices for Surrey...

            -Jordan
Title: Re: Adara - Update 84 - February 1, 2010
Post by: djvandrake on February 01, 2010, 10:13:34 PM
Absolutely first rate work!!!  &apls

You've done a fantastic job of bringing together your entire landscape and cityscape, and making them harmonious.  I really like the water and the bridge.  :thumbsup:
Title: Re: Adara - Update 84 - February 1, 2010
Post by: bat on February 02, 2010, 05:57:51 AM
That is looking really beautiful again! Another great update...
Looking forward to update 85! :thumbsup:
Title: Re: Adara - Update 84 - February 1, 2010
Post by: Tomas Neto on February 02, 2010, 04:41:25 PM
Awesome update!!! Fantastic city and region too!!!
Title: Re: Adara - Update 84 - February 1, 2010
Post by: sumwonyuno on February 03, 2010, 03:42:59 AM
Heh, I've missed so many updates as they were created!   &cry2

That is a lot of water to plop!  Winfield has turned out nice, and the median housing price is a bargain.  $%Grinno$%
Title: Re: Adara - Update 84 - February 1, 2010
Post by: FrankU on February 03, 2010, 05:14:33 AM
Hi,
I haven't posted for a while, but by seeing the latest developments I cannot keep silent.
It is a real fine region that you are building here. In every picture so many beautiful details.

Just one point of comment: the shores of the lake look a bit too uniform in my opinion. I think the sight would be even more realistic if the shores would be wider or narrower at several points.
Title: Re: Adara - Update 85 - February 3, 2010
Post by: Battlecat on February 03, 2010, 03:59:30 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

io_bg: Thanks very much!  Every overview is really started to add depth to the region, I'm really happy with this one as well!  It's really taking all my willpower some days not to go nuts with rapid development.  But the slow and steady approach has worked well for me so far!  I would love to do a higher detail regional composite, but I'm really worried about the file size.  Maybe I'll try one tile and see how it turns out.   

ShultzCity: Honestly, this is taking incredible patience on my part as well.  I'd love to be finishing these tiles faster, but my detailed approach doesn't make that possible.  At least there's a lot of room for variety on these large tiles, particularly since most of the tiles are split between several different terrain styles.  For example, the next tile is going to have urban suburbs, urban industrial, rural farmland and rural logging/recreational forest at a minimum.  I can just switch from one to another when I get bored.  That's what keeps me going, the incredible variety of options.

One thing to consider though, you don't have to approach the region the way I am.  The only critical thing regional realism really requires is some care when you approach the border.  Everything else is flexible!  You can leave large undeveloped gaps and leap around the region like the traditional method, just take some care to think about how various things cross the border.  One major reason I do things this way is for the payoff ever time I finish the tile.  These updates showing the completed tile are among my favorites!

Those orange fields were part of the massive SFBT Advent Calender release through the Christmas Break.  The plopable European style farms were also part of that same release.  The sports fields are here on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2307).  Thanks very much for your support! 

Cyclone1001: Thanks, that was my goal!  Glad it worked! 

Rady: Thanks very much, glad you found some inspiration here!

Ethan (ecoba): Thanks!  Quite a few aspects of Winfield Westside do make them stand out.  It's far larger and more urban than any other city in the region.  It's also got the highest concentration of custom single family homes in the region since I acquired a lot of new house mods relatively recently.  And as you pointed out, there are more commercial and residential towers anywhere else in the region so far. 

The relatively small number of farms here also makes a difference.  I'll be transitioning back to farmland at the south end of Ellison Flats and also further up the valley east of Winfield in the future.  Most of the land through Jackson Pass and Winfield is either not terribly suitable for farming or it's been run under by urban development. 

Housing in Kelowna is incredibly expensive.  You're right that there are some affordable homes around.  The cheapest I found on a quick mls search was about 179k.  It very quickly ramps up though, and the average home does fall around the 400 – 500k mark. 

Jordan (canyonjumper): Thanks very much for the complement!  I love large scale views!  Also, thanks for taking the time to answer ShultzCity's question!

djvandrake: Thanks!  Glad to hear I'm achieving the goal I've set out for myself!

bat: Thanks very much for your kind words! 

Tomas Neto: Thanks very much!

sumwonyuno: I've been dropping these updates in pretty rapidly of late!  It was a huge amount of plopable water, but I think the result was well worth it.  It's really nice to be able to make a large lake at elevation!

I supposed a 400K home would be pretty cheap by your local standards!  Thanks for stopping in! 

FrankU: Good to see you stopping in again.  I agree on your assessment of the shorelines, I've been working on improving my techniques further and I plan to do some more variety on the next tile.  Thanks for the kind comments and suggestion! 

Update 85
Winfield – Maps

Here we are at the final major update visit for Winfield!  It's been a fun trip and a lot more fun that I expected.  I'm looking forward to more urban work in the future, but there's also a lot of room for rural work!  Today I've got some maps of Winfield, the region and a quick preview look at Ellison Flats! 

85-1: Here is the map of Winfield and Westside.  The only problem with the technique I'm using to make these whole tile maps is they are a little hard to read. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F2509%2Fwinfieldmapao.png&hash=312c098ae6990502894cb17204f2775fd299057b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F7901%2Fwinfieldmapb.png&hash=719c623654514757e1dea829ab0a6a9e83b9d2ec)

85-2: Fortunately, I'm not limited to showing you the entire tile at once.  This is Westside.  Sadly, I just don't have time to put road names together for you this time around.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F7130%2Fwestsidemapa.png&hash=3ef6517476f170e73ef48ea89a7686c0e4b7f383)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F3529%2Fwestsidemapbf.png&hash=1a295359996bcf8ba24d5a743d0c05baa2d43aba)

85-3: And the completed portion of Winfield.  I just stretched the map design to obtain a nice high resolution view. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F8580%2Fwinfieldlongmapa.png&hash=1a90c5fd89c267aed5e18979a1f729a26268ffa3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F3691%2Fwinfieldlongmapb.png&hash=ec927429f748673b570e9f157e35ae0a7cdc44e3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F1774%2Fwinfieldlongmapc.png&hash=3e6f86189a9a440a5eebc907bc155a68cb338801)

85-4: This map shows the entire region with all the cities highlighted in context.  Clicking this map will take you to a high resolution regional shot using the gmap uploader.  Even more fun, I've included Ellison Flats on this version of the map.  It's a rough draft, subject to change as I begin getting the region sorted out.  There are a couple other glitches that I'll have to fix, but that can wait until I polish off Ellison Flats.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F299%2Fcitycontextmap.png&hash=2007f19e6d3659fb5820829410e73f4b44b47b85) (http://gmapuploader.com/iframe/D6viTka0re)

That's all for today!  Next update will be the first full update for Ellison Flats.  Time to get back to the basics!  See you later!
Title: Re: Adara - Update 85 - February 3, 2010
Post by: ecoba on February 03, 2010, 04:05:36 PM
A very interesting update. The maps of Winfield are very interesting. The highway through the city makes for a very nice touch to the map.

Short comment today, I hope to see some in-game pics of Ellison Flats soon...

Ethan
Title: Re: Adara - Update 85 - February 3, 2010
Post by: canyonjumper on February 03, 2010, 04:41:38 PM
Your maps are well done! Westside and Winfield actually remind me of Kelowna and Westbank West Kelowna (I know they renamed it but I don't recall what to :D). Looking forward to Ellis Flats!

               -Jordan

EDIT: Google is your friend :D
Title: Re: Adara - Update 85 - February 3, 2010
Post by: djvandrake on February 03, 2010, 06:47:13 PM
Great map! Really interesting and well done.
Title: Re: Adara - Update 85 - February 3, 2010
Post by: scott1964 on February 03, 2010, 09:03:58 PM
Nice update and maps. One question, how did you make the maps?  :D
Title: Re: Adara - Update 85 - February 3, 2010
Post by: Tomas Neto on February 04, 2010, 04:30:33 PM
Fantastic map and great update!!!
Title: Re: Adara - Update 85 - February 3, 2010
Post by: sumwonyuno on February 04, 2010, 10:32:37 PM
The maps are  &apls.
Title: Re: Adara - Update 85 - February 3, 2010
Post by: nedalezz on February 05, 2010, 02:52:52 AM
Loving the maps! I always wanted to do something like that for my regions but I have no idea how, or where to begin. Great update.
Title: Re: Adara - Update 86 - February 5, 2010
Post by: Battlecat on February 05, 2010, 10:51:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Ethan (ecoba): Thanks!  I'm having a lot of fun with the highways here; the RHW really does look fantastic these days!  Hope you enjoy today's first look at Ellison Flats. 

Jordan (canyonjumper): Yeah they really went with the simple name there, but I suppose it does link them to Kelowna nicely!  Glad you found them similar, Winfield and Westside were inspired by the relationship between those two real cities.  Also glad you enjoyed the maps!
 
djvandrake: Thanks, glad you like them!

scott1964: Thanks very much!  I use several different mapping programs that I use for my work as well.  I described the software and basics back in Update 11 (http://sc4devotion.com/forums/index.php?topic=6976.msg231859#msg231859).  The raw data is traced from in game screenshots of the various data views, and the contour lines are extracted from the black and white PNG that can be exported from SC4 Terraformer. 

I tend towards a slightly more complex process than most other map makers here simply because that's the approach I'm comfortable with from my work.  Beyond that, the map production mostly involves choosing the right colors, and line styles.  I'm still experimenting to try and find a satisfactory appearance.  Hope this helps answer your question!

Tomas Neto: Thanks very much! 

sumwonyuno: Thanks! 

nedalezz: Thanks very much!  It takes me a fair amount of time to put these maps together, glad you like the results!  A screenshot of the transport network map makes a pretty good starting point, which you can trace on a clean layer in photoshop.  Thundercrack83 put together an excellent tutorial (http://sc4devotion.com/forums/index.php?topic=6977.0) that covers using photoshop to make transportation maps.  Hope this helps you out!

Update 86
Ellison Flats – Introduction

Welcome to Ellison Flats!  As you all voted, this will be the sixth tile to be developed in Adara.  This is going to be an unusual tile since there won't actually be a new city called Ellison Flats introduced here.  Ellison Flats is simply the name of the southern portion of the City of Winfield, specifically the industrial area which first began it's existance as a major lumber mill.  Unlike the land in Westside, this industrial site has slowly moved to warehouses and a bit of high tech industry to support the rapid growth of Winfield.  But that's only one small part of a fairly large tile, so let's have a look at what's coming up. 

86-1: It's a bit challenging in these first couple of shots to orient to the region since there are no reference points.  We are at the south end of Ellison Flats facing North West.  The lake would be in the center of this shot and beyond the ridge to the top of the shot is a small valley that will be served by a gravel road and an STR line.  I like these clean shots, but the next one should help illustrate things a bit better. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg515.imageshack.us%2Fimg515%2F5164%2Fadara8601.jpg&hash=2f76bee0d7f1de123e1998910ba6638e3c2124a0)

86-2: What you see here is a shot with the contours on.  I swear I didn't plan this, but as it turns out, Williston Lake is just barely at the elevation of the top of one of the contour lines.  As a result, it happens to spread out across the area giving the impression of a rough lake bed.  This isn't exactly what the lake will look like, but it has been a really nice guide! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F8559%2Fadara8602.jpg&hash=b90b1b18874df9f30d252b21bdc8f2a6da9e31a6)

86-3: Right here you can see all the transport networks crossing the border from the Winfield tile.  There's going to be some fun with border matching in this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F853%2Fadara8603.jpg&hash=c3d657162f976cc6297143c65a07027590ee80e3)

86-4: From a bit further out with the lake on, it's a lot easier to see exactly where the lakeshore falls. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F9010%2Fadara8604.jpg&hash=0d57ceb55d5df1a2a64634140504adccb111280a)

86-5: Here we have just a quick shot to illustrate the sheer diversity of networks crossing into this area.  Everything here has been converted to the appropriate styles already and is ready to go!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F3420%2Fadara8605.jpg&hash=6e1b7c2dd451c2387b3af8b3c3590dc0c809edac)

86-6: For fun  I decided to go with a fraction angle railway on the West side of the lake.  The orientation of the mountainside is appropriate for this railway style and it was actually easier to put together than I expected.  Somewhere in here I'm also going to have to cross the railway tracks since I need to provide access to that border crossing clear cut.  I'll do more with that when I work on the border matching in this area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F1258%2Fadara8606.jpg&hash=c9684a8a48a2bfb112c6005f28f7c0d63eff05dd)

86-7: The railway will wind its way along the lake shore.  I've used wide radius curves as much as possible, but it's just not doable in a couple places due to serious space limitations.  I'll have to think on alternate solutions, but this is probably just a location trains will have to slow down.   There's also the stub of a branch line in this image, I'll be added a small lumber mill here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F2044%2Fadara8607.jpg&hash=712232a3413df24cbb43b11c6225e1e6896ab7d2)

86-8: Another interesting thing to note, there is a railway line through Winfield at the south side.  This line will run through to the highlands in the tiles east of Winfield, taking advantage of the long distance to help keep the grade clean through the rough steep terrain at the north end of Williston Lake.  For the moment, it also provides the option for a nice rail served industrial site in the area.  Here it crosses the highway on it's way up into the highland area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F9330%2Fadara8608.jpg&hash=f12999e8acc526fbb82e8d16cd49f3c78f9cfed8)

86-9: From a bit further out, it's much easier to see the railway entering this area.  The main industrial site will be down near the water.  I'll be branching the line off somewhere in here.  The terminus and maintenance yard for the GLR system will also be in this area.  I think I'm going to tweak the layout of the railway there though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F3567%2Fadara8609.jpg&hash=dd6ca97a4196fb7d4f77d16765d23e9c424b7c7c)

86-10 The other border crossing location is the STR and gravel road valley.  This is a very isolated area.  There will both mining and logging in this valley, both served by small rail facilities.  I'm going to try replacing those corners with wide raidus curves later, but time was running out when I took this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F8262%2Fadara8610.jpg&hash=61dce0ac977b0b845fd9c989ee5341de8ab75b83)

86-11: Further up the valley, the railway branches here and there.  This is mostly just me sketching out ideas.  I may change the layout here later.  It also crosses the border to the Lehman Valley tile (south of Vavenby).  This connection here is one of the reasons Lehman Valley wasn't one of the options provided in the vote.  I'll be trying to avoid the annoyance I ran into in Salmo when the town wasn't actually connected to the rest of the region. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F8965%2Fadara8611.jpg&hash=54bc33fe952e6132319e086c4c26cd1654ce89cc)

86-12: Originally I was going to leave the update at 11 shots.  But instead I have one more map for you.  This map shows the rough plan for the southern part of Winfield and the Ellison Flats industrial area.  Naturally this is subject to the whim of change once I actually get to work and it doesn't mean that every square inch will be filled in the area.  It should give you all an illustration of where I'm going with this though.  I'm not committing to anything on the West side of the lake; I'm really not sure where I'm going with that area yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F9410%2Fadara8612a.png&hash=3b53d8b0ec36bd2a0483faf6da0f6f677cef4265)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F5733%2Fadara8612b.png&hash=0c518aa265480c870483388e642c1976e0a70a93)

The farmland is preparation for the area I'll be moving into on the next tile.  The south end of Williston Lake will be on the next tile. 

I wish I had more shots for you today, but sadly real life just didn't make that possible.  On the bright side, I think I'll be getting started on the farmland for the next update since the simulator prefers to develop farms first.  I'm also going to try to streamline growth on this tile, with the idea of finishing this tile more quickly.  On the other hand, I don't want to sacrifice quality, so we'll see what happens.  See you later!
Title: Re: Adara - Update 86 - February 5, 2010
Post by: bat on February 05, 2010, 10:58:51 AM
The Maps are really nice! Also nice introduction to that new part of your region!
Title: Re: Adara - Update 86 - February 5, 2010
Post by: nedalezz on February 05, 2010, 11:11:09 AM
Man, cant wait for the actual development shots. I like the idea of having an area developed, then the area across the river (lake) completed undeveloped and filled with trees. It would make one heck of a panoramic shot!
Title: Re: Adara - Update 86 - February 5, 2010
Post by: canyonjumper on February 05, 2010, 11:54:59 AM
Nice intro! Like Nedalezz said, you could have the West side undeveloped, like the real location. Great plans, and I'm looking forward to whatever you do :D!

                       -Jordan
Title: Re: Adara - Update 86 - February 5, 2010
Post by: Cyclone1001 on February 05, 2010, 01:03:50 PM
Very nice, I like farms...
Title: Re: Adara - Update 86 - February 5, 2010
Post by: TiFlo on February 05, 2010, 01:37:45 PM
Mmmm, that sounds interesting. I'm looking forward to see what you're going to do with that industrial area. And to the regional shot when that lake is finally completed (I'll be patient).
Title: Re: Adara - Update 86 - February 5, 2010
Post by: ecoba on February 05, 2010, 02:16:44 PM
A good introsuction. Ellison Flats seems like it's going to be an interesting tile, I like the overview plan, the land use looks really interesting.

Ethan
Title: Re: Adara - Update 86 - February 5, 2010
Post by: djvandrake on February 05, 2010, 05:59:06 PM
Great update and I'm looking forward to watching this tile develop!  ;D
Title: Re: Adara - Update 86 - February 5, 2010
Post by: daryl7478 on February 05, 2010, 07:45:05 PM
Sorry if this is too late, but on your 2nd to last update, you have a highway called Highway 101. There is an actual one on the West Coast with the same sign. There is a picture of the actual US-101 sign on my profile and you can see it on my posts. The real US-101 passes right through my hometown, Salinas, CA and also passes San Francisco and begins at LA. Anyways, nice cities. I have just started to read your MD and its really awesome.

- daryl7478
Title: Re: Adara - Update 86 - February 5, 2010
Post by: calibanX on February 05, 2010, 08:25:30 PM
I've gone back and read the posts that I missed and I'm quite impressed. I love the diagonal farm that became a centerpiece to your mosaic. Your maps turned out excellent as well. The region map is particularly nice. Looking quite a way back I enjoyed the logging scene too.

Looking forward to Ellison Flats.

Take care.

Geoff
Title: Re: Adara - Update 86 - February 5, 2010
Post by: Tomas Neto on February 06, 2010, 06:02:31 AM
Fantastic start on this new step in progress!! Great update!!   :thumbsup:
Title: Re: Adara - Update 86 - February 5, 2010
Post by: Schulmanator on February 06, 2010, 08:06:00 AM
Great progres! And those maps are absolutely TDF (to die for)!!!!! Sweetness!!!  &apls
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Battlecat on February 08, 2010, 12:22:38 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much, glad you enjoyed the past couple updates! 

nedalezz: I'm really looking forward to getting this tile rolling as well!  You're quite right about the plans for the tile, although the far side of the lake won't be completely empty!  I've got a couple of little details planned for that area.

Jordan (canyonjumper): Thanks!  The west side is going to be fairly empty, but I intend to make some use of it.  That'll be a future update though.

Cyclone1001: You'll enjoy this update then!  Thanks for stopping in!

TiFlo: I'm hoping this tile will go faster than the last one.  I plan to work on larger blocks of land this time around.  I'm really looking forward to the regional shot as well!

Ethan (ecoba): Yeah, I think this is going to be a fun one.  I hope I can put things together the way I'm imagining!  Glad you like the land use plan.  I won't be doing that with every tile, but it seemed like a good idea here. 

djvandrake: Thanks very much!  I'm really looking forward to getting started on this one!

daryl7478: Welcome to Adara!  It's never too late to comment here!  I didn't realize the real highway 101 was on the west coast!  That's very cool.  The mapping software I use is produced in the USA, so one of the default highway symbols is the shield symbol that you are using for your profile!  Glad you've enjoyed stopping in, hope to see you again soon!

Geoff (calibanX): Good to see you back again!  Glad you enjoyed the last few updates, everything just kind of fell together at the end there!

Tomas Neto: Thanks very much! 

Schulmanator: Thanks for your kind words!  Glad you've enjoyed the maps! 

Update 87
Ellison Flats – Back to Farming

As suggested by the title, today I've got a return to farming.  While this is a relatively small part of the overall tile, this does represent preparation for further moves to the south through this valley.  So, here we go!

87-1: This is the site of the major block of farmland.   One of the first priorities here is to establish the main access
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3346%2Fadara8701.jpg&hash=6f6bb5b36d9d248afc864cf86e8fbc26a3bb09ff).

87-2: Keep in mind, this highway is a relatively new feature to this area.  As is often the case is rural areas, there is a pretty significant distance between highway exits.  This is the most southern exit in this area, there will be one more further to the north.  This road will connect to the old highway.  It doesn't look like much, but this interchange was a major pain to build. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6834%2Fadara8702.jpg&hash=584a0b6eee46e58d218ac93329ffbac98b2ad21d)

87-3: The old highway crosses a stream.  This is just prep work, I'll be detailing a lot here later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F2386%2Fadara8703.jpg&hash=947667d020d61a0b719c2783e2c22fdaa18c0a60)

87-4: This winding road is the old highway.  It follows a route that slips around the edges of the best farmland in the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F6558%2Fadara8704.jpg&hash=dc860a34a55d436fb329cd33518eb1ec4fb9a1d1)

87-5: A second major street runs parallel to the railway tracks.  A couple of farms are only accessible via private crossings.  The first farms are now grown.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F3286%2Fadara8705.jpg&hash=1baa553cb25e23bde042cde3ee5de6aa7b4f017c)

87-6: I decided to keep the lemon farm just for something unusual.  The only farm on the chopping block here is the Mediterranean style one in the upper right corner.  The windmill is a temporary power supply until I get the neighbor connections into place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F3737%2Fadara8706szm.jpg&hash=a044dc7df8bfc570a5c206c076b8cd0291e5f2bd)

87-7: I decided that a large farm with custom fields would make a good centerpiece here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F6361%2Fadara8707.jpg&hash=861dff8976aa15b34d7fa1070f46e7dcf31e1f24)

87-8: I need to modify a couple of lots for the driveway to the lemon farm, but the rest of this scene is in place.  There's no particularly good reason for this small block of trees, but there rarely is a good reason when you see these in the real world either.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F2771%2Fadara8708.jpg&hash=9ec12a87fd4314ae0e1ff94151f731494b025c62)

87-9: This large farm raises sheep.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F8119%2Fadara8709.jpg&hash=18f63cda1b5e26fd110f9dea5fc260f655b54c4f)

87-10: The details are slowly spread outwards from this farm.  This update was done over the course of 4 short play sessions due to a sore arm from helping my parents replace their freezer this weekend.  The new one was easy to bring down the stairs, but carrying a 5 foot long, 30 year old freezer up a flight of stairs really sucks! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F741%2Fadara8710.jpg&hash=c34314c34b24f43b628e6786dd2676461180e173)

87-11: This farm is the next project.  The terrain grass here looks pretty nice already, so I'm going to use a light hand with the texture here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F7307%2Fadara8711.jpg&hash=b15e1066c19d841b2f140abc743e45a8f49c9b16)

87-12: Here's a closer look at the farm.  For fun, I've used stone walls for the edge of this farm.  This farm is now just a large hay field, it was probably a smaller family farm in the past, hence the stone walls.  The stone wall on the west side by the highway is gone, replaced with a wood fence when the freeway went in.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F4015%2Fadara8712.jpg&hash=ba20b228a9360585254c6fd281a5019c8c79ee63)

87-13: This farm wound up being quite different from the original look.  I decided that this farmer is avoiding a single type of plant and supplies a wide variety of things. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2809%2Fadara8713.jpg&hash=3a9fd8cc752701493830b5037ecb619e814c12d2)

87-14: Once all was said and done, there are sunflowers, tulips, poppies and even a block of marigolds in addition to the carnations that were associated with the original lot.  This farm will carry further across the border to the west. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F1236%2Fadara8714d.jpg&hash=2a373a675b0455d52cf538fbbae581a54519212b)

87-15: Another custom grass farm in the area.  This one has a few horses, and probably uses the two large fields for riding and for feed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F1923%2Fadara8715.jpg&hash=b0590fd79ff261de353ab14c66c7f8b481182ca0)

87-16: I'm always thankful for diagonal fillers, even though they don't carry through the curves, they make a huge difference to the appearance of the area.  I'm going to have to add some more details to this area in a future update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F1637%2Fadara8716.jpg&hash=47bd2d6a13c8ee1700a42f369fb962478a5f55b3)

87-17: Here's an overview of the area as it stands now.  My next project will be to bring the first phase of shoreline details into place and to continue refining a few things around the farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F6894%2Fadara8717.jpg&hash=14db431075135fb71876ab2121918509f6bc43dd)

The next update should be Wednesday unless life or my sore arm gets in the way.  It's feeling a lot better today, so it shouldn't be a problem.  Hope you enjoyed this visit to the farmland, I'll see you next time!
Title: Re: Adara - Update 87 - February 8, 2010
Post by: warconstruct on February 08, 2010, 01:31:42 PM
very great job  &apls
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Cyclone1001 on February 08, 2010, 01:56:10 PM
HAPPY
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Tomas Neto on February 08, 2010, 02:17:10 PM
Very nice update!!! Great work!!!
Title: Re: Adara - Update 87 - February 8, 2010
Post by: ecoba on February 08, 2010, 02:39:22 PM
Oh, farming, I like it!

Well, a good comeback to the regular style of development updates here at Adara. The farming blocks really seem to fill a place after so much urban development in Winfield. Those Mediterrenean farms really do seem to stick out in Winfield, have you been able to find them in your plugins to uninstall them? I also really like the Aubrac walls on the family farm then the regular RRP fences.

Ethan
Title: Re: Adara - Update 87 - February 8, 2010
Post by: canyonjumper on February 08, 2010, 03:52:58 PM
Great update! I really like the way you do your farms :thumbsup:! Diagonal fillers are very handy for farm and for residential areas.

                -Jordan :thumbsup:
Title: Re: Adara - Update 87 - February 8, 2010
Post by: nedalezz on February 08, 2010, 04:05:40 PM
Thats a lot better farming than I could ever come up with, good stuff. I cant wait to see the rest of the area develop, especially the area across the water.
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Schulmanator on February 08, 2010, 06:01:00 PM
Great farm areas. I look forward to seeing them after you wave your magic wand over them again. I feel your pain on the freezer - not too long ago I moved a refrigerator three flights of stairs. Not fun.
Title: Re: Adara - Update 87 - February 8, 2010
Post by: mightygoose on February 08, 2010, 07:54:16 PM
great work as always.
Title: Re: Adara - Update 87 - February 8, 2010
Post by: djvandrake on February 08, 2010, 09:32:34 PM
Looks great! Coming along nicely.
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Rady on February 09, 2010, 12:01:23 PM
Great update.

Quote from: Battlecat
This update was done over the course of 4 short play sessions due to a sore arm from helping my parents replace their freezer this weekend.  The new one was easy to bring down the stairs, but carrying a 5 foot long, 30 year old freezer up a flight of stairs really sucks!

I do have a corresponding experience with my piano ....    :thumbsdown:
Title: Re: Adara - Update 87 - February 8, 2010
Post by: daryl7478 on February 09, 2010, 04:47:40 PM
Nice update Battlecat! Since you live around the Vancouver area, you would be lucky enough to see the Winter Olympics in person. I think you would also see the fireworks during the Opening Ceremony. Good luck!
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Nanami on February 09, 2010, 10:06:04 PM
Great update!
Title: Re: Adara - Update 87 - February 8, 2010
Post by: Connor on February 09, 2010, 11:44:50 PM
Great work yet again  &apls
Title: Re: Adara - Update 87 - February 8, 2010
Post by: bat on February 10, 2010, 07:43:13 AM
Wonderful work on the farms there! They are looking beautiful. :thumbsup:
Title: Re: Adara - Update 87 - February 8, 2010
Post by: sumwonyuno on February 10, 2010, 01:43:14 PM
Those are some colorful farms!   :D
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Battlecat on February 10, 2010, 02:50:00 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

warconstruct: Thanks very much!

Cyclone1001: Glad you enjoyed this update! 

Tomas Neto: Thanks for your kind words!

Ethan (ecoba): Glad you like the farms!  This tile won't be all farmland since I have to round out the southern end of Winfield.  I've certainly enjoyed getting back to the feel of some of the original updates!  In fact, I do plan to have quite an extensive farmed valley in the tiles south of here, although I won't be building that for a while. 

Actually I really don't mind bulldozing the Mediterranean farms as necessary; sometimes they fit a space really nicely.  Having to constantly think about whether a farm fits a space really helps me think critically about the appearance of the area across the board as well.  Glad you like the Aubrac walls as well, they're really cool.  I plan on using those a lot more in the future as well!  Thanks for your thoughts and your visit!

Jordan (canyonjumper): Thanks very much!  Diagonal fillers really do make all the difference in the world; it's a lot less jarring than the jagged square edges.  Glad you are enjoying the results!

nedalezz: Thanks!  It's actually amazing how little time it took to create these farms. 

Schulmanator: Glad you like the farms, I really enjoy seeing the impact that all the little changes have.  I expect a fridge would be even harder, especially if you need it to remain useable.  Last time I checked, fridges have to stay vertical when being moved around! 

mightygoose: Thanks for stopping in and for your kind words!

djvandrake: Thanks very much!

Rady: Thanks, glad you like it! I think a piano trumps my old freezer both in terms of weight and frustration.  At least we didn't have to worry about breaking the old freezer! 

daryl7478: About the closest I'm going to be able to get to the  Olympics was the Torch relay coming through my town this week, it was a fun event.  Sadly time and money prevent me from actually attending the events.  Mostly time though.  It's still going to be a fun event though.  Thanks for stopping in!

976: Thanks!

Connor: Thanks, glad you liked it!

bat: Thanks very much, glad you like how they turned out!

sumwonyuno: Yeah, they are quite colorful, particularly the flower grower's place.  Glad you like them!

Update 88
Adara One Year Anniversary and
Ellison Flats Shorelines

Well originally this was going to be a simple little update with a few shoreline details.  There's just one small catch that I can see when I look at the first page of Adara:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg44.imageshack.us%2Fimg44%2F1865%2Fadara8800.jpg&hash=3fbba8903b2461be071a77b3335f1007634a4053)

Today marks exactly one year since I posted the first update for Adara.  It's hard to believe Adara has over 880 posts and over 36 thousand visits!   Thanks very much to you all for your extensive support over the past year!  I couldn't have kept it up without your interest and suggestions!

I spent a fair amount of time over the past week casting around trying to decide what to post to celebrate.  Time wasn't on my side since I didn't realize the anniversary was coming so soon.  So I've got a couple small things just for a fun bonus in addition to my regular update.  Hope you enjoy them! 

88-1: First thing for today, a composite night shot of downtown Winfield.  Click this image to see the full sized image.  It's a bit less than 2 megabytes in size, but I think it turned out quite nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F800%2Fadara8801small.jpg&hash=954c8c60f446d2742b568feacf0ef8e34ea161a0) (http://img39.imageshack.us/my.php?image=adara8801large.jpg)

88-2: And secondly, a new composite image of Delmar Junction.  With today being the anniversary, a return to Tile #1 from a new angle seems appropriate.  All the components of this image were taken at zoom 2 instead of zoom 1 so there is far more detail, particularly in terms of the crops since a lot of the props don't render at zoom 1.  Once again, click this image to see the full sized version (1.4 megabytes). 

If reaction to this shot is positive enough, I'm willing to extend this composite to the rest of the region.  It's a lot more work to build though, instead of four shots there are about 16 images to combine together to make one tile.  I think it'll be worth it though but I'll be interested to hear what you all think. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F652%2Fadara8802small.jpg&hash=582b897ee5fb516f8224577c03cf78443e0ee96c) (http://img684.imageshack.us/my.php?image=adara8802large.jpg)

88-3: That's all for bonuses today.  Now down to business.  I don't have as many pictures as usual since the composites took a while to prep.  My plan is to finish this section of shoreline today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F5374%2Fadara8803.jpg&hash=a742efa7f31ee6d55be158285d1107a8c436509f)

88-4: One comment that was made after finishing Winfield was that my shorelines were fairly uniform, despite my best efforts.  So today I'm going to redouble my detailing for shorelines and really start mixing things up.  The farm here pushes right down to the water.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3656%2Fadara8804.jpg&hash=b3750c9817f2dd1ff483db9a81d435097f2881ad)

88-5: One idea I've been throwing around is the idea of mud flats and overgrown shallow areas.  The RRP marsh texture will be helpful here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F1254%2Fadara8805.jpg&hash=5d765b7608c121a8c2111a11c9fd1fdd22bc42cb)

88-6: This is just a first draft for a large area I'm going to put together today, I quite like the results.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F7473%2Fadara8806.jpg&hash=773f750a6c8e24579b7a4337d28b3b6e1a977708)

88-7: Another idea I'm working on is some ways to achieve rockier and more barren sections of shoreline.  This also didn't turn out to badly.  Although I must say there is a certain mystery about why the shore looks like this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F9120%2Fadara8807.jpg&hash=b167269648c7448ba7540444264acb01366dfc32)

88-8: Most of the area is going to have fairly normal style, but I'm still trying to break the mold here.  Particularly the fine details along the shore, I really want to avoid that uniform feeling.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3922%2Fadara8808.jpg&hash=e4dccce3bacee0280f9afd67c00cd9c02c776278)

88-9: Here's the area I've finished so far today.  I hope zooming out like this really helps you see what I'm trying to achieve with the detailing here now.  This shoreline looks far less uniform I think.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F3907%2Fadara8809.jpg&hash=7251a200a9a0a65d70c7ffb9a38badf80083c0c0)

88-10: This bay is going to be shallow and marshy.  Again, I'm trying to achieve new effects today, so let's see what happens.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F5870%2Fadara8810.jpg&hash=584078e51831f46cfb6bc73c9767e0ff24d51eb3)

88-11: This will eventually be a small knoll of land that isn't covered in water regularly.  Some trees and bushes have taken hold here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F3413%2Fadara8811.jpg&hash=e29ecb2654b178da5cb3dc3a176374dd4ff491ee)

88-12: A couple more knolls with a variety of trees and shrubs are surrounded by marshes and then clear water.  The calm water in the channels is choked with lily pads as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F372%2Fadara8812.jpg&hash=4f5044fefd94fc4198e9410341fde1e06153371a)

88-13: Zooming out a bit, here's the finished product.  This really helps set the stage for a new style of natural detailing here.  I'll be messing around with this and other ideas a lot more in the future.  I want to start innovating more to see what else can be accomplished with the tools we have.  There are some incredibly inspiring new MD's in the mix now with amazing natural scenes.  They really are inspiring me to be more creative as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7937%2Fadara8813.jpg&hash=1c3df6de05529063cb20f290219879bdc4bd421b)

88-14: Two more shots to wrap up the day, I'm zooming out slowly to give you an overview sample of how this area is coming together.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F7937%2Fadara8813.jpg&hash=1c3df6de05529063cb20f290219879bdc4bd421b)

88-15: Final shot for today.  Everything you see here is completely done except for the tiny corner on the left side of the shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F4566%2Fadara8815.jpg&hash=dd30366633170a4d349a239a598edd0b8f0268ef)

That's all for today, I really wanted to post more shots, but sadly I ran out of time.  Life is completely insane this week so I can't promise a Friday update.  If I can sneak some time in I might have something for you all to enjoy though.  There will be an update Monday for sure though! 
Title: Re: Adara - Update 87 - February 8, 2010
Post by: ecoba on February 10, 2010, 02:55:07 PM
Wow, those composite images are really impressive. I don't think I could ever do something like that. I'm also really liking the new detailing along the shoreline. A short comment today.

Ethan
Title: Re: Adara - Update 88 - February 10, 2010
Post by: mightygoose on February 10, 2010, 03:36:57 PM
marshland done so well, what a superb concept, and congratulations on your first aniversary  &apls &apls &apls
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Nardo69 on February 10, 2010, 03:37:54 PM
Shorelines are always double edged swords and a pain in your *** . Sometimes you work for hours and it's just &%@§$ what you finally receive sometimes it takes minutes and you are astonished about the result - unless you try to reproduce it... must be the interaction between daily form and your mouse finger ...

Anyway - I like that marshy bay. Never done that before, maybe I'll find a nice spot to steal this idea transprt the inspiration.

And I know what you felt about someone posting everything looks so uniform - had it by my own. Partially it's right, partially it is something called "your very personal style" ... ;)

Take care my friend!


Bernhard  :thumbsup:
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Tomas Neto on February 10, 2010, 03:38:52 PM
Awesome update again!!! Nice work!!!
Title: Re: Adara - Update 88 - February 10, 2010
Post by: canyonjumper on February 10, 2010, 04:38:00 PM
Great update! I really liked what you did with the extra details!

QuoteThere are some incredibly inspiring new MD's in the mix now with amazing natural scenes.

I guess you're talking about Jacob's (ShultzCity) MD? It inspired me.

About the torch relay, I saw it in Surrey on Monday (Feb 8). It was pretty cool.

Great stuff, Battlecat!

                -Jordan :thumbsup:
Title: Re: Adara - Update 88 - February 10, 2010
Post by: ShultzCity on February 10, 2010, 05:27:29 PM
Quote from: canyonjumper on February 10, 2010, 04:38:00 PM
I guess you're talking about Jacob's (ShultzCity) MD? It inspired me.
:)

Really great stuff there Battlecat - absolutely wonderful use of PW  ;)
Title: Re: Adara - Update 88 - February 10, 2010
Post by: sumwonyuno on February 10, 2010, 08:49:57 PM
Congratulations on one year!   &apls

Heh, nice attempt at marshy areas!  The city tile picture is awesome!  :thumbsup:
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Connor on February 11, 2010, 12:00:57 AM
Very nice update, and congratulations on one year! I really like the marshy areas, great work  &apls
Title: Re: Adara - Update 88 - February 10, 2010
Post by: bat on February 11, 2010, 11:23:24 AM
Congratulations on one year Adara!!
And wonderful update for the celebration! :thumbsup:
Title: Re: Adara - Update 88 - February 10, 2010
Post by: metarvo on February 11, 2010, 11:32:50 AM
Congratulations on one year, Battlecat!   &apls  The shorelines look very good, and you have also made some fine flora selections.
Title: Re: Adara - Update 88 - February 10, 2010
Post by: nedalezz on February 11, 2010, 12:46:12 PM
Congrats! One Year Anniversary celebrated with a fantastic update. The mudflats look absolutely superb.
Title: Re: Adara - Update 88 - February 10, 2010
Post by: djvandrake on February 11, 2010, 07:49:26 PM
Another great update and congrats on your 1 year anniversary!
Title: Re: Adara - Update 88 - February 10, 2010
Post by: mrbisonm on February 11, 2010, 08:17:47 PM
Very nice looking farmconception...I'm impressed, they look real. I also like the *swampy* details you made. Good work and well observed.
Keep it up, I will be lurking..... ;)

Fred
Title: Re: Adara - Update 88 - February 10, 2010
Post by: turtle on February 12, 2010, 03:09:50 AM
Congratulations on your 1st anniversary  :thumbsup:

I love your new shoreline detailing technique. The effect shown in your small overview in 88-9 is really amazing.

Title: Re: Adara - Update 88 - February 10, 2010
Post by: Stray Cat on February 12, 2010, 07:08:18 AM
Hey Battlecat.

First, congrats on your first anniversary...very impressive.

Second, this is my first post in your MD as I have only recently discovered it.

Third...your mudflats are great.  I camp in the mountains near the Alberta-BC border west of Calgary and some of the lakes I camp near contain flat marshy areas that are often muddy, moss-laden and composites of deadwood, dirt(mud), and bits of vegetation.  Your efforts reminded me of them.  The other thing I see from time to time near the shore are little islands...might want to consider including some every now and then to help add interest  Edit - saw the one little island...very nice...I'll see if I have a picture of some lakeshore that I was mentioning.....  It would be great if there was more ploppable wildlife...a plopped bear might make sim-fisherman think twice about using a really nice simfishing area... lol.

Anyways...thanks for your inspiration and thanks for the advice on the farms...they really worked (GNUCyberKat).

May you have gentle winds and clear days.

Scott

Edit:  Here's that photo of what I was talking about:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi856.photobucket.com%2Falbums%2Fab128%2FFerran_Bashar%2FSDC10491.jpg&hash=3083a8a4e72f28f524b69e97449a47309ae309fd)
Title: Re: Adara - Update 88 - February 10, 2010
Post by: daryl7478 on February 12, 2010, 04:57:16 PM
Happy 1 year anniversary Battlecat! I see Adara is mostly a rural region. I just hope you will see the fireworks of the opening ceremony from your town. I will just be watching it from TV. You have such realistic cities. Kinda like thundercrack83's Commonwealth of Marathon, just a little bit more rural. Enjoy!!!
Title: Re: Adara - Update 88 - February 10, 2010
Post by: calibanX on February 13, 2010, 10:31:47 AM
Congratulations on one year Battlecat. You've created a fantastic project that draws us in and keeps us coming back. Your step-by-step MD'ing style is irresistible.

Also, I love the marsh you're experimenting with. You're really showing how flexible the plop water is. That would be unthinkable with game water. Looks like I'll have to start playing a bit more with the plopable stuff.

Take care.

Geoff
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Albus of Garaway on February 13, 2010, 07:26:46 PM
First of all, congratulations on your one year anniversary here at SC4D! I've really enjoyed viewing your MD despite my frequent absence. Your work just keeps getting better!

Your shores looked incredible this update. I think those mudflats and marshes really added to the variety. 88-12 is especially great.

Jason
Title: Re: Adara - Update 88 - February 10, 2010
Post by: threestooges on February 14, 2010, 12:02:51 AM
Happy Anniversary Battlecat! Sorry I haven't posted for your last few updates, but I've certainly been keeping an eye on them. Your trick with the marshes has meshed with something I saw at the railroad museum today. Your results look so good though, I hope I can do justice to what I'm thinking. 88.13 looks like it would make a great blending method from game water to plop too (or at least river to lake). Nicely done.
-Matt
Title: Re: Adara - Update 88 - February 10, 2010
Post by: kwakelaar on February 14, 2010, 12:12:37 AM
I have had a little catching up to do, and as always it has been enjoyable looking through the updates I have been missing. Winfield turned out very nice, and the overview's both with maps and satellite compositions are very good.
I think the new style of marshes is a clever way of doing the lake embankments both for realism and for breaking up areas that can become too monotone.
I am impressed that you have managed to keep going for now over a year with this very detailed style of building in simcity.
Title: Re: Adara - Update 88 - February 10, 2010
Post by: warconstruct on February 14, 2010, 04:11:10 AM
your job is very great  &apls
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Stray Cat on February 14, 2010, 08:24:23 AM
OK.  I have finally made it through all the previous 45 pages and wow...you are truly one of the great masters of this game Battlecat.  You have an uncanny ability to capture the essence of a scene.  You remind of that painter...Bob Ross with your jaw-dropping ability to visualize a scene and just make it appear.  A big thank you for the inspiration of your MD.  I think I might just have to try one now.

Cheers!

Scott
Title: Re: Adara - Update 88 - February 10, 2010
Post by: Bobbi on February 14, 2010, 08:45:24 AM
Great update! And congratulations on your one year anniversary.
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Battlecat on February 15, 2010, 10:04:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Ethan (ecoba): The large composites are really just mosaics on a grand scale.  It's not too hard, you just have to be very methodical about taking the pictures!  Glad you like the new detailing, I'll try to continue improving my techniques.

mightygoose: Glad you like the marshland, I'm pleased it turned out so nicely!  Thanks for the congrats!

Nardo69: I agree entirely on your sentiment, sometimes things come more easily than others!  In this particular case, it is one of those things I really hope I'll be able to follow up on!  Ideas are free, so I'm looking forward to someday seeing your take on the concept! 

Uniform shorelines are a hard thing to avoid.  Near the end of Winfield, I got a bit wrapped up in a personal style and wound up forgetting to vary that style much.  I did make the mistake of leaving far too much shoreline until the last minute though.  I plan to take a much more scenic approach to Ellison Flats.  Thanks as always for visiting and for your thoughts!

Tomas Neto: Thanks very much!

canyonjumper: Thanks for your kind words!  Yes, I do find Riverholm by ShultzCity particularly impressive.  There's also fantastic work in many other MD's that have started up recently, it's nice to see new ideas continuing to enter the community!

Jacob (ShultzCity): Thanks very much for both you kind words and for providing excellent inspiration!

sumwonyuno: Thanks very much for the congrats!  I'm glad you like the city tile picture, I'll try to put more of those together some day in the future.

Connor: Thank you for the kind words and congrats! 

bat: Thanks very much!  Good to hear you enjoyed the special items for today's update!

metarvo: Thanks for your congratulations!  There's so much good flora to choose from now it's getting hard to decide some days!

nedalezz: Glad you enjoyed the anniversary update!  That marshy area did come together nicely.  Thanks for stopping by!

djvandrake: Thanks very much! 

Fred (mrbisonm): Thanks for taking the time to stop in, glad you like the farms!  I'm really happy the swampy area is getting such a positive response!

turtle: Thanks for stopping in, hope things are going/went well for your trip!  Glad you like the improvements to the shoreline technique.  I've still got more I want to tweak, but I'm getting happier with the results!

Scott (Stray Cat): First, welcome to Adara, glad to make it official!  Thanks for your congratulations on the anniversary!  The effect you describe seeing at those lakes near Calgary is very much what I'm shooting for.  I've got a couple islands on the lake already, but you're right that there could be more.  Fortunately I'm not committed to the rough shoreline, so I can add a few more in!  Also, that is an amazing photo, a very beautiful scene indeed!

There is wildlife in the game attached to a lot of the forest brushes, but they don't tend to stand still.  There are brushes for cattle and other farm animals, maybe there is also on for wild animals.  Glad you found the farming advice helpful as well!  Hope to see you around again soon.

Daryl (daryl7478): Adara is primarily rural, but I do intend to have some major cities in here in the future as well.  They really aren't a priority though; Winfield is the largest I'll be building for a while here.  Scale is a bit quirky in this game; I've got a discussion planned on that in the future which should be interesting.  I've always found thundercrack83's Commonwealth of Marathon quite inspiring, particularly how he carefully fills in every little corner.  Thanks for stopping by!

Geoff (calibanX): Thanks very much for your congrats!  I'm pleased you're still finding the step by step style interesting after all this time!  The marsh experiment is going quite nicely, actually I think I've got an idea to mesh this style with game water as well, but I'll play with that when I actually get to a tile where there is game water!  Glad you like the results so far.

Jason (Albus of Garaway): Thanks, glad to see you still stopping by on occasion!  I appreciate your enthusiasm and kind words!  Also, thanks for providing the 900th post in Adara!

Matt (threestooges): Thanks very much!  No worries, I know how life is!  Glad you've enjoyed the marsh work; I'm looking forward to seeing your interpretation in Greenacre!

kwakelaar: Thanks for stopping in once again, glad you enjoyed catching up!  I'm really hunting for methods to break up monotony, I've got some more ideas I'll be playing with on shorelines here in the future!  I'm pretty happy I've managed to keep up this pace as well, even if I've only managed to finish 5 large city tiles so far! 

warconstruct: Thanks!  Glad you've enjoyed it!

Scott (Stray Cat) #2: Thanks for stopping in again!  Very cool, it's quite the long trip to read through all of Adara!  Thanks for taking the time to look at all those old shots!  I really appreciate your praise, it means a great deal.  Although, I have to say, I'm really glad I'm doing this and not painting!  At least I can use the bulldozer when things don't work out!  Glad you found this all inspiring, I certainly hope to see you take a shot at making an MD sometime! 

Bobbi: Thanks very much for your kind words and congratulations!

Update 89
Ellison Flats – One more Set of Farms

Despite my best efforts, there was just no way for me to get an update of any sort put together for Friday.  And even worse, I lost a couple hours work because I forgot to save and then the game crashed because I did something dumb!  But I've got a small update for you today in spite of all that.  Today I'm going to push the last few blocks of farmland up to the approximate location of the future urban edge.  I'll also be getting started on the suburban road networks. 

89-1: Here are the farms I'm going to manage to develop and detail today.  I was hoping to get a bit more done, but the computer crash messed that up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F1706%2Fadara8901.jpg&hash=d4a801799027ac8c8f6d29e8844d7872e1bbf379)

89-2: I added one more farm.  The one on the right side took a while to develop something I liked in the location.  It's really annoying because I got the perfect farm on the first try last time.  That'll teach me to remember to turn on the auto-saving utility.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F9615%2Fadara8902.jpg&hash=4cf7cd31b07ef8e25988e2547911abfa19c53fb4)

89-3: The farm down by the railway tracks has been converted to strawberries.  All I need now are some details right along the retaining wall here.  I've already started adding a few, but more is needed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F4039%2Fadara8903.jpg&hash=80c2601cc104a079a23299e74e049bc0177b0c5b)

89-4: Some more shrubs and a few trees really makes the wall fit in better.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F2904%2Fadara8904.jpg&hash=80cce5eace7d3022c8786360aa5453e746abded7)

89-5: I very quickly detailed in this area, nothing fancy here just the usual details for under the power lines. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F812%2Fadara8905.jpg&hash=c414910fbf172d880c3720baa9f9dd7f42f180f6)

89-6: Finally something that I like.  I'm not always a fan of the maxis apple orchard, but it just feels right here.  Also, I'm getting tired of bulldozing farms that don't work here.
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89-7: There's a fair amount of machinery that has to travel through orchards so the grassy edges are necessary.
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89-8: And the details are even more important here.  No trees here though. 
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89-9: You can see I'm pretty much done the area on the far side of the stream.  I'll be getting that stream in and detailed as I start getting the first bits of residential suburbs in place.  I've already got a couple of streets in place.
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89-10: This is going to be the edge of urban development, pushed right up to the farmland.  It's going to cross the border here, so I'm quickly getting the streets in place.  This is how things look before I apply the cross border street trick.
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89-11: And here we are afterwards.  This trick really makes all the difference for me, it removes a lot of major restrictions for styles of development and it makes creating cross border mosaics so much easier!
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89-12: Last shot for today, I finally managed to get the rail, street and powerlines completed through the length of this tile on the rural side of the map.  It might not look like much, but it has been a huge pain getting those streets in place over there! 
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Sadly, that's all for today.  I'll have more for you on Wednesday but I'm not sure what it'll be yet!  See you then!
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Cyclone1001 on February 15, 2010, 11:20:11 AM
Very nice! I can't wait to see more.
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Stray Cat on February 15, 2010, 11:29:11 AM
I love the attention to detail you use with your farms and how the details around the farms are considered.  The use or exclusion of foliage around the overpass walls is a prime example of that masterful attention to detail.  Great work Battlecat.   &apls
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Nardo69 on February 15, 2010, 01:46:09 PM
Okay, there's one thing VERY FUNDAMENTAL in this update I had to criticize ()sad() but before I'll tell what I like:

I do love the flats that is cut through by railway and the RHW and I do love that creak meandering its way throught the flats.

I would love the thoughts you made about the fields to the left and the right of the retaing walls of the overpass. I could have even accepted that green embankments would be more logical that rather expensive retaining walls.

BUT

IT IS NEVER THE RAILWAY THAT GOES OVER OR UNDER any street/road/highway!

It's a question of history - railways usually have been built before highways - and adhesion - rubber tires on asphalt is way better that steel wheels on steel rails - and of maximum weight. Thinking of European dimensions it's the 40 (metric) ton truck versus the 4000 (metric) ton freight train (but only on perfectly flat terrain - it's way less on even the slightest slope!). In the USA not only trucks are heavier but especially freight trains!

So - I am not really happy to say it that drastically - you might think about the whole oberpass's and RHW's layout ...

Sorry ... but being Nardo69 I cannot do different ...

Take care my friend!


Bernhard  :thumbsup:

Title: Re: Adara - Update 89 - February 15, 2010
Post by: kimcar on February 15, 2010, 02:06:02 PM
I did a sneak peak overview of your work , cause it`s the first time that i do a comment of your work &ops and i have to said that you have a great skill for build realistic area and layout  &apls &apls looking forward . Sorry for not comming before
Title: Re: Adara - Update 89 - February 15, 2010
Post by: sumwonyuno on February 15, 2010, 02:19:57 PM
Heh, demolishing farms, especially diagonal ones, are  :bomb:  There has to be a better way to determine what grows on an agriculture zone.
Title: Re: Adara - Update 89 - February 15, 2010
Post by: ecoba on February 15, 2010, 03:12:23 PM
Ellison Flats' farmland is really turning to be out more dense then the rest of Adara's, but I'm feeling that it serves it's purpose as being just out side of Adara's large city.

I have to disagree with Bernhard on this topic, though. I think that rail overpasses are fine as long as they are properly graded, which yours is. I also think that the retaining walls have been blended in perfectly in the area, and the area looks very natural, IMO. I also can't wait to see the suburbs on Winfield, so I hope that we can go there soon!

Ethan
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Albus of Garaway on February 15, 2010, 03:20:18 PM
I'm not quite sure where I stand on Bernhard's issue, but I would like to make a comment on one of your road intersections.

In picture 89-5, the turning lands look slightly out of place. I don't think one would expect to find them in a rural area such as this. Everything else, however, looks fabulous. I especially love how you blended in those retaining walls.

Jason
Title: Re: Adara - Update 89 - February 15, 2010
Post by: ShultzCity on February 15, 2010, 04:01:23 PM
Wonderful! I love the way you can create a scene without restrictions by the borders. I think that is what makes this MD so special. Not many people will go to the effort to do what you do.  &apls

As for what Bernhard said, I don't mind the overpass. In Australia there are many times where rail goes over major (and only major) roads.

Great work, loving what you are doing.
Jacob :)
Title: Re: Adara - Update 89 - February 15, 2010
Post by: djvandrake on February 15, 2010, 06:46:53 PM
Looking great!  Really making progress and it's coming together nicely.  :thumbsup:
Title: Re: Adara - Update 89 - February 15, 2010
Post by: canyonjumper on February 15, 2010, 06:59:16 PM
Excellent update, Battlecat! Those retaining walls look great!

                -Jordan
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Nanami on February 15, 2010, 07:13:56 PM
As always I say: great! Nice job!
Title: Re: Adara - Update 89 - February 15, 2010
Post by: Tomas Neto on February 16, 2010, 10:01:25 AM
Nice update, great work again!!!
Title: Re: Adara - Update 89 - February 15, 2010
Post by: io_bg on February 16, 2010, 12:48:47 PM
Excellent update, however I'm afraid I'll have to agree with Nardo about the railway overpass. ;)
Title: Re: Adara - Update 89 - February 15, 2010
Post by: scott1964 on February 16, 2010, 01:53:15 PM
Good job  :)
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Battlecat on February 17, 2010, 11:48:13 AM
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Cyclone1001: Thanks very much, hope you enjoy this update!

Scott (Stray Cat): Thanks for your kind words!  Glad you like the results around the overpass.  I'm going to be doing a revision on the area around the rail overpss today, so hopefully I can obtain similar results on this second pass!

Bernhard (Nardo69): I certainly appreciate your perspective there and you are right that the slope here is steeper than it should be.  I personally don't see anything wrong with the railway going over the highway as long as the grade is appropriate.  In this case it's really far too steep as you'll see when I present the calculations in today's update. 

I'm certainly going to take your advice and apply it as best I can within the limitations and conditions of my region.  We've already discussed some of the solutions in PM so I won't get into it here since it's a part of today's update.

kimcar: Welcome to Adara!  No apologies necessary at all, glad you found the chance to stop in!  I appreciate your kind words; glad you enjoyed your first looks. 

sumwonyuno: It is a serious pain, fortunately there wasn't anything else in that area. It's a square farm with a hill in the middle effectively!  Actually the easiest solution is to grow until you get a farm building you like and then replace the fields using plopable lots. 

Ethan (ecoba): Thanks for stopping by!  Not 100% sure what you're referring to by "more dense".  I'm guessing you must be thinking the size of the farms, which are indeed slightly smaller than what we see down in the lowlands.  This farmland is only the tip of a large farming region that extends through the river valley that will be south of Winfield.  Mostly the farms size and shape are subject to my personal whims! 

I agree with your statement, but I also agree with Bernhard.  It turns out that the grade there is far steeper than it should be.  I didn't think it was quite that bad when I posted the update so I'll be fixing it today. 

Jason (Albus of Garaway): Bernhard and I have been discussing a bit and I think we've come up with a reasonable solution to the slope issue here!  Good point about the turning lanes.  They appear because of the nature of the NAM and because I had to extend road onto the two side streets to keep the two SAM textures separate.  Now that you mention it, I think I've seen a puzzle piece floating around that might provide a working solution to that as well.   I'll try to fix that in a future update, time didn't make that possible for today.

Jacob (ShultzCity): Thanks!  Yeah, I'm really enjoying the options to ignore the boundaries, particularly with the streets.  It makes a huge difference to the appearance.  As for the overpass, it's the slope of the approach that's the bigger problem; it's far steeper than a railway overpass should be.

djvandrake: Thanks very much!

Jordan (canyonjumper): Thanks, it's a shame I'm going to be taking them out today, to fix the railway slope, but such is life! 

976: Thanks for your kind words!

Tomas Neto: Thanks very much!

io_bg: Thanks!  You'll be happy to know that I partially agree with Bernhard as well, I'll be addressing that issue in today's update.

scott1964: Thanks very much!

Update 90
Ellison Flats – Railways

Inspired by Bernhard's (Nardo69's) excellent feedback about my rail network, I've chatted with him a bit and I think I've got a good solution to the slope issue that he's pointing out.  I've learned a fair bit about railway construction since I posted Monday's update thanks to Bernhard and some additional research of my own.  So let's have a look at what the problem is.

90-1: Here's the area in question.  After leaving a wide switch, the railway rapidly climbs up to an overpass over the highway.  Sadly this climb is a necessity and it's best to start it soon since there's even more elevation gain on the neighbouring tile.  The bit issue here isn't the overpass, those occur in numerous places around the world.  The real issue here is the grade of the approach to the overpass. 
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90-2: Let's take a closer look at the grade here using the terrain query tools.  The start and end elevations are labeled on this picture at their locations.  I'm reasonably sure these are considered to be in meters, but that's not a major issue at the moment.  What does mater is that the railway climbs from 367.8 m to 382.7 m over the course of 144 m (9 tiles).  In railway terms that is a 103 ‰ (10.3 %) slope.  The symbol ‰ represents per mille which is 1/1000 units unlike percent which is 1/100.  Apparently that's a common measurement for slope. 
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90-3: A steep slope for trains is one that is over 40 ‰.  Ideally we'd like a 10‰ slope, but that's pretty challenge on the best of days in SC4.  However, it's fairly apparent that my slope is absurdly steep!  With Bernhard's advice I'm going to improve this area.  In this shot I've removed the existing line and I've dug a 10 meter deep hole at the crossing point.  In this new version the freeway will dive under what was an already existing railway slope.  The depth of the highway here puts it right down to the surface of the lake. 
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90-4: After several attempts, I managed to get the highway slope in place.  Based on what I know about the game, the ideal overpass is about 15 meters above the highway.  So, I've carved out a trench at the low point, and I'll use the 15 meter raising lot to elevate the terrain to the necessary height for the overpass.   
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90-5: With that task out of the way, it's time to start smoothing the slope.  I've done several passes here before I finally achieved this result.  Now it's time for the overpass and the measurements of the final slope. 
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90-6: It looks almost flat because it's gently transitioning from an elevated berm through to a cut before it finally hits level terrain just before the road crossing.  The distance from the low point to the flat start of the overpass is 160 meters (10 tiles) and the distance from the end of the overpass to the high point is 224 meters (14 tiles). 
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90-7: Here are the resulting elevation values.  As you can see, the high point is lower than it used to be.  Turns out I'd actually forced the game to bubble higher than the maximum elevation to successfully build the overpass on the first attempt.  The railway rises 4.9 meters to the overpass and an additional 7 meters in the second phase.  At the end of the day the railway has an average slope of 30 ‰. 

I'll be the first to admit that it's still a little steep, but within the limitations of the game I think it'll do the trick.  In the real world the grade would be constant across the overpass, but the game doesn't allow for sloped overpasses.  If the game did allow for it, the slope would be 26 ‰ (448 meters total distance including the four flat tiles in game).  Now it's time to detail this area!
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90-8: The new slope makes the side retaining walls slightly pointless now.  It's not nearly steep enough.  So some weeds, bushes and trees now decorate the sides of the slope.
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90-9: Ironically enough, the freeway underpass is now steep enough to justify the retaining walls.  However, it's a lot newer so I've used a cleaner retaining wall style.  This area is pretty much done now, hope you enjoyed the modification. 
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90-10: In preparation for the return to urban Winfield, I need to add one additional interchange to the area.  It's going to be in the middle of this straight stretch.  I spent some time thinking about how this area would develop and I realized that the highway needed to be built up, there's actually a slightly steep escarpment in there.
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90-11: Here's the area now that the terrain tweaking is done.  My theory is that the main road used to slope down through a cut to the lowland area before the highway went in.  Now it will go over the highway (I wanted to use the FLUPS, but I can't find any that go under RHW).
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90-12: The overpasses are getting easier to build, I'm finally starting to understand the quirks of the RHW. 
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90-13: The old road down here will be reduced in priority and the road takes a sharp corner and goes down a new slope and swings around to reconnect with the old segment. 
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90-14: Of course this also gives me another excuse to put in a retaining wall.  I've also polished up the last of the GLR for this tile.  It dives down into the road on the highland area, and comes out at ground level down in this new lowland area.  There will be a historical site and a mix of residential and industrial warehouses down in this area.  This neighbourhood will be in transition away from industry. 
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90-15: This overview shows the entire area which will be the future industrial waterfront of Winfield.  The facilities will start to the left of the forested hill on this picture.  The waterfront is subject to change as always!
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Next time I'll start getting some of the core plopped facilities in place down near the forested hill and the southern overpass.  There's going to be a variety of facilities here, and I suspect I'm going to have to produce a few custom lots for the area as well although those probably won't be ready for the next update.   
Title: Re: Adara - Update 90 - February 17, 2010
Post by: CrossSide on February 17, 2010, 12:00:48 PM
That's a very nice overpass! I like it and it's very realistic.

edit: Wow, Battlecat, I just scanned trough the first pages and I must say I'm impressed with youre rural aereas. For some reason I never saw this topic before, but I will bookmark it and read all the pages!
Title: Re: Adara - Update 90 - February 17, 2010
Post by: djvandrake on February 17, 2010, 12:04:42 PM
Great update!  Very well done and educational too.  Thanks for taking the effort to show us your transition efforts.  :thumbsup:
Title: Re: Adara - Update 90 - February 17, 2010
Post by: ShultzCity on February 17, 2010, 01:27:46 PM
Great update! I loved the way you stepped us through rebuilding that overpass  :thumbsup:
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Connor on February 17, 2010, 01:41:37 PM
Quote from: ShultzCity on February 17, 2010, 01:27:46 PM
Great update! I loved the way you stepped us through rebuilding that overpass  :thumbsup:

Exactly what i was going to say.

Great work as always, and looking forward to the next update.  ;)
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Cyclone1001 on February 17, 2010, 01:57:59 PM
Nice, I like the overpass. May I ask how you got the contour lines?
Title: Re: Adara - Update 90 - February 17, 2010
Post by: canyonjumper on February 17, 2010, 03:42:53 PM
Quote from: Connor on February 17, 2010, 01:41:37 PM
Quote from: ShultzCity on February 17, 2010, 01:27:46 PM
Great update! I loved the way you stepped us through rebuilding that overpass  :thumbsup:
Exactly what i was going to say.

Exactly what I was going to say ;D Excellent remodel of the crossing. Great update!

Cyclone, hit Ctrl + Shift + C to get the contours ;D

             -Jordan :thumbsup:
Title: Re: Adara - Update 90 - February 17, 2010
Post by: ecoba on February 17, 2010, 04:05:57 PM
An interesting update showing the wonderful peculiarities of railroads. I really liked the finished project of this update. By 'dense' I meant smaller and closer together.

Keep up the good work!

Ethan
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Stray Cat on February 17, 2010, 05:23:01 PM
Battlecat...loved the update and the rework on the highway and overpass.  Very nice work.  I am an avid railroader, both as a modeler and in-game and fully appreciate the efforts you undertook to make the rail more realistic.  I measure percent gradient as a ration of rise to run.  So a rise of 1 foot over 100 feet would be expressed as 1:100 or a 1% grade.  Most railroads do not like to exceed 2.5% grade at the steepest.  Some railroads in mountainous regions will put up with 3-4% grades but only if no other options exist.

Great update and thanks for your wonderful work.   :thumbsup: :thumbsup:

Cheers!

Scott
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Nardo69 on February 18, 2010, 01:04:01 AM
Now that looks way better! Glad that our chatting turned out to be that successful for your region! :) And 26 o/oo is OK for a short distance even on a main line!

BTW the elevated railway is at 14,5m while all other raised networks are at 15,0m, most of the time you don't recognize the missing half meter. Don't know why though.

I like the slope of the RHW. BTW in university I learned that a straight highway isn't the best solution at all - at night the lights of the cars of the opposite direction can glare and it is tiring not to change direction at all (except for changing lanes) for quite some time that's why some curves and underpasses are rather welcome to "wake up" the drivers ... ;)

Take care my friend!

Bernhard  :thumbsup:
Title: Re: Adara - Update 90 - February 17, 2010
Post by: threestooges on February 18, 2010, 01:14:28 AM
Nicely done with the rail refit. The slope does indeed look better. I'd known 4% was significant for a train, though I never realized that even such a seemingly tame slope like your earlier one registered at 10%. Light rail can pull it off reasonably well, but yeah, that'd tax any train. The new version looks even better though. Very natural, and with a much better grade. Worked out nicely. Out of curiousity, how long does one of these updates take you, start to finish on average?
-Matt
Title: Re: Adara - Update 90 - February 17, 2010
Post by: turtle on February 18, 2010, 06:43:54 AM
Hi BC,
Wauw, great progress over the last month! So, I return, and you have already a couple of updates more to show. I like how the farmland in Ellison flats is coming together, and look forward to the integration with Winfield. It seems you are well prepared  ;) The road overpass looks great too, and surely adds to making the network interesting. I think a tunnel, instead of flups would have worked fine as well (but maybe too costly?).
Great to see that you followed Nardos advice, it's definately better now, though, I'm not sure if I would have noticed it, had he not mentioned it. (Even though I've read through his excellent tutorial on realistic railways).
- Thomas

(My trip went very well - thank you for asking. I just had a VERY long trip home, leaving the West Bank saturday evening, crossing a couple of deserts by bus to reach a flight in Egypt and arriving in Denmark Tuesday afternoon. However long, it was interesting enough - both the Negev and Sinai deserts are very beautiful.)
Title: Re: Adara - Update 90 - February 17, 2010
Post by: kwakelaar on February 18, 2010, 08:46:17 AM
I just knew there would be some comment from Bernhard about the last update, and he never disappoints.  :D And I must join the others to say your new version is looking better for it.
And great indeed to see how you planned and rebuilt this crossing.

Gjermund/Kwakelaar
Title: Re: Adara - Update 90 - February 17, 2010
Post by: nedalezz on February 18, 2010, 11:34:19 AM
Now maybe I dont know much about the technical details, but that looks darn good to me. The entire area looks gorgeous, cant wait to see it complete.
Title: Re: Adara - Update 90 - February 17, 2010
Post by: BuildingUp on February 18, 2010, 05:31:26 PM
I particularly love 90-1 and 90-8. Very realistic setup you have going on! Looking forward to more!  &apls
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Albus of Garaway on February 18, 2010, 06:27:33 PM
Some great work here once again!

Just so you know, there is an option to remove those turning lanes when installing the NAM, and so I'm sure there's a file that can be deleted somewhere to get rid of them. Although I suppose you might want to keep them for those more urban areas such as Winfield. As you said, I'm quite sure that the RuralRoads by David has an intersection that would get rid of those turning lanes.

The railway looks much better now. I'm glad that Bernhard could help you out there!

Jason
Title: Re: Adara - Update 91 - February 19, 2010
Post by: Battlecat on February 19, 2010, 10:22:59 AM
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CrossSide: Welcome to Adara!  Glad you enjoyed your first visit.  I'm also very glad you enjoyed the early stuff; thanks for planning to go through it all.  There are a lot of updates now, I'm actually probably due to go through and have a look over all my old work as well at some point! 

djvandrake: Thanks very much!  I just hope I managed to put enough details in to help with replicating that effort in the future!  It actually came together rather easily all things considered!

Jacob (ShultzCity): Thank you!  Glad you found it interesting!

Connor: Good to hear you also found it interesting!  Thanks for stopping in!

Cyclone1001: Thanks for your kind words!  Those yellow contours are an in game feature, you can activate them by hitting CTRL-SHIFT-C.  There's no way to modify what elevation they show up at though.  The detailed terrain information came from the terrain query cheat.  Hit CTRL-X and then type terrainquery in the box that comes up.  It will add the coordinate information to your query tooltip. 

Jordan (canyonjumper): Thanks very much, glad you enjoyed it!  Thanks also for taking a moment to answer Cyclone1001's question!

Ethan (ecoba): There are a lot of peculiarities when it comes to railroads!  That's what I thought you meant about the farms.  They have tended to be a bit smaller up in here.  I'd like to try to vary the farm sizes more in the future; some farms in my area are quite tiny.  Glad you enjoyed the update. 

Scott (Stray Cat): Thanks, glad to get a vote of confidence in the changes.  I tend to think of grades in percent as well.  Permille (‰) is an alternative notation that's apparently used as well.  Effectively where percent represents a 1:100 ratio, Permille represents a 1:1000 ratio.  In this system a 2.5% grade is equivalent to a 25‰ grade.  I suspect that since the fine characteristics of grade matter so much in railway design there is some logic to using a notation that removed decimal places that would constantly get in the way.   Glad you enjoyed this update!

Bernhard (Nardo69): Thanks very much for your help and advice getting the railway here into shape!  I figured 26 ‰ was about appropriate, particularly since the wide raidus curve approach would allow the trains to keep a fair amount of momentum through the area.  That's an odd point about the raised networks; I wonder why it was done that way.

Very cool thought about the highways as well, that does make a lot of sense.  There's a very long straight section of highway that I drive quite regularly, and it does get quite tiring.  At least the two halves of the highway are separated by about 50 feet!

Matt (threestooges): I know, it really doesn't look that steep does it?  I was quite shocked when I did the measurements after Bernhard made his comments!  Glad you like the improved slope.  The slope for my urban GLR is quite steep in some places, but the shorter trains to help a lot with overcoming that.

Lately, updates have been taking me about one to two hours to put together, not including the actual play time.  It depends a lot on how much extra work the update needs.  In the case of update 90, it took a bit longer because of the calculations and photo editing.  I usually try to have a one to two update buffer so I just have to write the replies when it's time for the post to go up, but that dwindled away over the last couple weeks, so I'm pretty much posting them as I finish them up lately!  It helps a lot that I spread the writing over several days, I often have most of the replies written the day before posting. 

I should be able to get my buffer rebuilt this weekend assuming life doesn't get too busy again.  Thanks for stopping in!

Thomas (turtle): Thanks very much!  It's been quite an interesting run since you last stopped in!  I hadn't actually thought of trying tunnels, the game seems pretty reluctant to make them sometimes despite the characteristics of the slope mod I'm using.
One thing I have noticed is that grades can be quite deceiving in this game.  I didn't think my slope was that steep either!  I don't even want to think about how dangerous the run though Vavenby is!  I'm not going to worry about reworking that area now though; I'll just try to do better in the future! 

Glad to hear your trip went well, that is a crazy long travel time! 

Gjermund (Kwakelaar): Indeed he doesn't disappoint!  And his comments were quite valuable as well.  Glad you like the way version 2 turned out!  Thanks for stopping in!

nedalezz: Thanks very much, glad to hear you like how this update turned out! 

BuildingUp: Thanks very much for stopping by!

Jason (Albus of Garaway): Thanks!  As you've deduced, I'm keeping the turning lanes in specifically for the more urban areas, they really add a missing detail to the cities.  I expect the TuLEP project will add even more possibilities in the future.  Those rural roads are exactly what I'm looking for, thanks for reminding me!  There are actually two places I should check on this tile to make sure there aren't any turning lanes.  Glad you like how the railway turned out as well.

Update 91
Ellison Flats – Industrial Plans

Today it's time to start returning to work on urban Winfield.  I'm not entirely done with farming here, but I'd like to get going on a bunch of railway related facilities here first.  Sadly, this update is a lot smaller than I planned but not because of real life for once!  I'll explain during the update. 

91-1: Here's the area I'm starting with.  This will be the primary industrial core here.  To get things started I've added a fairly nice station facility (Rayden's Transfer I think) which will be connected up later.  I have no idea what level of function it has but it looks nice!  It's going to get moved a bit and rotated 180 degrees before this update is over though. 
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91-2: Moving along, it's not the industrial area of a major city without a railyard.  Things are really getting shifted and twisted around, this has been a hugely complicated build with a lot of stuff happening behind the scenes.  These railyards have to be placed on perfectly flat land!  I envision the corridor marked by the center of this railyard as the primary access point, everything else branches off here.  The STR line is a secondary siding which provides service to the station and to a set of siding and industrial facilities in this area. 
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91-3: These railyard have excellent textures, but the one thing the pack is lacking is a way to repurpose this leftover siding.  I've seen these ignored in some games very effectively.  I'd like to try something different.   
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91-4: As you can see, the railyard has evolved to a slightly different design, I think it's much larger now.  I'm finally satisfied with this design.  Also I've managed to place a large batch of other sidings connected up to the STR service line.  I'll be interested to hear what you think about this.  The large blocks of industrial don't necessarily reflect what I'm actually planning; mostly I'm just assigning land to its probable future use.  In the future I'll un-pause the game and see what develops, then weed stuff out as necessary. 
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91-5: Here's one of the culprits that resulted in such a small update.  This is the first filler lot I've built in a while.  This eye candy lot will provide a visual connection to a couple custom industrial lots I'm working on.  I spent a lot of time in the lot editor, and just ran out of time! 
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91-6: What you saw in 91-5 was an early draft, I wound up moving some railcars around once I actually saw it in game.  I'm trying to emulate the same mix as the modular railyards. 
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91-7: This is it for today, I know it's a disappointingly small update by recent standards.  This area is going to have a couple of custom lots put together.  They're still in the works so I'm going to keep them under wraps for now because I'm really not sure where I'm going with them yet.  Oh, by the way, the grid is on intentionally in this shot.  It's handy to know how many tiles I've got to play with for this custom lot.  The first one is about 6x9 in size. 
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Sorry, but that's all I've got today.  The lot editing is taking a lot more time than I anticipated, I'm going to redirect away from this area to do some work on zoning and laying out more of the street network in some areas while I chip away at the lot editor!  See you all next time!   
Title: Re: Adara - Update 90 - February 17, 2010
Post by: Tomas Neto on February 19, 2010, 10:25:17 AM
Fantastic update again!!! Nice work!!!
Title: Re: Adara - Update 91 - February 19, 2010
Post by: Cyclone1001 on February 19, 2010, 01:51:56 PM
Cool, I like railroads, but I hate the textures that appear under them. Your lotting looks pretty good, mabey you can make more cool stuff!
Title: Re: Adara - Update 91 - February 19, 2010
Post by: ShultzCity on February 19, 2010, 02:17:58 PM
Very nice  :)

I like the STR service lines, I don't think they look out of place at all  :thumbsup:
Title: Re: Adara - Update 91 - February 19, 2010
Post by: dsrwhat316 on February 19, 2010, 02:22:46 PM
Dude, you are a machine! So many updates you have posted lately, you put all of us (especially me  ::)) to shame. I enjoyed reading your re-tooling of the highway/rail line overpass. Good luck with your current industrial project; if it's anything like your previous updates, it'll be a good one!

~ Dan
Title: Re: Adara - Update 91 - February 19, 2010
Post by: canyonjumper on February 19, 2010, 03:52:45 PM
Nice STR Line! And you did very good with the lot editor &apls!

              -Jordan
Title: Re: Adara - Update 91 - February 19, 2010
Post by: djvandrake on February 19, 2010, 06:34:39 PM
Great railyard and don't apologize about the size of your update! It's fine. The lot editor eats a LOT of my time too and I know all too well how that impacts in game time.  :D 
Title: Re: Adara - Update 91 - February 19, 2010
Post by: kwakelaar on February 20, 2010, 02:12:51 AM
Nice work on your rail yards, and I am looking forward to see how you will develop this industrial area. As I have said before I find making something approaching realistic looking industry is the most difficult thing in Simcity.
Title: Re: Adara - Update 91 - February 19, 2010
Post by: daryl7478 on February 20, 2010, 02:07:18 PM
Nice railyard Battlecat! I have a ploppable nature question. How do you get the ploppable water to work? I have installed ploppable water but when I am putting it in my game, it just appears as a bunch of boxes.
Title: Re: Adara - Update 91 - February 19, 2010
Post by: Stray Cat on February 20, 2010, 09:47:15 PM
Sometimes the small updates are the best.  Thanks for showing off some more Lot Editor mastery...love the new lot.  I too am a big fan of the STR! :D

Great update.  Thank you.

Cheers!

Scott
Title: Re: Adara - Update 91 - February 19, 2010
Post by: Rady on February 21, 2010, 04:07:33 AM
Nice update! It's interesting to see how you're planning an area - there's very much "thinking forward" in your planning!
Title: Re: Adara - Update 91 - February 19, 2010
Post by: sumwonyuno on February 21, 2010, 12:55:13 PM
Reffering to the Feb. 17th update, the game does a terrible job at real world scaling (e.g 15 meter tall overpasses!).  The orthogonal bird-eye view also skews our height perception.  ::)
Title: Re: Adara - Update 92 - February 22, 2010
Post by: Battlecat on February 22, 2010, 10:54:39 AM
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Tomas Neto: Thanks very much for your kind words!

Cyclone1001: Adding the RRP grass and shrubs as props to the lots has improved their appearance a huge amount!  It's still not perfect, but one works with what's available.  Thanks, I'm glad you like the results!  I'm hoping the rest of my lots turn out. 

Jacob (ShultzCity): Thanks!  Glad to hear the service line worked out.  One can never be entirely sure some times.  I've still got a lot more mixed up rail to add to this area!

Dan (dsrwhat316): I certainly don't mean to put anyone to shame, everyone's got different amounts of time.  While you might not have time to post often, your work is always superb!  Over the last year Adara and Simcity 4 has really developed into a major hobby for me.  I tend to find the game quite relaxing lately.  I'm glad you're enjoying your visits; hope to see you around again soon!

Jordan (canyonjumper): Thanks!  There's a bit more work with the lot editor coming soon; glad you enjoyed this attempt. 

djvandrake: Thanks very much!  It's a shame the lot editor isn't a bit more stable, but I'm really enjoying creating custom lots to fill in the empty spaces and create more realism. 

Gjermund (kwakelaar): Industry can be very challenging to make realistic in this game.  The major problem with most industrial lots is that there isn't sufficient pavement and open space among the buildings.  The maxis lots are the worst offenders for that.  I'll be playing with the industrial areas a bunch in update 93.  Thanks very much for stopping by!

Daryl (daryl7478): Thanks for stopping in!  I hope the discussion we had via PM over the weekend helped you sort out the problem with your plopable water! 

Scott (Stray Cat): Thanks, glad you enjoyed the update.  I'm never entirely sure about how well I'm doing with the lot editor so I'm glad to hear you enjoyed the results. 

Rady: The planning ahead can be a fairly big challenge for this approach.  In some cases I'm setting stuff up that won't come to fruition for many weeks or even months in the case of some of the cross border detailing!   Glad you're enjoying the planning! 

sumwonyuno: Yeah, I've noticed the flaw in real world scaling.  We more or less just have to work around it!  Fortunately, the visual perception of a carefully engineered slope helps a lot.  Thanks for your thoughts on the matter.


Update 92
Ellison Flats – Suburban Diversion

Here goes another update!  Today I'm going to get a big chunk of urban-rural interface in place along with a wide variety of other things.  I'll be jumping all over the map today.

It's also kind of cool to note that there are only 51 posts left until 1000 for Adara!  Thanks very much as always for your ongoing support everyone!

92-1: To get things started, I decided there was room for one more farm in here.  I want to really provide the feel of active expansion here, so a little intermixing between the farms and urban area will help there.
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92-2: This will be the first major block of residential.  There is a mixture of 2x2 and 1x2 lots here.  Rather than developing this now, I'm going to lay out more of the urban area first.
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92-3: First of all a suburban style commercial development.  A nice variety of stores plopped here already, we'll see what comes from the zoned blocks later.
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92-4: on the slope near the railyard a large area has been flattened out and a large industrial complex is under construction.  When I hit play it will be revealed.  I've also extended the railway and connected the two branches that separated before the railyard.
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92-5: Above the large industrial site, a few small box stores have be placed near the highway. 
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92-6: Another detail to take care of is this intersection.  Jason (Albus of Garaway) kindly reminded me that there are some plopable intersection pieces in the rural roads mod that will eliminate the turn lanes and traffic lights. 
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92-7: That's much better.  It would be even better with stop signs, but this will do for now.  These farms are going to be feeling the pressure from the urban development.  Now it's time to fire up the simulator.
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92-8: There are just so many details to take care of.  There are too many culvert based crossing on this river.  And I really don't need a connection across here anyhow.
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92-9: An old covered bridge provides a foot connection across so students don't have too far to walk to school.  Hmmm, there isn't a school on this tile yet. . .
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92-10: I'd better fix that up.  Here's a nice little trick with schools that have those handy bus loops at the front.  Instead of facing them the obvious way towards the main road, turn it 90 degrees like this. 
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92-11: It's safer to have the school facing a side road anyhow, but this way you can add some parking lots and plants at the front of the school while still providing street access off the main road.  In this way I could use the same school on two separate tiles and make them look pretty different from one another.
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92-12: Still with the planning here.  Next up is the GLR.  I put in the lowland tunnel, but forgot to put the access point in up here.
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92-13: A short segment of GLR in road works here, transitioning through a station and then to subway where it does connect up down below the highway.  The GLR will run into a historic district and to a maintenance yard from here.
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92-14: Just laying out another batch of streets here.  Couple ideas were percolating so I thought I'd take care of it first.  Hmmm, what's that you say?  Ahhh, maybe I should actually start the simulation and see what grows!
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92-15: One of the first things to pop up is a huge warehouse at that industrial site I've been teasing you with.  I modded this fantastic lot which is normally a landmark to provide some jobs.  I'll be detailing around it at a later date once I spend some time focusing in on the rest of the industrial site.
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92-16: Here's a quick sample of the finished residential area.  I did the whole process of making the first batch historical and then infilling the gaps quite quickly.  I didn't want to bore you all too much with stuff you've seen before! 
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92-17: One last stop before the day is done.  Here's an overview of the suburb that has developed.  You can already see the strain the traffic is beginning to put on those farms.  I'll see what I can do to relieve that a bit in the future.  There's also a bit more infill left to do in the suburbs, but I'll polish that up and show you the results when I come back to detail in the stream.  If you look carefully, you might also notice in the bottom right corner that the industrial area has developed as well!  We'll be looking at that area much closer next time. 
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That's all for today!  Next time I'll finally pull the custom industrial lot out for you all to look at.  I'll be interested to hear any and all suggestions you might have to improve it!  Then later in the week it'll be a diverse update ending with another round of shoreline work!  See you in a couple of days!
Title: Re: Adara - Update 92 - February 22, 2010
Post by: mightygoose on February 22, 2010, 11:43:11 AM
the school is sweet, and the residential areas are well done. (i don't like the blue roofed house though)

the industrial lot looks like it needs a fence XD
Title: Re: Adara - Update 92 - February 22, 2010
Post by: djvandrake on February 22, 2010, 11:57:43 AM
Looking good!  :thumbsup:
Title: Re: Adara - Update 92 - February 22, 2010
Post by: ShultzCity on February 22, 2010, 01:10:06 PM
Love it!  &apls

The farms turned out superb, as did the transpsortation network and residential area.  In the picture 92-16,  it would be great if you could use a filler fence lot (with diagonals) to put around the edges of the houses - that would be great! Who knows, I might try it one day (if I get time - have been a little slack with Riverholm lately  &ops )

I can't wait till you finish the shoreline - this area will become perfect!
Title: Re: Adara - Update 92 - February 22, 2010
Post by: Cyclone1001 on February 22, 2010, 02:12:31 PM
Great update, you're so close to having 1,000 replies. I hope the suburbs look good!
Title: Re: Adara - Update 92 - February 22, 2010
Post by: canyonjumper on February 22, 2010, 03:39:45 PM
Looking great, Battlecat! Very nice suburb!

            -Jordan :thumbsup:
Title: Re: Adara - Update 92 - February 22, 2010
Post by: ecoba on February 22, 2010, 05:41:19 PM
The suburban areas of Ellison Flats are starting to fill in nicely. I really like the variety between the Medium and Low wealth homes. I'm seeing a good variety, and I also am still liking the dense style.

I am also really liking the variety of industrial BATs. That large warehouse by the SMP team is really nice, and I'm glad you found a place for it in Adara. Also, seeing some of Deadwood's lovely Aussie stores (which are actually commercial buildings. I use them in a lot of my towns) actually fit in nicely. I also caught some of Jess (jestarr)'s work popping up at the end.

Ethan
Title: Re: Adara - Update 92 - February 22, 2010
Post by: penguin007 on February 23, 2010, 08:23:37 AM
Very pretty suburbs and farmland there and its really good to see how its all done as well. Can't wait for more

Will
Title: Re: Adara - Update 92 - February 22, 2010
Post by: Stray Cat on February 23, 2010, 09:54:04 PM
 &apls

Another masterful update, thank you BattleCat.  I love how you think things through so well.  I also love the treatments that you give to your schools..great work.

Cheers!

Scott
Title: Re: Adara - Update 92 - February 22, 2010
Post by: kimcar on February 24, 2010, 04:23:51 AM
Take a lot of vision for doing such a city like that &apls &apls. A thing that i don`t have  ;D . Great update
Title: Re: Adara - Update 92 - February 22, 2010
Post by: Tomas Neto on February 24, 2010, 09:24:13 AM
Great work once again, nice update!!!
Title: Re: Adara - Update 92 - February 22, 2010
Post by: calibanX on February 24, 2010, 09:50:11 AM
Very nice work Battlecat. The residential areas are spread out realistically and I like how that river is going to wind through the neighborhood. Nice work making that big warehouse pop up with jobs. I love those giant industrials.

Take care.

Geoff
Title: Re: Adara - Update 93 - February 24, 2010
Post by: Battlecat on February 24, 2010, 10:21:22 AM
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mightygoose: Glad you like the update.  I don't mind a couple of those blue houses, but you're right that there are way to many of them in there.  I'll fix that shortly.  Good point on the fence as well, I'll see what I can do to set that up as well.  Thanks for the suggestions!

djvandrake: Thanks very much!

Jacob (ShultzCity): Thanks!  Good idea on those diagonal filler fences, although I'm not sure it'll work very well with the orthogonal fences already in there.  I'll probably just wind up hiding the jagged edges with trees when I come back to make the stream here.  I'm looking forward to getting that shoreline in place as well, that'll be coming up soon.

Cyclone1001: It's hard to believe there have been so many visits!  Thanks for stopping in!

Jordan (canyonjumper): Thanks very much, glad you like it!

Ethan (ecoba): I'm quite happy with the variety as well, although I'm going to tweak it just a bit in the future.  That huge warehouse was a great find, I really like how it looks!  You're right about those warehouses being commercial buildings, but they also have a bit of an industrial look to them which makes for a nice effect.  There's a huge amount of great talent in this community, I really love getting my hands on all these great lots! 

Will (penguin007): Welcome to Adara!  Thanks for stopping in, I'm glad you've enjoyed you first visit!

Scott (Stray Cat): Thanks for your kind words as always!  One flaw with the standard sized schools is the absence of sports fields, which are pretty much a given in all but the densest urban cities here inBC.  Fortunately, it's easy enough to build a larger complex by attaching the appropriate fields on, although sometimes it slips my mind.

kimcar: Thanks!  It's sometimes quite hard to execute what I'm shooting for, but things have been coming together nicely lately.  Glad you like it!   

Tomas Neto: Thanks very much! 

Geoff (calibanX): I really wanted this stream to run through as many different land uses as possible.  It goes through the suburbs, farmland and then heavy industrial!  I'm looking forward to detailing it.  The big warehouse is actually a plopable landmark that I modded to add jobs, I really wanted something huge and that one just fits perfectly.  Thanks for visiting! 

Update 93
Ellison Flats – Building the Industrial Area

Today I'm getting down to the business of growing and building the rest of the industrial park around the railyard.  Not a lot else to say to start today, so let's get right to it. 

93-1: First off, this classic building developed early on, I'm going to keep it just because it looks great.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F2912%2Fadara9301.jpg&hash=024ab37166605c0986642a5cf7bb55c8e02ba4e1)

93-2: A bit more parking helps sell the area though.  As you can see, I've already gone through one round of demolition here, just keeping the stuff I like.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F6899%2Fadara9302.jpg&hash=892e8b3273a642c8333cf668a5677f6b1df92ad6)

93-3: The blue building is a keeper for example.  I like that warehouse as well, but it's going to be accidently demolished shortly and it'll regrow another lot down the block.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F9874%2Fadara9303.jpg&hash=ada86612707a36275cbf9004b17a433ea10a09ed)

93-4: Just a few parking lots and more pavement around the blue building makes a big difference.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F9874%2Fadara9303.jpg&hash=ada86612707a36275cbf9004b17a433ea10a09ed)

93-5: Time for a round of work on the custom lots.  This version of Simgoober's Hardun Steel will be modified to fit the area a bit better. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F473%2Fadara9305.jpg&hash=0bc06d633923310fa8cbdb170c5bc88219ef4a7f)

93-6: Quite a number of changes here but the core layout of the lot hasn't changed.  The lot size was increased, some additional buildings, vehicles and activity around the area.  Most importantly, all the appropriate textures to give the visual impression of an active railyard.  The second switching line is actually not going to be used.  It's a piece that I'm using to represent abandoned switching lines that occur when an industry no longer requires railway access.  The roads often get paved over but these small stubs of track rarely get removed in any great rush if ever.  It's easier and cheaper to just lock out the switch.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F9340%2Fadara9306.jpg&hash=0684c0b00916b25f6a0388b3e6ca8139b8cc493c)

93-7: Right next door, a modern pulp processing facility.  Again, I've used the filler lots to visually expand the parking lot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F7397%2Fadara9307.jpg&hash=42972719f67f0028168bda022f2a07bc9b94d737)

93-8: A nice variety of warehouses and buildings have finally filled in this area.  I've done some filling, but not as much as I feared would be necessary. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F3166%2Fadara9308.jpg&hash=4458b02cced3f2492ed26e374bdb4a6d7630abbe)

93-9: Some of this are still needs to be reworked, but that large factory building and the neighbouring features are keepers.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F4355%2Fadara9309.jpg&hash=6e4f031a0075f04d35c11e7d14ce0f3fd8ff25e4)

93-10: One more block of industry will be added beside the railway station and tracks here and another block of commercial and warehouses will be added to the highland area near the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F7697%2Fadara9310.jpg&hash=b0647fda8478b56d2715ce57a51d049468e8ca25)

93-11: Here's the mix up near the highway.  There is a mix of offices and warehouses here.  It's something I see in a number of locations in transition from industrial to commercial.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F9386%2Fadara9311.jpg&hash=1fdfb7418a92341f2ba8bc36fe1fab069e16f5f8)

93-12: I'm quite happy with how most of this is turning out.  I'm going to be replacing that garbage facility on the right side of the map; it's way too large for this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F808%2Fadara9312.jpg&hash=6a6a55b73de4413a17e138733905fa5a65bd4ccc)

93-13: The area above the railyard in this shot turned out pretty good.  I particularly like how those two warehouses look related.  One last detail here is to fill in the two tile gap between the road and railyard.  Time for one more custom lot, 17x2 this time!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F5062%2Fadara9313.jpg&hash=028fcdf499e62a80746bdd83ab17b2f1e122c1af)

93-14: I used the same texture throughout just to keep a consistent texture and theme.  One more abandoned spur line adds a nice touch I think.  There's a switching engine prop in the mix here as well, and a clear line ahead.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F9080%2Fadara9314.jpg&hash=225790f0d941e2db86beeb6fe14ecba01b38f1f9)

93-15: From a long ways out, this area is pretty much under control.  There are still a lot more details I can add though, such as fences around the monster warehouse and the shoreline of course, but those are details for a future update.  I've also got a bit of a pollution problem from the incinerator, but I'll be eliminating that facility for something greener later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F9919%2Fadara9315.jpg&hash=b648a58f0228f72d3bbba3e72ac01efdd5e63b52)

Thanks for stopping in!  I'm looking forward to hearing your thoughts on this update!  I'm not sure what I'll have on Friday, but I'm hoping to get started on the water details through this area tonight.  See you later!
Title: Re: Adara - Update 93 - February 24, 2010
Post by: Tomas Neto on February 24, 2010, 04:04:30 PM
Nice industrial area!! Really very well planned!!
Title: Re: Adara - Update 93 - February 24, 2010
Post by: canyonjumper on February 24, 2010, 04:20:32 PM
Very nice industrial area, Battlecat! I like what you've done with the LE.

                     -Jordan :thumbsup:
Title: Re: Adara - Update 93 - February 24, 2010
Post by: ecoba on February 24, 2010, 04:24:23 PM
This area of Ellison Flats is really looking wonderful, Battlecat.

There aren't that many industrial areas in Adara, so I think that adding this new area is really realistic. The fact of Ellison Flats also being a suburb of Winfield also really seems to make this area more realistic. I really like the custom lots that have grown up in this area. The warehouses all look similar, as if they are for the same task. The sparseness of factories is also very nice.

The custom lotting that has gone into this area is wonderful. The factory's re-lot is absolutely stunning, the whole "yard" at the entrance really creates the feel of a small warehouse/factory. We have lots of those near where I live, and this seems very similar to what I see at home. The custom railyard lots are also very nice. I think the uniform rail texture in the area creates a very nice touch.

One more thing, I really enjoy how the industrial area is on a hill, you don't see too many industrial areas on hills. Are you planning to fill in the open areas with trees?

Ethan
Title: Re: Adara - Update 93 - February 24, 2010
Post by: scott1964 on February 24, 2010, 10:24:52 PM
Nice.  :) So that is an idea to use the Rural Highway. I can never get mine to work out.  &mmm
Title: Re: Adara - Update 93 - February 24, 2010
Post by: penguin007 on February 25, 2010, 09:44:30 AM
Awesome industrial area there building up around the railyard cant wait for more!!!

Will
Title: Re: Adara - Update 93 - February 24, 2010
Post by: djvandrake on February 25, 2010, 11:56:40 AM
Looks great!  You're doing a great job of tying everything together in terms of textures and styles.  Bravo.  &apls
Title: Re: Adara - Update 93 - February 24, 2010
Post by: Cyclone1001 on February 25, 2010, 02:46:49 PM
OMG
Very nice work, looks amazing!
Title: Re: Adara - Update 93 - February 24, 2010
Post by: Stray Cat on February 25, 2010, 08:37:02 PM
Well, dang BC, that is one fine Industrial park you have there.  I absolutely love the synthesis of buildings and fillers there...

The little commercial area nearby is also great...this area has definite appeal across many dimensions...I love it!!!

Thanks for another awesome update...now I cannot wait to see what new developments you shall bring!!!  BRING IT ON!!!   :D

Cheers!

Scott
Title: Re: Adara - Update 94 - February 26, 2010
Post by: Battlecat on February 26, 2010, 08:44:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much!

Jordan (canyonjumper): Thanks, glad you like the results from the LE.

Ethan (ecoba): The absence of large industrial sites to date has mostly just be a thematic decision.  I plan to do more with them in the future, but I plan to keep them appropriately sized.  Glad you like how the factory re-lot turned out!  It took a bit more time than I expected to get it right, but I'm pleased with the results.  I'll probably do more work of that sort in the future.

The area remaining is going to get a mix of trees and retaining walls, but I'll get into that more during this update.  Thanks very much for commenting, I appreciate the feedback!   
   
scott1964: The rural highway can be challenging, mostly because it works much like the SAM, so when the sections are too short (approximately 6 tiles or less) it reverts to the original textures.  Thanks for stopping in!

Will (penguin007): Thanks!  Glad you enjoyed that update!

djvandrake: Thanks very much, you've pretty much covered my goals in that last update, glad you liked the results!

Cyclone1001: Thanks!

Scott (Stray Cat): Glad you like it, today's update should help put some finishing touches on the southern part of Ellison Flats!  Glad you're enjoying the mix.  The only thing I'd still love to add here would be an intermodal yard, but there just isn't room for a full scale one in the allocated space that remains.  I'll have to put that together for a future tile instead.  Thanks very much for your ongoing enthusiasm! 

Update 94
Ellison Flats – Water Detailing Day

The only thing left to do in the southern part of Ellison Flats is to detail in the shorelines around everything I've built to date.  There are a couple other things to grow first but the majority of today's update is going to be waterway shots!  Hope you enjoy it!

94-1: Before I get started on the water details, I want to add a block of waterfront residential here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F1338%2Fadara9401.jpg&hash=bcb82b60a41489c88e6ad413969175a9a1eb953c)

94-2: This is the rough layout of the zones.  I'll tweak the road layout a bit later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F1650%2Fadara9402.jpg&hash=386e557b3eda64ba9205646e8e05daca5b4c7af8)

94-3: The homes have grown, but there's room for one more block here.  The farm next to this block of homes would be on the chopping block for suburban development in the real world.  Fortunately, that won't happen here in Adara. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F4614%2Fadara9403.jpg&hash=08ef81842a0575c7b6715767d1567fb364c92d17)

94-4: A quick overview of the area I'm going to polish off today.  I'm going to finish the waterfront through to my custom factory lot, and then the entire stream up to the map border.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F7182%2Fadara9404.jpg&hash=3fbf3122faba4d9b8b1fb53a6177fa86cc97bcb1)

94-5: This is just the rough layout of the waterfront.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F5203%2Fadara9405.jpg&hash=05d67b430c426bafba7a6f448f7e02ca885d6b33)

94-6: While I'm thinking about it though, I've added retaining walls and security fences to this warehouse.  This is just a last little detail that needed to be put in before I detail the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F6462%2Fadara9406.jpg&hash=e715a702df13d1781189baeff09537e64e3a11ab)

94-7: Here we go with the shoreline.  Starting down by the farm, I've been working on breaking up the shoreline pattern a bit with rocks and stuff.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F7937%2Fadara9407.jpg&hash=55861048ae7aba0ebc1415082a2def98d03f6be4)

94-8: Next I've got three high detail shots of housing on the waterfront.  I'm shooting for a markedly different feel here, so there are few trees between the homes and the water.  There also aren't any docks here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F329%2Fadara9408.jpg&hash=28812bbaf5c436fe512e8103035258edd8c8c660)

94-9: I'm pretty happy with how this area has come together.  These homes really make all the difference.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F9707%2Fadara9409.jpg&hash=37042e6446823112ea6dd5ccd6b5d59cd2dc238a)

94-10: I've intentionally made the shoreline fairly uniform through here, it's likely a result of the development.  The developer would have been required to replant grass up to the shore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F5577%2Fadara9410.jpg&hash=24b1c45343c3ed5c3326c1f63006731bef3d4c52)

94-11: Here's an overview of the finished development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F3937%2Fadara9411.jpg&hash=6d8d8e9d3cdd9adb4b70e6af385d30088fa3b4a6)

94-12: Moving right along, I've now scribbled in the rough stream.  Started at the top of the stream, I'll be working my way down to the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F3627%2Fadara9412.jpg&hash=5fa5e31bacdcb971399b9435a2d94b0363fe246d)

94-13: This stream is narrow and choked with plants.  These textures don't hold up badly at high zoom levels.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F6856%2Fadara9413.jpg&hash=a56cd31d4b4e3f8f1f1c4261b231aad2deb1a493)

94-14: There's room for a lot of details that will be completely invisible when we zoom out.  It's still fun to put them in though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F4044%2Fadara9414.jpg&hash=03193e9b99ed53fab27a1a1593ae3e8cb09097fe)

94-15: The area between the old and new highways is a bit rockier because it's a steeper section of river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F2236%2Fadara9415.jpg&hash=56f1e0ffd5b42cc7cb6812e7dece77f8be10dbb7)

94-16: From the highway to the railway I'm beginning to introduce textures that are commonly used at the waterfront. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F6263%2Fadara9416.jpg&hash=1bf1459bb5a48848fd87b899ccbac002aa83c3e7)

94-17: I'm playing around with a few ideas for the industrial waterfront.  In the past I believe the industry here was using the waterfront more, particularly when logging was a bigger industry around Winfield.  So a weedy shoreline with no trees will be common.  I'm also planning on putting in some docks further in, but that'll be a separate update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F9261%2Fadara9417.jpg&hash=ee6fd0677c60f927c9fa641a2176d6edb383cebc)

94-18: To wrap up today's update I've got two overviews of the finished shoreline and stream.  The stream really is just barely visible through the trees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F8678%2Fadara9418.jpg&hash=e28316b53893d08f0bb4e8b2936f5fd744fc152e)

94-19: I'm pleased with the overall results here, this marks about the 1/3rd point for Ellison Flats. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F9987%2Fadara9419.jpg&hash=53d084cf0cf2e3c9b534caff6caccbcc5db5eed6)

I'll be ramping up development over the next few updates, so next week should be pretty interesting.  See you all later!
Title: Re: Adara - Update 94 - February 26, 2010
Post by: calibanX on February 26, 2010, 09:07:12 AM
Wow, you work very fast Battlecat. Your industrial areas and that rail yard are really great. The close-up shots are quite nice as well.

Geoff
Title: Re: Adara - Update 94 - February 26, 2010
Post by: Tomas Neto on February 26, 2010, 09:08:08 AM
Nice update!!! Fantastic work!!!
Title: Re: Adara - Update 94 - February 26, 2010
Post by: djvandrake on February 26, 2010, 09:45:53 AM
Looks great.  I really like your stream and that custom warehouse.  &apls  Those homes along the waterfront look like a great place to live too.  ;D
Title: Re: Adara - Update 94 - February 26, 2010
Post by: io_bg on February 26, 2010, 09:48:25 AM
Fantastic update! I just love the industrial zone and the lakeside houses! &apls
Title: Re: Adara - Update 94 - February 26, 2010
Post by: MattyFo on February 26, 2010, 01:35:22 PM
Very Nice creeks and shoreline,  especially 94-17 the one with the industrial building, it looks like a shoreline you would find in a industrial area!  Cudos!


-Matt
Title: Re: Adara - Update 94 - February 26, 2010
Post by: Cyclone1001 on February 26, 2010, 01:42:46 PM
Looks great, but 94-16 isn't showing up for me. I like the lakefront houses, they look nice.
Title: Re: Adara - Update 94 - February 26, 2010
Post by: canyonjumper on February 26, 2010, 03:27:18 PM
Very nice! I especially like the stream and the residential waterfront!

                -Jordan :thumbsup:
Title: Re: Adara - Update 94 - February 26, 2010
Post by: Stray Cat on February 26, 2010, 08:11:11 PM
Excuse me while I collect my jaw off of the floor and clean it up a bit!   :thumbsup:

The detail is, in my opinion, even a little bit better than normal.  It looks like a perfect little place...thanks for sharing.

Cheers!

Scott
Title: Re: Adara - Update 94 - February 26, 2010
Post by: ecoba on February 27, 2010, 07:31:42 AM
I am more and more impressed every update, Battlecat. The new style of industrial detailing adds an extra level, it seems. Also, the very very high concentration of flora is impressive along the stream. I am also impressed by the beachfront homes, they are so close to the shoreline that they must have to experiance flooding some time or another. Even the riverfront homes in our town that are twenty meters higher than the river have their basements flooded during times of swelling. (P.S. That's basement at sixty meters higher...)

I am also enjoying those fences and retaining walls put in around the SMP warehouse. I'm pretty much a sucker for any of Jeroni's walls, but these are most definitely my favourite. The overviews of the town are also really nice; is this the tile edge closest to Winfield, or on the opposite end. Once again, I really like the density of farms in the area and the new type of suburb-rural transition.

Ethan 
Title: Re: Adara - Update 94 - February 26, 2010
Post by: kimcar on February 27, 2010, 08:19:03 AM
 &apls &aplsExcellent devellopement that you have done . Look very naturel and realist  :thumbsup:
Title: Re: Adara - Update 94 - February 26, 2010
Post by: BuildingUp on February 27, 2010, 05:53:46 PM
94-18 and 94-19 are my favorites in particular. But regarding the whole thing it's absolutely brilliant. I like how you show the raw stuff as well as the polished stuff. It really adds another level of dimension to this MD.
Title: Re: Adara - Update 94 - February 26, 2010
Post by: nedalezz on February 28, 2010, 07:54:37 AM
The industrials look great, Battlecat. You really seem to be an expert at placement and recognizing which details to put where, because it all blends together perfectly. You are also a master as the ploppable waters, and the residentials near the river are great :)
Title: Re: Adara - Update 94 - February 26, 2010
Post by: penguin007 on February 28, 2010, 08:41:39 AM
The streams and suburbs look amazing can't wait for more!!!

Will
Title: Re: Adara - Update 94 - February 26, 2010
Post by: sumwonyuno on February 28, 2010, 06:58:21 PM
Looks like you've got that in-game contour to be an integral part of your city building!  The stream looks great.  The mayor mode brushes sweet spot is at zoom 4, at least on my configuration.

[Edit]:  Wow, second time?  Very nice!  The work you've done lately is truly deserving of being OSTIM!   :thumbsup:
Title: Re: Adara - Update 94 - February 26, 2010
Post by: rooker1 on March 01, 2010, 04:06:28 AM
 Here is a great long time running MD that has always been a pleasure on the eyes, so there is no wonder why this MD will be spending the month in OSITM!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi901.photobucket.com%2Falbums%2Fac213%2FBSCLEX%2FMouse%2520stuff%2FAdara-edMarch2010.jpg&hash=f6e3baac6f1537407d1dc0f1a18ca23ea0fd4ce7)

Congratulations from myself and The SC4D Staff on the move as well as this being your second time in OSITM!  &apls
Title: Re: Adara - Update 94 - February 26, 2010
Post by: mightygoose on March 01, 2010, 04:54:25 AM
congratulations, your continued work is superb, i am beginning to get curious about update 100.
Title: Re: Adara - Update 94 - February 26, 2010
Post by: io_bg on March 01, 2010, 04:56:36 AM
Congratulations, my friend, on this well-deserved award! &apls &apls
Title: Re: Adara - Update 94 - February 26, 2010
Post by: ecoba on March 01, 2010, 05:02:41 AM
Congragulations on OSITM, my friend. Second time, too...  :thumbsup:

Ethan
Title: Re: Adara - Update 94 - February 26, 2010
Post by: turtle on March 01, 2010, 05:39:54 AM
Congrats on your second OSITM! It's really well deserved - your eye for detail and thorough implementation, as well as steady updating, have earned you a big group of faithful followers and deserves this recognition.
Excellent work on that industrial area. I really like the giant warehouse and the railyard. I also like how the stream is seperating the suburbs from the industry. As always, you make great shorelines! I look forward to the development you promise :)

Thomas
Title: Re: Adara - Update 94 - February 26, 2010
Post by: Tomas Neto on March 01, 2010, 09:20:40 AM
Yeah my friend, congratulations on OSITM!!!  Adara is an excellent MD and always will deserve to be in the OSITM!!!  &apls &apls
Title: Re: Adara - Update 95 - March 1, 2010
Post by: Battlecat on March 01, 2010, 09:58:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Geoff (calibanX): I certainly try, the updates have been coming together very easily lately.  This update was easier than most as it involved filling in the remaining details for part of the area!  Thanks for stopping by!

Tomas Neto: Thanks very much!

djvandrake: I'd really love to get  my hands on one of those waterfront homes as well!  They turned out very nicely!

io_bg: Thanks, glad you enjoyed this update!

Matt (MattyFo): Welcome to Adara!  Glad you enjoyed the update; I really appreciate your feedback on that industrial shoreline since I'll be continuing that theme for some more of the waterfront! 

Cyclone1001: Odd that 94-16 didn't show up!  It seems to be fine now so I guess imageshack must have been rebooting a server when you stopped in.  Thanks, glad you like the lakefront home!

Jordan (canyonjumper): Thanks very much, glad you enjoyed this update!

Scott (Stray Cat): Thanks for your enthusiastic response!  I'm always striving to improve the techniques I used to detail areas, I'm glad you found it noticeable! 

Ethan (ecoba): Here in BC, modern homes that close to the water wouldn't even be permitted to have underground crawlspaces let alone full basements!   It's possible they might encounter some flooding, but don't forget this is an artificial lake, so there is some extra care taken in maintain the height of the lake.  Glad you enjoyed all the new details today, I really wasn't sure how it was all going to work out! 

As for the orientation of this tile, I'm working my way up towards the Winfield tile.  Today I was going to show you a cross border shot to help orient you, but that'll have to wait till Wednesday due to unexpected distractions during game time this weekend!  I'm really happy with how the rural-urban transition came together, the ragged edge and especially the farm almost surrounded by suburbs feels quite realistic to me. 

kimcar: Thanks very much, glad you enjoyed your visit!

BuildingUp: Glad you're continuing to enjoying your visits here, especially the raw development prep.  I really enjoy going through all the details as long as it's not boring everyone!  Thanks for stopping in!

nedalezz: Thanks very much for your kind words!  I'm really glad you enjoyed this one so much!   

Will (penguin007): Thanks, glad you enjoyed them!

sumwonyuno: Honestly, I wouldn't be using that contour nearly as much if it hadn't just randomly wound up as the surface of my lake!  It's been incredibly helpful for planning the lake.  I'd have to agree about zoom 4 being the sweet spot for most of the textures, they tend to look a little raw at zoom 5.  I generally build for the larger context anyhow, although I enjoy adding the details in as well.  Thanks for stopping in! 

Robin (rooker1): Thanks very much to you and the SC4D Staff for the second run at OSITM!  Glad you're continuing to enjoy your visits!

mightygoose: Thanks!  I haven't entirely decided what to post for update 100, but I've got a few ideas floating around.  It'll entirely depend on how much time I have to put stuff together! 

io_bg (2): Thanks and congratulations to you for your OSITM as well!

Ethan (ecoba)(2): Thanks very much, and congratulations to your for your OSITM as well!

Thomas (turtle): Thanks very much for your kind words and congratulations!  It's going to be a month of all sorts of achievements I think!  Glad you enjoyed all the additions over the last few updates.  I hope I can keep up the pace!

Tomas Neto (2): Thanks for the congratulations and for your ongoing support! 

Update 95
Ellison Flats – Suburban Blitz I

Welcome to the first day of Adara back in OSITM forums.  I'm really honored to get a second round in this forum!  So first of all, a big thanks to the selection group for this recognition!  For the most part I don't plan to deviate from my normal updating schedule as long as real life allows it.  But this can't go without any note.  To celebrate this month, I'm going to be posting a bonus shot of some sort at the end of each update.  I've got a variety of ideas, but they all depend on how things go. 

That's all for now, now it's time to get rolling with today's update.  Originally this was going to be a cross border mosaic day, but somehow I got sidetracked by development and never got a chance to take the necessary shots from Winfield!  I'll show you some of the prep work, and I'll start dealing with border issues on Wednesday. 

95-1: Here's the area I was originally planning on setting up as a cross border shot today.  So of course, this shot give you a fresh look at the transport network as it stands now.  This is pretty much done except for a few more business access routes.  This image looks north into the Winfield tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F3518%2Fadara9501.jpg&hash=5686f8edd99ee1fc980391ae8f89627350ee335f)

95-2: What you see here is the easiest configuration for cross border residential.  On the other side of the border this pattern is already built and developed with 1x2 residential lots so all I have to do is match the pattern here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7178%2Fadara9502.jpg&hash=4bc4b9734ac114d0d760bd8df7f0be7bcab4509c)

95-3: This area is going to have a couple more small residential and commercial towers to put a finishing touch on the high density area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F8038%2Fadara9503.jpg&hash=a06d52921c7a8cee202163012410b82609146f8a)

95-4: So with all that in mind, I started zoning and plopping buildings. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F8520%2Fadara9504.jpg&hash=6d22444d916c49bb5832e193e4d5cda0b4db5678)

95-5: And I kept zoning.  This small block is just to test out 1 tile residential to see what happens. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F7152%2Fadara9505.jpg&hash=f7fa0889ecbfcc9c2e4324dce4bce87fde4091ab)

95-6: And even more zoning, It was just going so well I had to continue!  This area is going to have a major park running up to the city border.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F5742%2Fadara9506.jpg&hash=fe0b8decaf2ab895a094dc66650e1f32a12416fd)

95-7: At this stage I've zoned well over half the residential lands for this tile.  And I'm still not done!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F5017%2Fadara9507.jpg&hash=26c4a181405fdeca9d287271994d6f9a39075f98)

95-8: One last block before I realized that I'd completely lost track of my original goal for today's update.  Such is life though, I'll just have to change tracks.  At this point the first draft zoning is in place for the entire block of land east of the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F5865%2Fadara9508.jpg&hash=24536b8de19520a71066702352e5653bec2e0b5a)

95-9: At this point I don't have any of the parks and trees in place.  It's a lot easier to add those in after I make the first set of buildings historical.  As these buildings started growing I realized I needed to push the city population up to the medium density stage cap before I was going to see any decent apartments or small office towers here.  As a result, I'm not going to be looking up at the tile boundary again today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F5664%2Fadara9509.jpg&hash=429490ac1f000d97fb3c96dd3eeba66d39c26da9)

95-10: At least there's a nice stack of medium wealth demand.  I've gotten a nice handful of these medium wealth homes in among the low wealth areas.  Fortunately the two styles mix together very nicely with all the new custom material!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F4796%2Fadara9510.jpg&hash=bb4069542dd293f549c53690dddf1f812882eba4)

95-11: I've weeded out the worst of repeating buildings in some neighbourhoods and made all the excess buildings historical.  Here's an interesting fact for those of you using the historical buildings method to control the style of your residential neighborhoods.  If you make a building historical and then demolish it, the next building to grow on that lot will already be tagged as historical!  This way you can weed out some excess buildings without loosing control of the neighborhood on the second growth.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F6827%2Fadara9511.jpg&hash=3c4153cb9f30cfe4eec81b2996bdceec5339f2d5)

95-12: Here I'm just drafting in the park.  It's a nice bit of green space with a fountain.  I'm actually seriously considering making some of my own additions to the BSC parks system.  While I like this fountain, it's not exactly what I was looking for here.  I think I'll replace it if I have time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F8189%2Fadara9512.jpg&hash=e460fb40018706d3835f40e18c93c67b9342289d)

95-13: Now that the second batch of homes are grown, it's time to start filling in all the gaps.  As always, I planned for this city to be very green.  This block here will be another border crossing park.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F6829%2Fadara9513.jpg&hash=391aee9ac28e5a7bada5cda829b4b289008c49e3)

95-14: Here it is roughly in place.  A lot of the tiles I've placed will be producing seasonal trees later.  We'll look at that more on Wednesday. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F173%2Fadara9514.jpg&hash=fa6320d374476336a2481b428cc469bba2e9a3f0)

95-15: This is another area that will be getting some attention on Wednesday.  The commercial lands have developed with a temporary no maxis mod.  While it resulted in a nice mix of buildings, there's also some serious repetition that needs some attention.  Hey, do any of you know of some good custom stage 1-3 commercial office buildings?  I don't seem to have enough in my library to handle a no maxis mod. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F6861%2Fadara9515.jpg&hash=a8ff6cf220ab1105bd8c8b82847650c54b31d44d)

OSITM Bonus 1: I'm going to start this month off with a bang by continuing the project that I started for the one year anniversary update.  This is a zoom 2 tile composite of Alexandria!  Just click the image below to see the full sized composite (1.4 mb in size)!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F417%2Fositmbonus1alexadriasma.jpg&hash=8a1d03a48fad47b0608580495d860f474591f472) (http://img638.imageshack.us/my.php?image=ositmbonus1alexandria.jpg)

And that's a wrap!  But stay tuned, there's more to come Wednesday!  Thanks for your support everyone, see you soon. 
Title: Re: Adara - Update 95 - March 1, 2010
Post by: penguin007 on March 01, 2010, 10:20:30 AM
Awesome update there I love the suburbs and rural areas. Well done on OSITM also!!

Will
Title: Re: Adara - Update 95 - March 1, 2010
Post by: io_bg on March 01, 2010, 10:29:43 AM
Great update, I love that suburban layout. Can't wait for more! :thumbsup:
Title: Re: Adara - Update 95 - March 1, 2010
Post by: djvandrake on March 01, 2010, 12:06:20 PM
Congratulations on your second award of OSITM!  &apls  Very well deserved.  &apls

A great update.  I really like how your residential neighborhoods are so green and you've created some very interesting zoning patterns.   :thumbsup:
Title: Re: Adara - Update 95 - March 1, 2010
Post by: BuildingUp on March 01, 2010, 01:02:20 PM
Yay!! Congratulations on the OSITM award! You really deserve it man!

Even though it's a small lot where did you get that dollar tree building? Anyways, I really like what you've done in the overview. The greenery is amazing!!
And as last update I really appreciate the raw details. I really like to get to see planning of an area and then watch it grow.. very cool!


95-8 because it's raw, unedited. And 95-12 because I love the way you planned that particular area. As usual I love it all! Great work!  &apls
Title: Re: Adara - Update 95 - March 1, 2010
Post by: calibanX on March 01, 2010, 01:22:54 PM
A well deserved second showing in the OSITM spotlight Battlecat. You are rock solid in your commitment to this creative project, and that deserves recognition. I'm looking forward to those bonus shots in each update.

I'm an Adara fan!

Geoff
Title: Re: Adara - Update 95 - March 1, 2010
Post by: ShultzCity on March 01, 2010, 01:41:40 PM
Again, another fantastic update! Congrats on the OSITM, you deserve a whole section to your self IMO. Great work on the burbs, they really do look great :)
Title: Re: Adara - Update 95 - March 1, 2010
Post by: sumwonyuno on March 01, 2010, 01:46:41 PM
I've edited my post before rooker1's OSTIM post.   ;)

Wow, I wasn't fully aware of the historical-demolish = new development is automatically historical bug.  I was wondering why there are empty residential zones...  ;)  
Title: Re: Adara - Update 95 - March 1, 2010
Post by: Connor on March 01, 2010, 01:47:55 PM
Great update oncemore, and that last picture is simply stunning! Great work  &apls
Title: Re: Adara - Update 95 - March 1, 2010
Post by: Cyclone1001 on March 01, 2010, 02:18:30 PM
Looks very good, love composites, congratz on 1,000 posts!
Title: Re: Adara - Update 95 - March 1, 2010
Post by: Stray Cat on March 01, 2010, 03:12:06 PM
Congratulations BattleCat on making a second tour of OSITM!!!  I know first-hand that it is well-deserved.  And congrats on 1000 plus posts!

Cheers!

Scott
Title: Re: Adara - Update 95 - March 1, 2010
Post by: canyonjumper on March 01, 2010, 03:16:45 PM
Congrats on OSITM and 1000 posts! This update was great!

             -Jordan :thumbsup:
Title: Re: Adara - Update 95 - March 1, 2010
Post by: tooheys on March 02, 2010, 01:40:00 AM
Jeez that was timed well, 1000 replies and a second time in OSITM. A great MD you have going here Battlecat and the honours are well deserved  &apls &apls

Looking forward to see what you come up with over the next month, although it will be difficult to improve on your normal efforts.

Enjoy the month

Dave

Title: Re: Adara - Update 95 - March 1, 2010
Post by: Tomas Neto on March 02, 2010, 01:22:16 PM
Congrats on 1000 posts!  &apls &apls

Fantastic update again!!! Nice work!!! 
Title: Re: Adara - Update 95 - March 1, 2010
Post by: dedgren on March 02, 2010, 07:52:52 PM
Excellent, just excellent.  It's great to see Adara recognized again as being of special interest, and to see the comments and views start to pile up.  50,000 page views isn't that far off- we'll be looking at 100K here down the road, I'm sure about that.


David
Title: Re: Adara - Update 95 - March 1, 2010
Post by: nedalezz on March 03, 2010, 05:36:03 AM
Seeing how you developed the city tile step by step was really nice, and I certainly took some pointers from you. Its amazing to see how it starts out and how it ends up.

Alexandria looks stunning...I was google earthing once and was looking at Idaho and Montana, and for some reason it just reminds of an area I was looking at there.

And finally, congrats on your second tour at OSITM! You definitely deserve it.
Title: Re: Adara - Update 95 - March 1, 2010
Post by: metarvo on March 03, 2010, 09:13:05 AM
Congratulations on OSITM, Battlecat!  :thumbsup:  The suburban development continues to look very good.
Title: Re: Adara - Update 96 - March 3, 2010
Post by: Battlecat on March 03, 2010, 09:15:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Will (penguin007): Thanks very much for your kind words!

io_bg: Thanks, glad you like the layout.  I had fun just laying out streets in odd patterns for this one.

djvandrake: Thanks for the congratulations!  I really strive for green cities, Adara is shifted slightly away from reality into a greener realm.  Just wait till you see the zones after the trees are in place today!  

BuildingUp: Thanks very much for your enthusiastic reply!  The Dollar Tree building is one of the lots in Simgoobers Small Shops Pack. (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1124)  Most of simgoober's older work can be found a series of megapacks on the LEX, just do a power search for simgoober and you'll find a huge number of his custom lots.

Geoff (calibanX): Thanks very much!  I'm not sure if it's commitment or obsessive compulsive behavior ;-), but I'm glad you're enjoying the regular updates!  I'm really looking forward to putting together some of the extra bonus shots for later in the month!  I've got a number of different things in mind!  

Jacob (ShultzCity): I'm not sure what I'd do with a whole section to myself, but thanks for your support regardless!  Thanks for stopping in and for your kind words!

sumwonyuno: Thanks for your kind words in the earlier post edit!  Some of the empty lots are simply a result of the simulator being slow to grow some spots, others are indeed a result of demolition.  I try to avoid 3 or more identical homes adjacent to one another.  I'm not sure if I want to consider the historical persistence a bug or a feature, but it sure comes in handy!  

Connor: Thanks very much, glad you like the composite!

Cyclone1001: Thanks for providing the 1000th post! Glad you enjoyed the composite image!  

Scott (Stray Cat): Thanks for your kind words!  

Jordan (canyonjumper): Thanks very much on all counts!  Glad you enjoyed it!

Dave (tooheys): It's funny how thing work out sometimes!  If things go smoothly through this month, I might hit 100 updates as well.  It's going to be a challenge to add more, but the bonuses should do the trick for the next month.  Thanks very much for stopping in, glad you enjoyed your visit!

Tomas Neto: Thanks very much!  

David (dedgren): Great to see you once again!  Thanks for stopping by!  It's hard to believe sometimes how quickly the year has gone by and how fast things have grown here.

nedalezz: Glad you're finding the approach helpful.  The choice of developing tile by tile is as much for my sanity as anything.  It's kind of nice to break up the project in discrete pieces with a clear beginning and end.  It helps that I'm going for a fixed eyecandy snapshot in time rather than ongoing growth.  Thanks very much for your kind words and congrats, hope you enjoy today's bonus!

metarvo: You just slipped in as I was about to post today's update!  Thanks very much for your congratulations and kind words! 

Update 96
Ellison Flats – Suburban Blitz II

I've decided to finish most of the remaining suburbs today in an effort to finish Ellison Flats sooner rather than later.  Urban development is kind of funny in this game.  There's lots of detailing work to do, but it can generally be done in parallel across the entire city.  I've got a couple of cross border shots in today's update to help illustrate the layout before and after Monday's development.  

96-1: The small single tile homes developed quite unexpectedly into these nice little single family homes.  Quite a quirky result, but one I'm happy to work with.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F7987%2Fadara9601.jpg&hash=b4851180ab8428f53a2dcbc4bd317e9870c82d9c)

96-2: There's a couple more parks to place in the area as the last block of residential starts to develop.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F4159%2Fadara9602.jpg&hash=8505950642d2963872ecc31da98223a826e3bc85)

96-3: Here's the first one now completed with trees.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F6454%2Fadara9605.jpg&hash=1110970c7977a38e65d7fe847bd76fe6f84ccd8f)

96-4: And this will be the site of the second one.  Both these parks are designed to provide access to the nearby commercial sites.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F5690%2Fadara9604.jpg&hash=97f834421855b8bf36ace5939332e7a723ba44e0)

96-5: It's nice to see the trees in place in these parks, they really put a finishing touch on the area.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F9301%2Fadara9603.jpg&hash=4efc8840b9f7c8b7a2917f629b790383410ab827)

96-6: The 1x1 homes have mostly finished developing.  An interesting result for the experiment, I'll have to consider this layout more in the future.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7007%2Fadara9606.jpg&hash=8f092edb731f3d2657879b6459632e6e3c1d8f75)

96-7: The trees have finished growing so I'll just pop in a few shots of various suburbs.  This is one of the cross border parks that will connect to a currently undeveloped tile.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F7669%2Fadara9607.jpg&hash=579b3027f9267849d501b5548e4eaf2992fe080b)

96-8: And this is the main one.  As you can see I still haven't had a chance to replace that fountain yet.  I'm still undecided whether it will be necessary to make the change.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F5770%2Fadara9608.jpg&hash=f42821b8b6ed673946bf830aeb712645711f7f6b)

96-9: Here's a quick overview of the lowland neighborhood now that the final touches are in place.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F4301%2Fadara9609.jpg&hash=09e679d1c71ac574628e20e2cb7a3fd168e5d4ad)

96-10: Since it's visible in 96-9, here's a closer look at the tweaked edge of the industrial site.  I'll be looking more at this area in a future update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F6420%2Fadara9610.jpg&hash=c7b3edffea406c476759646ef95a030a3bd946f5)

96-11: Here's a quick preview of part of today's focus.  This will wrap up the last of the highland suburbs.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F4283%2Fadara9611.jpg&hash=4835fd6a7bf519d98ec182fee75b57d2e2dc74df)

96-12: Even better, I finally get to put a few border mosaics together!  This is a quick leap back in time; you might remember this shot from update 95.  This is the cross border version just to give you a bit of context with the rest of Winfield before I start the edge details.  Also, if you look very carefully, there's a minor problem at the border where the street crosses that needs my attention.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F6859%2Fadara9612a.jpg&hash=195aab2e845b381d53a1b4cb7b9b273e172a8511)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F5820%2Fadara9612b.jpg&hash=851550e19d9bdf01950ce5e922c8fd940f27f527)

96-13: It's a bit easier to see the problem here.  The road at the bottom is right, but the upper street is actually about 7 meters too low.   I guess I accidently leveled the neighbourhood.  Fortunately this is fairly easy to fix.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F9977%2Fadara9613.jpg&hash=eadba2c302c79e18cac9607dbd99f19fb5828a6a)

96-14: A quick terrain query in Winfield gives me the benchmark I need to shoot for.  Here's the area that had to be demolished to level the area.  I use the mayor mode tools for this since they're much slower than the god mode tools.  The problem seems to have been caused by the street intersection wanting to be level.  I had to adjust quite a large area, but it's only off by about 0.1 meters now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F2897%2Fadara9614.jpg&hash=c921c6306243794c3bf33035440cccf0ec13013f)

96-15: My primary concern today is ensuring that the urban styles line up nicely.  I'll deal with the shoreline separately because it's a fairly big job.  This shot comes after a round of revisions including cleaning up the repeating lots from Update 95.  The tower near the lakeshore at the city border is on the chopping block.    
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F1940%2Fadara9615.jpg&hash=22e8958a8ea046698b3d5d46e3e70a18f2e9be13)

96-16: Nice little bit of luck here, three other apartments of the same style developed on this road on the Winfield tile.  I think this will provide a nice bit of thematic linking between the two tiles.  I'm going to abandon attempts at getting a fourth apartment and just bring the forest down to the road.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F2554%2Fadara9616.jpg&hash=ba66adae545d63f17c6aa6c9190fe42f06ae23d3)

96-17: And here's a fresh look at the corrected street crossing.  I'm pretty happy with this, and consider the adjustments a success.  In the middle of this shot is the boundary between the Ellison Flats and Winfield tiles.  I think things are lining up quite nicely now.  
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F2572%2Fadara9617.jpg&hash=29e6c35622af08b4aa4a6acf4e59f3a06d26f667)

96-18: This cross border shot should wrap up the day nicely, except of course the bonus shot.  This small mosaic crosses from Winfield through to Ellison Flats.  This should help you all get oriented since there's been some confusion about where Ellison Flats falls relative to Winfield.  The farmland starts just a short distance down from the edge of this image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F5637%2Fadara9618a.jpg&hash=88312267fde268b2e6fb4444bab489e23c839df5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F94%2Fadara9618b.jpg&hash=66cfc52522d27c8dea5e9134b0437b58285b021d)

OSITM Bonus 2: I'm going to continue posting these large mosaics throughout the first few OSITM updates since they're actually taking me less than 20 minutes each to put together!  Today we're revisiting Vavenby once more at Zoom 2!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F6791%2Fositmbonus2vavenbysmall.jpg&hash=c47df4359ebb2c07467c14d3e83d8d3972891f20) (http://img714.imageshack.us/img714/3966/ositmbonus2vavenby.jpg)

That's all for today.  I'm not entirely sure what will be in Fridays update, but there will be something.  I've got some interesting ideas for that area, but it'll depend some on how much custom lot work I can get done over the next few days.  See you soon!
Title: Re: Adara - Update 96 - March 3, 2010
Post by: mightygoose on March 03, 2010, 11:12:47 AM
superb work, and fantastic mosaic. congrats on OSITM.
Title: Re: Adara - Update 96 - March 3, 2010
Post by: Cyclone1001 on March 03, 2010, 02:06:47 PM
Yay, more composites! And yeah, I like them. So yeah... Hint hint...
Title: Re: Adara - Update 96 - March 3, 2010
Post by: djvandrake on March 03, 2010, 06:20:28 PM
Bravo!  Your neighborhoods really look great, especially with the trees!  ;)  Those single tile zones sure turned out nice too.  Are those R$$ homes?

Another wonderful update.  &apls
Title: Re: Adara - Update 96 - March 3, 2010
Post by: sumwonyuno on March 03, 2010, 09:13:53 PM
Heh, the difference between features and bugs is that features are bugs that are documented.   :thumbsup:

Great mosaic!  Just have to complete the lake and it's perfect!
Title: Re: Adara - Update 96 - March 3, 2010
Post by: dedgren on March 03, 2010, 11:29:37 PM
The mosaic (OSITM Bonus 2) [linkie] (http://img714.imageshack.us/img714/3966/ositmbonus2vavenby.jpg) absolutely took my breath away.  There are just a few folks who've truly captured the potential that consistent use of wide radius curves and the FAR and FARR offer for creating a truly natural look- welcome to a very small club.

Sorry for sounding like a fanboy, but going back through Adara tonight and finding something inspiring on just about every page was really a great way to spend a couple of hours.


David
Title: Re: Adara - Update 96 - March 3, 2010
Post by: TiFlo on March 04, 2010, 02:59:07 AM
That city is really getting sweet. I was afraid at first that you'd have too many mid-rises compared to the entire surface of ground taken by the city, but I see now that you're having little suburbian areas spread around. I am however still somewhat undecided regarding the high use of trees in the downtown area. It looks great, almost like an ideal place to live in, but I'm not sure whether it is believable or not (although after two weeks of being forced fed BC tourism commercials telling me it is the best place to live in the world, I'm sure I'd buy anything you tell me about it  ;D ).

Question: what are those tree lots you're using, the deciduous (and growable it seems) ones? As used in 96-6 to enclose the houses. And are they seasonal? I'm asking because so far I've been using dedgren 3RR ploppable seasonal trees. They are great for country areas but not so much for urbanized zones as they don't have any base texture, and don't fit so well with park lots like BSC / SFBT.

Great work, thank you!  :thumbsup:
Title: Re: Adara - Update 96 - March 3, 2010
Post by: Tomas Neto on March 04, 2010, 04:05:42 AM
Great update, nice suburbs!!! Nice see the growth of your city!!!
Title: Re: Adara - Update 96 - March 3, 2010
Post by: Stray Cat on March 04, 2010, 05:44:39 AM
Well, there is 45 minutes of my life that I was thrilled to spend gazing and reading that update!  Wish it could have been longer but unfortunately I had to break.  I'll be back later to re-read and stare some more! :p

Those are amazing suburbs there BC.  I love the flow of the houses with the roads and the greenery is balanced very nicely.  Overall, very aesthetically pleasing and very lifelike. 

Cheers!

Scott
Title: Re: Adara - Update 96 - March 3, 2010
Post by: penguin007 on March 04, 2010, 10:38:15 AM
Wow what an awesome update that tile is one of the most realistic I have seen

Will
Title: Re: Adara - Update 96 - March 3, 2010
Post by: canyonjumper on March 04, 2010, 02:39:27 PM
Very beautiful! The composite is awesome! &apls

                 -Jordan :thumbsup:
Title: Re: Adara - Update 96 - March 3, 2010
Post by: Yan077 on March 05, 2010, 08:47:05 AM
Congrats with that second OSITM   &apls

Your updates are always splendid, this one looks so natural, really good job once again  :thumbsup:

Yann  ;)
Title: Re: Adara - Update 97 - March 5, 2010
Post by: Battlecat on March 05, 2010, 12:44:54 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

mightygoose: Thanks very much for your congrats!

Cyclone1001: I like composites as well, so looks like you're in luck.  Although I only have one more tile to post as a bonus after today!  Not sure what's on the agenda for bonuses after Monday, but I'll have it figured out soon! 

djvandrake: Surprisingly to me, those 1x1 home are actually R$.  They look quite nice though!  Thanks for your kind words, glad you like the trees as well!

sumwonyuno: That's pretty much the law of software development right there!  I'm really looking forward to getting the lakeshore done, Ellison Flats is actually getting very close to completion! 

David (dedgren): Thanks very much for such high praise.  It means a lot to me considering it was stumbling across the shots of the wide radius curves that inspired me to come back to the game!  I always enjoy striving to put them to the best use possible, although I have to admit they've been challenging in urban areas.  I'm very glad you've been enjoying your poke through the archives!

TiFlo: Yeah, by itself the part of the city on the Winfield tile had far too much high density housing when compared with the suburbs.  I plan to extend the suburbs onto the two tiles to the east of here as well which should result in a fairly appropriately sized suburban ring.  Granted, I won't be doing that right away, I think I'll be taking a hiatus from Winfield area for my next tile. 

That's an excellent comment about the trees in my downtown area.  I'd be the first to admit that my cities are far greener that pretty much anything I've ever seen in reality.  Even here in BC, we don't have densely forested downtown cores like the one you see in Winfield, although there are many large forested parks near or in our downtown cores.  Stanley Park near downtown Vancouver (http://www.google.ca/maps?ie=UTF8&hq=&hnear=Pitt+Meadows,+Greater+Vancouver+Regional+District,+British+Columbia&ll=49.290818,-123.125839&spn=0.044113,0.077162&t=h&z=14) is an excellent but not unique example of such a park.  We're pretty lucky when it comes to green space in the Metro Vancouver region.  Honestly, I've pretty much concluded that I'm shooting for mostly realistic but slightly shifted towards what I'd like to see in the real world. 

Before I forget: to quickly answer your question regarding the trees, what I'm using are modified copies of the 3RR 1x1 Seasonal Trees.  All I've done is added an appropriate base texture and a minimal park effect to the lots for use in urban areas as fillers that match up nicely with the BSC parks.  As such, they are seasonal trees, although I don't usually choose to display them in alternate seasons.  Thanks for all your questions and comments!  Glad you're enjoying your visits!

Tomas Neto: Thanks very much for your kind words!

Scott (Stray Cat): Wow!  That's nearly as long as I spend putting these updates together!  Thanks for your enthusiasm, glad you're enjoying your visits enough to stay around that long!

Will (penguin007): Thanks very much, glad you enjoyed the view!

Jordan (canyonjumper): Thanks one again!  Glad you like it!

Yann (Yan077): Thanks very much for the congrats and for your kind words!  Glad you like how the city is turning out so far!

Update 97
Ellison Flats – The Other Side

Today I'm going to get started with the border on the other side of Williston Lake.  You might recall that the main railway line and a minor road are on that side of the lake.  Once this is done, the only border issue left will be bringing the lake across at the Winfield waterfront. 

97-1: To start the day, here's the area I'm trying to match up.  This is where everything crosses the border from Winfield. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F3861%2Fadara9701.jpg&hash=7d4dd3e82ce6974b562a869e0dcac7d540ced80d)

97-2: This is a reference shot to help me match up the shorelines.  If I do my job really well, I should be able to turn this into a cross border shot later. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F8325%2Fadara9702.jpg&hash=4f347723260b54446083251010046a550abc46d3)

97-3: Here's an initial shot of the Ellison Flats side of the border.  I've already plopped in a couple reference pieces of water down at the shoreline.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F1096%2Fadara9703.jpg&hash=26c8db22aef95d27b2df115999d2357392ae47f4)

97-4: And here's  a cross border mosaic.  It's hard to see, but the street is about a meter off in elevation.  I fixed that pretty quickly for future shots.  Might seem silly to worry about something so hard to see, but it was going to bother me if I didn't! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F7991%2Fadara9704.jpg&hash=aad4f08c38f6e4bcf7f2bdbbc9bf46885ddec943)

97-5: This is another cross border reference shot to help put all the material in perspective.  I've decided that the access roads to that clearcut will be fully decommissioned since they formerly crossed the railway.  Mostly I didn't leave myself enough room to put in all the details.  Live and learn!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F9468%2Fadara9705.jpg&hash=790f75f2f2c3eaf782a783889adf94f7fd3f90a4)

97-6: Here I've put in a handful of the details on the mountainsides.  This was just a test shot to make sure I lined up my clearcut properly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F2355%2Fadara9706.jpg&hash=d8a415cb4980c0919fbc15bc5ec089bdedaf4c06)

97-7: Now on with the major details today.  This shoreline is home to a small set of exurb style homes.  I've also begun to sketch in the shoreline, mostly as a reference so I didn't' put homes too close to the shoreline.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F3396%2Fadara9707.jpg&hash=797dff1322651c300043146d8caa5c2638370eec)

97-8: Now that the homes are grown, I'm ready to start putting the details in place.  No working shots today, I got lost in the fun of detailing.  Here the road cuts down quite close to the shore.  I did my best to hide the jagged corners from the house developments.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7176%2Fadara9708.jpg&hash=8dada97ea64477b9fa03ac8bc46870a4d7be7dac)

97-9: As much as anything, the random rocks are just there to help break up the monotony of the shoreline.  They really don't serve any other purpose beyond that.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6633%2Fadara9709.jpg&hash=3d800f3998681bb54726542267659433a15bf0ba)

97-10: Would you believe me if I told you this is a cross border mosaic?  This shoreline matched up better than anything I've produced yet! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F6360%2Fadara9710.jpg&hash=d6cdee775135b8426e8f1aa2335142ec859f4867)

97-11: As usual, the powerlines are the only thing that reveals the cross border nature of these shots!  The shadows are a bit unnatural if you know what to look for, but they're really not a huge deal!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F807%2Fadara9711.jpg&hash=b525adcee5c9c8bb4825d1c5094a982b9d636069)

97-12: Pulling out a bit farther again, here's one last cross border shot.  There's still a lot of work to do, but as usual, the cross border works is the pickiest part of every tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F9461%2Fadara9712.jpg&hash=25b9a9c1a70eebcfacebf8b0c2aa6262f021e364)

OSITM Bonus 3: That's all for the main update, but there's still one last thing.  Continuing with this week's bonus theme, today we're heading back to Jackson Pass! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F3933%2Fositmbonus3jacksonpasss.jpg&hash=97a0e713c6f0099b7797da2533aed432b9440d7b) (http://img16.imageshack.us/img16/3448/ositmbonus3jacksonpass.jpg)

That's all for today.  I'm not sure what I'll be working on over the weekend, but my options are limited now since Ellison Flats is getting very close to completion.  Have a great weekend!
Title: Re: Adara - Update 97 - March 5, 2010
Post by: ShultzCity on March 05, 2010, 02:42:36 PM
Another brilliant update  :thumbsup:

Loving the detail you put into the areas Battlecat!! And congrats on the OSITM  :)
Title: Re: Adara - Update 97 - March 5, 2010
Post by: canyonjumper on March 05, 2010, 03:27:06 PM
Very nice cross-border shots! Great stuff, Battlecat!

                 -Jordan :thumbsup:
Title: Re: Adara - Update 97 - March 5, 2010
Post by: Cyclone1001 on March 05, 2010, 05:16:43 PM
Beautiful shots, if only you could fix the powerline issue.
Title: Re: Adara - Update 97 - March 5, 2010
Post by: kwakelaar on March 06, 2010, 09:13:06 AM
Just had a peak at your previous update and I was really impressed (once again) with your mosaic, it is absolutely amazing to see Winfield going on undisturbed into the next tile.
And I love the overview images of course.
Congratulations on your OSITM, looking forward to more :thumbsup:
Title: Re: Adara - Update 97 - March 5, 2010
Post by: djvandrake on March 06, 2010, 09:36:48 AM
Wow.  If you hadn't shown us where the border was, I would have never been able to tell.  Surpurb!  &apls
Title: Re: Adara - Update 97 - March 5, 2010
Post by: kimcar on March 06, 2010, 09:45:52 AM
 &apls &aplsGreat work with the border (and everythigs too ;D ) ,  cause it`s not easy to fit perfectly like this. Great update . I like this river :thumbsup:
Title: Re: Adara - Update 97 - March 5, 2010
Post by: bat on March 06, 2010, 10:26:22 AM
Congratulations for the award! And your updates are wonderful! All pictures are nice! Looking forward to the next one... ;)
Title: Re: Adara - Update 97 - March 5, 2010
Post by: Tomas Neto on March 06, 2010, 12:03:37 PM
Fantastic again!!! Another great update!!!  :thumbsup:
Title: Re: Adara - Update 97 - March 5, 2010
Post by: Schulmanator on March 06, 2010, 06:35:41 PM
Great looking outdoors spaces  :)
Title: Re: Adara - Update 97 - March 5, 2010
Post by: penguin007 on March 07, 2010, 09:37:12 AM
Awesome technical shots there the area has turned out beautifully

Will
Title: Re: Adara - Update 97 - March 5, 2010
Post by: io_bg on March 07, 2010, 12:58:56 PM
Wow! The border looks great; one could easily say that there's no border at all $%Grinno$%
Keep up the great word! :thumbsup:
Title: Re: Adara - Update 97 - March 5, 2010
Post by: calibanX on March 07, 2010, 03:30:30 PM
I love the well defined tree line in the bonus shot of the whole tile, and I still love how you line up the edges of your tiles to make those great mosaics.

Great OSITM update.

Geoff
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Battlecat on March 08, 2010, 09:55:04 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jacob (ShultzCity): Thanks very much for your kind words and congrats!  Glad you enjoyed it!

Jordan (canyonjumper): Thanks very much!

Cyclone1001: Yeah, the power line issue is pretty much unsolveable.  The mechanics of the game state that the power lines need to start at the edge of each tile and as far as I know that isn't really changeable.  At least it lets me share power between tiles.  Glad you like the shots, thanks for stopping in!

kwakelaar: It just takes some careful planning to allow those cross border shots to work out.  Mostly it's just a simple case of making sure that the patterns on one side of the border are mirrored on the other side.  Glad you're enjoying the cross border shots.  Thanks for your congrats and kind words!

djvandrake: That's my goal, glad you like the results!  Thanks very much!

kimcar: Thanks very much for your kind words!

bat: Thanks for stopping in and for the congrats!  Glad you enjoyed the visit!

Tomas Neto: Thanks as always for stopping in and for your kind words!

Schulmanator: Thanks very much!

Will (penguin007): Thanks!  Glad you enjoyed the technical shots and the results!

io_bg: That's pretty much my goal.  Glad you enjoyed it, thanks for your kind words!

Geoff (calibanX): Since the rock mod I'm using has a slightly green component to it, the trees become very important for highlighting the edges of the rocky mountain peaks.  Glad you like how it came out!  Thanks for stopping by once again! 

Update 98
Ellison Flats – Forest Details

I'm going to continue working on the other side of the lake from the industrial park.  I already know I won't manage to finish that area up today, but it's coming along nicely!  There's a lot of are still left to detail on this tile!

98-1: I'm going to get started right in here.  Time to put a lot at the end of that railway spur!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F290%2Fadara9801.jpg&hash=110df44864b0e5f9f3fa7ca8452f0f36b1e1869f)

98-2: After much tweaking of the terrain and rail layout, the rail spur links up to a small log transfer facility.  There's going to be a fair amount of logging on this side of the lake.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F9708%2Fadara9802.jpg&hash=e277e34605527f8ef962fd945307f0c087e22d9e)

98-3: For this area, I'm going to be using Peg's logging roads.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F2142%2Fadara9803.jpg&hash=696171fd17dada0ca07a140756ce850c3590428e)

98-4: Right across the road from the transfer yard is a clearcut.  This one is reasonable old.  I've tried using some different fir trees to give the impression of the planted forest coming back.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F2570%2Fadara9804.jpg&hash=5b19671d825ea617dfe84080099dc2baea6fb947)

98-5: This corner here on the main road needs some retaining walls.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F5363%2Fadara9805.jpg&hash=fcb9c6c55a104e8a103b7db7f2f004fc155aedf0)

98-6: It looks just a bit more like the road and railway were crammed in here when the walls are added.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F5627%2Fadara9806.jpg&hash=21f100cdf0fb8829eb55217fca47dfa20073affb)

98-7: I'm going to put the active logging block into this valley.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F496%2Fadara9807.jpg&hash=f00aaeb08afbf7edfc316a266e0d63876dd1c27c)

98-8: They're very busily chopping down the trees in this area.  Somewhere in this region there will be some pretty big sawmills. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5438%2Fadara9808.jpg&hash=0d4c5f7d166a59fdf668a5ded273bf65b7256b84)

98-9: This valley here is going to be the last one logged.  There are going to be three cut blocks in here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F2396%2Fadara9809.jpg&hash=45e605d01a395dc73c9f22c003a6a1df50f9ca98)

98-10: I'm attempting the vary the visual age.  The one furthest up the valley is the oldest of these three.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F3200%2Fadara9810.jpg&hash=7191d73fccba2f16bd26828c162ae6badd10181b)

98-11: Next up is a new detail.  This nice flat block of land is just perfect for development.  But not a residential development!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F6924%2Fadara9811.jpg&hash=0932bee6e7b4240b562c82bbe97c4c001e625fee)

98-12: Paeng over at simpeg has been producing some excellent custom lots.  These are several pieces of his modular resort kit which fits in quite nicely with the MTP trails.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F4920%2Fadara9812.jpg&hash=5943a3329acc22a44f558cece1a3f53407a27e1c)

98-13: There's a nice block of cabins on the north side of the resort. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2083%2Fadara9813.jpg&hash=d1a2e01699ba8187797cfa170ea3e0c157cdbcfa)

98-14: And tent camping on the south side.  There's a pool tucked into the forest here as well.  I'll be coming back to detail the shoreline here during a later update.  I just don't have the time to get here today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F2717%2Fadara9814.jpg&hash=320840261ffe3849878293d064b2f59093c3ed18)

98-15: This valley goes somewhere.  I honestly don't know where that is yet though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F319%2Fadara9815.jpg&hash=2f597861d3965a1201ddcc277a27de09fd43cb3c)

98-16: So I'll put a winding gravel road in the valley and connect it to the neighbor.  Some day in the future this road will be continued and then we'll find out where this goes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F2923%2Fadara9816.jpg&hash=9b70bc426d749fe462f23a15334b5ca832fff40b)

98-17: I've started laying out the rough shoreline and noticed this nice block of land.  It seems like an appropriate area for a small residential block. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F9989%2Fadara9817.jpg&hash=cd5676a6129f584e90869bffc315055c18dc4435)

98-18: Nice random bunch of homes in this area.  Nothing fancy, they'll just disappear into the trees once I'm done the shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F8589%2Fadara9818.jpg&hash=e2d16a74673a8e291c6059dc58b938d67812f3e2)

98-19: The last few shots today are just detailed shots of the finished shoreline.  At this stage I'm starting to run out of time!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F5021%2Fadara9819.jpg&hash=ae6c8e794ce0b6f6ae50f0dc6a8c849d01be999b)

98-20: Here's a shot of the shoreline around the log loading site. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F5951%2Fadara9820.jpg&hash=af898b07af7836f1da9a60728bc0ffa21ccd723f)

98-21: Here's how the lake looks now.  There's still a lot of work to do here, but it's coming together now!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F3452%2Fadara9821.jpg&hash=ddc6cbcb6e6db165dfa67a0abed9c8c08042e0fb)

OSITM Bonus 4: Last stop for the zoom 2 composite bonuses!  Today I've got the Winfield tile ready to show!  I'm not actually sure what the bonus will be Wednesday, but I'll come up with something.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F8712%2Fositmbonus4winfieldsmal.jpg&hash=468b55d2d7ff88a64e08dc575b785e6f66bc5c20) (http://img40.imageshack.us/img40/8025/ositmbonus4winfield.jpg)

That's a wrap for today, next time I'm going to polish off the urban area of Ellison.  The shoreline has caused me quite a bit of grief unfortunately, but I've finally decided what I'm going to settle with.  See you soon!
Title: Re: Adara - Update 98 - March 8, 2010
Post by: calibanX on March 08, 2010, 10:14:16 AM
Beautiful pine forests. I'm always impressed with your shorelines too. The log loading site is a nice touch nestled into your heavily wooded setting and I like the idea of a clear cut area being replanted and coming back. Great work.

Geoff
Title: Re: Adara - Update 98 - March 8, 2010
Post by: armagin on March 08, 2010, 10:17:16 AM
Impressive! Nice to see lots of detail and thought even into the landscape. Me? I just get out the tree tool and start brushing away...
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Tomas Neto on March 08, 2010, 10:28:32 AM
Great work my friend!!! Awesome update!!!
Title: Re: Adara - Update 98 - March 8, 2010
Post by: ecoba on March 08, 2010, 11:11:42 AM
Oh my gosh, I've missed three updates. Where have I been? Are you updating every two days? Wow, you really have a lot of time on your hands.

Ellison is really turning out to be a lovely town, the shoreline is showing some interesting new features and the resort is a really nice touch. The whole rural sense of the town is also a nice thing that we've been missing from Adara for a while. I also feel that the huge industrial area on one side of the lake and the nicer residential areas on the other side is a nice contrast. I'll be back and commenting more often here.

Ethan
Title: Re: Adara - Update 98 - March 8, 2010
Post by: djvandrake on March 08, 2010, 11:39:04 AM
Another great update!  &apls
Title: Re: Adara - Update 98 - March 8, 2010
Post by: canyonjumper on March 08, 2010, 11:46:04 AM
Beautiful! I really like 98-19, it looks great! Two more updates until 100!

              Your friend, Jordan :thumbsup:
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Connor on March 08, 2010, 12:16:28 PM
This post brings Adara onto page 53. So thats now well over 50 pages, surpassed 1000 replies, and nearly 100 updates.

Truly representative of a fantastic MD.

Oh, and great update as always  :thumbsup:
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Stray Cat on March 08, 2010, 01:06:15 PM
Fascinating update BC.  Nice how you used those park structures in the logging town...

Cheers!

Scott
Title: Re: Adara - Update 98 - March 8, 2010
Post by: ShultzCity on March 08, 2010, 01:11:43 PM
WOW! Best update for a while Battlecat! I love the logging fields, and the camping sites. It's just spectacular. The only small nitpick is that along the shorelines should be a small area of marshy, scrub type bushes to help the transition from water to forest. Brilliant work  :thumbsup:
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Cyclone1001 on March 08, 2010, 02:23:54 PM
Very nice, loved the compostite! That bay and bridge still look great. As for the caption to 98-15, I doubt it...
Title: Re: Adara - Update 98 - March 8, 2010
Post by: kimcar on March 08, 2010, 04:15:04 PM
A lot of work again over here.  &apls &apls i admire the skill people like you to built a real city. Mine when i tried looked like a mess ;D Have fun :thumbsup:
Title: Re: Adara - Update 98 - March 8, 2010
Post by: Toichus Maximus on March 08, 2010, 10:28:09 PM
excellent work!
Title: Re: Adara - Update 98 - March 8, 2010
Post by: TiFlo on March 09, 2010, 03:06:01 AM
Great update! More logging sites are always a welcome addition. And now I'm curious to see where that winding road up the valley will eventually lead.  $%#Ninj2
Title: Re: Adara - Update 98 - March 8, 2010
Post by: nedalezz on March 09, 2010, 09:22:09 AM
 &apls just  &apls

Your detail level is something that I cant even imagine myself attaining.

Those cross border mosaics are truly revolutionary when it comes to CJ/MDs.

You, my friend, are what is called a trend-setter.
Title: Re: Adara - Update 98 - March 8, 2010
Post by: bat on March 09, 2010, 10:05:38 AM
Great work on that little town there! Wonderful pictures!!! :thumbsup:
Title: Re: Adara - Update 98 - March 8, 2010
Post by: threestooges on March 09, 2010, 01:04:27 PM
So much to comment on, it seems like ages (but certain at least a few updates) since I commented here last. Your suburban development is very natural, and really does a good job of working with the terrain. I'm curious though, as far as mods go, do you use CAM or any type of commute-alteration? How well does the traffic flow around Adara? Seems like the folks in the exurbs would have a bit of a drive, but then where are they actually going?

In 98-6 the retaining walls are exceptionally well done. I think that's some of the best use of Jeronij's walls I've seen in a while. Did you edit them at all? From the looks of the trees, it almost looks like you have a c.p. replacement mod for them or something. The jagged edges are well hidden, for the most part, and they seems to blend right into the terrain. I agree it makes it look like the road and rail were just crammed in there, and it looks good for it.

I like the way you let the rovky shoreline in 98-19 come up to the road. I'm sure you'll try it eventually, but that little bit there reminded me of Lake Tahoe where the road runs right along the lake edge for a bit. Ever thought about letting it get that close more often? Yes, I know it's a flooding issue, but what a view it would be.

The overviews you've shown of the lake in development... it looks like actual water. Bonus 4 this time is a great example of it. You've mentioned a couple times wanting to give some visual diversity to the shoreline. There are parts in the overview that pop out, but by and large it looks consistent, without looking uniform, and without being distracting with too much stuff going on. I think you found a really good balance in that picture. Nicely done.

Looking forward to seeing the lumberyard that you're dreaming up, and the zoom 2 mosaics are a great touch for the month. Would it be a safe assumption that they're sloowly working their way together for a big region shot at the end of the month?

-Matt
Title: Re: Adara - Update 98 - March 8, 2010
Post by: kwakelaar on March 10, 2010, 07:57:56 AM
Nice work on your planning stages and some great looking details again. I really liked how you did the retaining walls and the curves of both road and railway.
Title: Re: Adara - Update 98 - March 8, 2010
Post by: penguin007 on March 10, 2010, 09:07:23 AM
Awesome detailing I love this hilly region

Will
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Battlecat on March 10, 2010, 09:46:28 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Geoff (calibanX): Thanks, glad you're enjoying the forests!  I love adding these little details around the region!

armagin: Welcome to Adara!  Considering how much of my region is rural or forested, these extra details help break up the pattern, much like the real world!  Glad you liked it, thanks for stopping in!

Tomas Neto: Thanks very much!

Ethan (ecoba): Yeah, I've been updating pretty regularly lately!  I'm shooting for three updates per week for the month of March and then I'll probably have to cut back a bit!  Glad you're enjoying the diversity of the recent updates, it's kind of nice to be getting back to some rural style work! Thanks for stopping by! 

djvandrake: Thanks!  Glad you like it!

Jordan (canyonjumper): Thanks very much, those shoreline shots did turn out nicely!  Can't believe that I'll be posting update 100 this Friday if all goes according to plan. 

Connor: Hard to believe when you put it that way!  It's been a crazy year, thanks as always for your kind words and support!

Scott (Stray Cat): Thanks!  I've been looking forward to trying out the bits of that resort pack for a while now, it turned out quite nicely! 

Jacob (ShultzCity): Thanks for your enthusiasm!  I'm kind of torn between two issues with the shorelines.  On the one hand, you're right about the absence of scrub, which is something I've been trying to remember to add in places.  On the other hand, lakes in BC, particularly man made reservoirs tend to be quite abrupt in their shorelines. 

Actually, one of the best examples I can put my hands on is the shot below from Google Streetview of the Campbell River Reservoir on Vancouver Island, BC:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3464%2Fadara9900.jpg&hash=a6a499a145069253b5b87c095203ab4f531e5b63) (http://www.google.ca/maps?ie=UTF8&hq=&hnear=Pitt+Meadows,+Greater+Vancouver+Regional+District,+British+Columbia&ll=49.882438,-125.698224&spn=0,359.845676&z=13&layer=c&cbll=49.88236,-125.698337&panoid=DMA59QRZNEwTRgqryyiUdQ&cbp=12,305.43,,0,16.11)
The narrow straight band of grey is covered by water when the reservoir is completely full.   When the water is low, a barren gravel surface is exposed, much like the narrow band of grey gravel I've been using on Williston Lake.  That band extends all the way around the lake and is a pretty consistent visual characteristic for man made reservoirs.  But on the other hand, there is room for variation and I certainly appreciate the reminder!  Thanks again!

Cyclone1001: Thanks again as always!  Actually, I'm totally serious about 98-15!  I haven't even finished terraforming the tile yet which is the point where I do a lot of brainstorming about what goes into an area. :)

kimcar: Thanks very much, glad you're enjoying your visits! 

Toichus Maximus: Welcome to Adara!  Thanks very much for stopping by! 

TiFlo: I'm pretty curious where that's going as well since I haven't terraformed that neighbouring tile yet.  I'm going to have to contain my curiosity since I plan to head back to some lowland development near Alexandria next! 

nedalezz: Considering the level of detail and care you obviously put into Nesara, I appreciate the enthusiastic response in your reply today!  I suspect with the careful approach you're taking to your region that you should be able to put some excellent cross border work together when Cedar starts getting large enough!  If you feel inclined, I've got a tutorial here (http://sc4devotion.com/forums/index.php?topic=8676.0) that you might find handy and then feel free to ask if you want some more ideas!  Thanks very much for stopping by, I appreciate you thoughts!

bat: Thanks very much for your kind words!

Matt (threestooges): Wow, lots to say today and fortunately I've got lots of answers!  I'm using the CAM, and I think a traffic mod as well.  People who live on the south west shore of Williston Lake commute to the Vavenby area where the nearest employment currently is.  The commute is rather long, but it doesn't seem to be causing any problems for my current traffic mod which I'm very thankful for.  The rail transfer yard that I just added also provides a few jobs to the area. 

Jeronij's retaining walls there are completely unmodified, out of the box.  The only thing that might affect them is the maxis tree replacement mod I'm using.  I'm pretty sure he didn't use CP's trees in the original mod.  I'm actually really happy with how the jagged edges don't stand out there.  I'm really happy with how that lake shore section turned out.  The only thing I might do differently in the future is to plop texture filler lots in before putting in the flora.  I do plan to have low elevation road sections like that in the future since it turned out so well! 

The lake has been turning out very nicely; the Tahoe style water looks excellent as far as I'm concerned!  Glad you like how the lake has turned out.  Sadly, that lumberyard isn't going to be a feature of Ellison Flats, it'll be down in the lowlands somewhere in the distant future.  I'd say the zoom 2 mosaic is a reasonable bet, assuming I can get my computer to cooperate considering the size of these images!  Anyhow, thanks for your extensive comments!

Gjermund (kwakelaar): Thanks very much!  The retaining walls really put a nice finishing touch on the road and railway there. 

Will (penguin007): Thanks, glad you like it!

Update 99
Ellison Flats – Wrapping Up the Urban Core

Today I'm going to finish off the urban area and the shoreline right through to the border with Winfield.  Once I'm done this, there are only one or two more updates to finish off the Ellison Flats tile!  And of course, I've just spotted an error I won't have time to fix until next update! 

99-1: This is the area that's in the works for today.  As you can see, I've already got a batch of buildings growing.  Of course I'm very picky about styles so this area is going to be revised a huge amount.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F1452%2Fadara9901.jpg&hash=02f313b3e453467c204f538025aa3dedbac9ff23)

99-2: Originally I was considering creating seawalls along the shore here, but I just couldn't find anything that fit the style I was shooting for.  So I'm just going with grassy shorelines once again with a trail network.  The railway roundhouse is a nice finishing bit for the railway.  It's probably more historical site than active industrial facility these days. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg61.imageshack.us%2Fimg61%2F9818%2Fadara9902.jpg&hash=4f1420edb2c21391da127237dbfbef5500d5cb4c)

99-3: This is the last block of low density residences I'll be building here.  There are still some exurbs to build on the other side of the lake though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg48.imageshack.us%2Fimg48%2F5690%2Fadara9903.jpg&hash=171f81b378d696972e462bdf179d2c44e72d9369)

99-4: Right here we've got a movie theatre.  I need to add some more details to the parking lot though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F6610%2Fadara9904.jpg&hash=007ed3ded9362b07fd79393ff3d2487158739583)

99-5: Here we go, one finished parking lot along with the rest of the retaining walls for the access road.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F5053%2Fadara9905.jpg&hash=691163ee4126f06e1e8bd48634fd99952e410e06)

99-6: Some stuff is starting to grow, but a I keep having to put them through the chopping block.  It's getting there though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F7718%2Fadara9906.jpg&hash=be23072c9407df9c098dc826af79b23e63bbe162)

99-7: While I'm waiting for things to grow, this upper area needs some final details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F4695%2Fadara9907.jpg&hash=6998486ea9e5de9a25349c969f5a2ee534ac8696)

99-8: In particularly, a back alley is a necessary addition to this area.  I've also filled in a bunch of parks and trees to finish off the upper urban area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F8797%2Fadara9908.jpg&hash=62fa31e3fc66d84db0acc70aac07fefa0a931cda)

99-9: This area is finally getting close to finished.  I'm giving up on the empty lots that remain, I've got a better idea for them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F5628%2Fadara9909.jpg&hash=4f84412c8bf5c70a885b6f3e8279fef66a2013c0)

99-10: Some grass, a pile of gravel and voila: a vacant lot waiting for development approvals. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F4449%2Fadara9910.jpg&hash=33656872cb2ae80518d74d995ce26340f269abd0)

99-11: A couple more lots like that around the area.  I've always considered this area as being a former industrial site in transition to residential so this works quite nicely.  Also if you look carefully you'll see what I forget in this shot.  The location where the Best Buy store is should have been a tram maintenance yard.  Now the tram ends abruptly at a parking lot.  Oops!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg48.imageshack.us%2Fimg48%2F4476%2Fadara9911.jpg&hash=e81f2ca06073b1ad615e399b80d78d67d543b9e0)

99-12: Next up I need to finish the border with the Winfield tile.  Here are the results of my preliminary work to line up the water and trail.  Looks like I got it on the first try thanks to the terrain query tool. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg79.imageshack.us%2Fimg79%2F9931%2Fadara9912.jpg&hash=d7feb9eae518ed8ee2778a3034637e75327ebf5b)

99-13: Looking closer, the only difference between the two tiles is a subtly different shade of green to the terrain.  I'm really happy with how this looks already!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F3726%2Fadara9913.jpg&hash=89de00949aba0912bf359d36ac59471d32b19560)

99-14: So using 99-12 and 99-13 as reference shots, I can easily match up the detail styles so everything looks good.  Here's the same shot as 99-12 now finished.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7924%2Fadara9914.jpg&hash=cf618952eaad6e6ed4c2e2a8a1003492ddcdef00)

99-15: And here's a second look at 99-13.  Matching the trail up really made all the difference in the world! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F153%2Fadara9915.jpg&hash=362016f998a525ca4ee7ee66c8ae576c346c3be7)

99-16: Next up, the industrial waterfront.  I'll be continuing the detailing style I played around with a few updates back. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F4972%2Fadara9916.jpg&hash=09b97c836cd228353f32d07a7804e1d134eb8f13)

99-17: Rocks, scrub and general signs of a disturbed shoreline fit in quite nicely here. I believe the industrial sites here made heavy use of the shoreline in the recent past, but that stopped which is why the area has the disturbed look.  I think this site would have been a major lumber mill prior to the current use. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3002%2Fadara9917.jpg&hash=1346cf788617a91d524cdbf3c88e16e4001e56df)

99-18: The transition here is slightly abrupt, but it make some sense when you consider that there isn't enough space on this part of the shoreline for useful industrial operations.  So it escaped the cutting and as such it's much greener with trees! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg56.imageshack.us%2Fimg56%2F6241%2Fadara9918.jpg&hash=cff22bb25931f8d3a512988b087c1669c49b44a5)

99-19: For the residential waterfront I'm conducting an experiment.  Remember, this is a former industrial area.  I think the developer who built the residential was required to conduct an extensive clean up of the waterfront.  The shoreline was scrapped clean and a large amount of grass and foliage was planted to green up the shoreline which is why there is very little gravel.  I'll be curious to hear what you all thing about the results here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F380%2Fadara9919.jpg&hash=920c46906fb7a98f8a14287a671e596f0065e81a)

99-20: And with that, I've filled in the entire shoreline along the urban area.  Hope you like it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F3805%2Fadara9920.jpg&hash=ec4a658486567d1ccbad14c67b79231453488977)

OSITM Bonus 5: Well I don't have any zoom 2 composite images left, so today you'll just have to settle for a large sized composite of a portion of Winfield and Ellison Flats.  Mostly I just wanted to see how the shoreline matched up, and it snowballed from there.  Click the image to see the big version!  In retrospect, it looks like I managed to chop one of the GLR trains in half when I was splicing shots together, but such is life on occasion!  Enjoy!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F1012%2Fositmbonus5small.jpg&hash=aa0b5cad64b72a8165b9b164abda9041f84d7b5f) (http://img57.imageshack.us/img57/226/ositmbonus5.jpg)

That's all for today.  Next update I'll fix my little mistake with the GLR and then it's on to the rural valley that's still leftover.  See you then!
Title: Re: Adara - Update 99 - March 10, 2010
Post by: ecoba on March 10, 2010, 10:49:58 AM
Another great update,Battlecat.

I'm really enjoying the ongoing development of the urban area, there is almost a perfect minority of maxis and the whole area blends nicely together. I like the idea of the scrapped shoreline, it's very new and the industrial transition is great. The park system is really well done, and the idea of the vacant lots is really nice, I do the same thing in my cities when I can't get certain lots to grow.

I find it amazing that we're almost done with another tile. Ellison Flats has been a nice change from the rest of urban or rural Adara. (I know I've said that many times.) The cross border pictures are also looking really good.

Anything special planned for update 100?

Ethan
Title: Re: Adara - Update 99 - March 10, 2010
Post by: turtle on March 10, 2010, 12:12:18 PM
Very nice indeed, BC!
I've surely been enjoying your last updates, but alas, I'm afraid I'm not so good at replying with each update you give us (and you keep your pace!). I agree with Ethan - Ellison Flats is really adds nicely to what you've already shown us you're able to do in this game. Great work with both commercial and industrial! Your residential areas are in a league of their own!
I like the detailing of the residential waterfront, but it looks too square. It looks like there have been a dock, but it would seem strange to tear that down instead of restoring it to make a nice residential project. Maybe some old wooden waterfront would make a difference? I don't mean to discourage you at all. I like how you developed your water-detailing techniques (especially what you did some updates ago with small break-ups). But, in my opinion, the shape looks unrealistic. Either you should break it up a bit, maybe a bit of land reaching out in the water, or give it a small waterfront. But that's just me.
Anyways, everything looks great as always, and I'm really looking forward to your 100th update - I'm sure it will be a blast!
Thomas
Title: Re: Adara - Update 99 - March 10, 2010
Post by: kimcar on March 10, 2010, 12:23:11 PM
 &apls &apls Great work .I like that trail , that`s a good touch of realism. Great shorline too. Keep it up  :thumbsup:
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Connor on March 10, 2010, 12:52:49 PM
Really nice update once again, and the cross border mosaics look amazing as always, the accuracy you achieve on the tile borders is incredible.

Looking forward to Update 100!  :thumbsup:
Title: Re: Adara - Update 99 - March 10, 2010
Post by: ShultzCity on March 10, 2010, 01:20:36 PM
Another stupendous update! Good point about the shoreline, generally in Australia the shorelines are less abrupt (partly due to the fact that all our man-made dams are bone dry!). I LOVE the shoreline trail, and I think that the extra grass on the residential shoreline works like gem. My favourite images this time through are the bonus image and 99-14. Great work again, and I can't wait to see what you come up with for update #100!
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Cyclone1001 on March 10, 2010, 01:53:24 PM
That shoreline... &apls &apls &apls
Title: Re: Adara - Update 99 - March 10, 2010
Post by: TiFlo on March 10, 2010, 02:26:43 PM
The shoreline at 99-17 is mind-blowing. I mean... wow, just wow.
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Tomas Neto on March 10, 2010, 03:59:55 PM
Very nice update again my friend!!!
Title: Re: Adara - Update 99 - March 10, 2010
Post by: canyonjumper on March 10, 2010, 04:46:59 PM
Battlecat, you've made another amazing update! The shoreline is mindblowing! I especially like 99-17! Keep up the awesome work!

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 99 - March 10, 2010
Post by: threestooges on March 10, 2010, 06:31:11 PM
99-19 doesn't look too bad, though with the short distance from the shore to the residences, it looks like there is a great potential for flooding.
99-20 It looks good, but my only critique would be the rectangular peninsula area. Not sure if you mentioned if it was man-made, but it seems too angular to be natural. I like the gravel pile in 99-10, but the large on in 99-11 seems a bit large considering the tower that it's next to. The residents of that building seem like they'd have the money and time where they'd be able to complain about it. Then again, this may be just after the area's been developed, so I guess it wouldn't hurt for the short term. I still think they'd be up in arms about it though. Also on the topic of 99-11, it seems like an interesting shot of an area in motion: either it's an abandoned tram line that Best Buy built next to, or it's about to be an exercise in emminent domain. the roundhouse is a nice touch for the area, well, given that I like trains, it'd be a nice touch for any area, with all the residences surrounding it, perhaps it'll be slated to become a museum, or a mall. Congratulations on 99 updates. I'll be curious to see what's in store for the 100th.
-Matt
Title: Re: Adara - Update 99 - March 10, 2010
Post by: djvandrake on March 10, 2010, 06:42:49 PM
Teriffic!  Very good looking urban area and your shorelines are awesome.  &apls
Title: Re: Adara - Update 99 - March 10, 2010
Post by: scott1964 on March 10, 2010, 09:31:20 PM
Nice shoreline  :)
Title: Re: Adara - Update 99 - March 10, 2010
Post by: BuildingUp on March 11, 2010, 11:26:12 AM
99-15 is so excellent. This whole update was brilliant friend! Can't wait to see more!  &apls &apls
Title: Re: Adara - Update 99 - March 10, 2010
Post by: nedalezz on March 11, 2010, 05:04:37 PM
99-17 seems to be a favorite, and it certainly is mine. The rocks, the grass, how they blend into the ploppable water, you have done a great job.

99-14 and 99-15, I mean seriously, that is cross border work? You cant tell the difference. Ridiculous, thats just amazing what you've done there.

I love the bonus shot, its beautiful I think. The water and shoreline look stunning. Great update overall!
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Toichus Maximus on March 11, 2010, 07:33:28 PM
Loving the flora on that industrial waterfront! Brilliant!
Title: Re: Adara - Update 99 - March 10, 2010
Post by: Nanami on March 11, 2010, 10:55:10 PM
Beautiful updates!
Title: Re: Adara - Update 100 - March 12, 2010
Post by: Battlecat on March 12, 2010, 10:22:54 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Ethan (ecoba): I'd have to say that Ellison Flats represents the most elaborate urban-rural interface that I've ever built.  I'm pretty pleased with how the whole tile is coming together as well!  I really wish I had something special for today's update, but real life has conspired to block pretty much everything but the game play I managed to squeeze in over the last two days.  At least I managed to put together an interesting OSTIM bonus!  Thanks for stopping by!

Thomas (turtle): No worries, I appreciate it when you do find the time to stop by!  Glad to hear you're still keeping an eye on things!  Thanks for your thoughts on that waterfront, I honestly have to admit that I'm not entirely happy with how it came out either.  Some of the original seawall design has persisted and is probably responsible for the square feel of the shore.  You've got some good ideas in there and excellent points and I'm going to see what I can do about it before I wrap up Ellison Flats.

kimcar: Thanks very much!  Glad you like how it came out!

Connor: Thanks!  It takes a fair bit of time to ensure the borders match up, but it's getting easier with every tile! 

Jacob (ShultzCity): Good point from your perspective.  It never ceases to amaze me how much our perception of details is influenced by where we come from!  Glad you like the grassy shoreline.  I'm mostly keeping it as is, but I'm going to tweak it a bit to make the shore a little less square in the next couple updates.  I really wish I had something amazing for today's update, but time has not been on my side this week!  On the other hand, the OSITM bonus is going to be a bit quirky today, so that might make up for it!

Cyclone1001: Thanks very much! 

TiFlo: Glad you like it, I went kind of nuts with the flora brushes in there!

Tomas Neto: Thanks!

Jordan (canyonjumper): Thanks!  I'm particularly happy with how that shoreline turned out near the industrial area.     

Matt (threestooges): It's had to see in 99-19, but there's actually a fairly significant slope between the water and the buildings which should help mitigate the flooding issues!  I'm not entirely happy with that rectangular peninsula either.  I'm adding some of the docks back and modifying the shoreline to tweak the area a bit.  I hope that helps.  I expect those gravel piles are short term, I just don't have the patience to try and get an appropriate building to grow in that area.  The simulator is being stubborn again! 

Good point about the possibility of the tram line there actually being a future planned expansion.  I suspect the Best Buy would only loose some parking and the tram would swing onto the road.  That actually makes more sense than my original idea.  Especially since my efforts to find or make a good looking maintenance yard that fits in that space has been a dismal failure!  There is actually some logic to putting the tram maintenance yard up in the highland tiles where land would be cheaper and less desirable for residential development as would be the case with the waterfront location!  Thanks for your thoughts and feedback! 

djvandrake: Thanks for your kind words!

Scott1964: Thanks!

BuildingUp: Thanks, glad you enjoyed it!

nedalezz: You're right that shot does seem to be a universal favorite!  I'm really excited about how well that area came out.  Glad you like the cross border shots as well.  The terrain query tool makes lining things up incredibly easy.  It takes two or three tries on average to get the plopable features lined up, but I can double check things with terrain query without leaving the game.  It also helps that plopable water is very forgiving!  Thanks very much for stopping in, glad you're enjoying your visits!

Toichus Maximus: Thanks for your kind words!

976: Thanks very much!

Update 100
Ellison Flats – Staying the Course

Yet another major milestone in the last while, this is the 100th update since I started Adara a little over a year ago! 

I wish I had more time to put this update together, but at least I have something interesting for you!  It figures that my gaming time last night got interrupted so I didn't manage to finish Ellison Flats for today's update!  Ah well, real life has to come first, I've still got some interesting stuff for today's update. 

100-1: This first list shows ever one of the 106 people who have taken a moment to stop in an comment here in Adara over the last 100 updates!  Thanks for your support and feedback everyone!  This will be the last posting of this particular graph for quite some time; I don't think every 25 updates is really sensible going forward. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F426%2Fadara10001a.jpg&hash=3f641ab61c8aaa992a79c79d1d045a42478fc0d4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F5985%2Fadara10001b.jpg&hash=b25c6cbf9264333ce71ec772fa4f00b94b86d494)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg364.imageshack.us%2Fimg364%2F7981%2Fadara10001c.jpg&hash=ea694f1dd502b8ebc061c141b23657b5a0f22137)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F2037%2Fadara10001d.jpg&hash=6d79f96147a49215c96ee785a65fc7ea9d8dd7f4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F4702%2Fadara10001e.jpg&hash=32d46f46a55de375541a0500a986188e4a4b26ec)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F7035%2Fadara10001f.jpg&hash=d4f823fb31c5b3472bfa0f244f486be567b05f85)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F6133%2Fadara10001g.jpg&hash=6560c0e516a8e31f5ba9b30927251c02ecdd5713)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F6182%2Fadara10001h.jpg&hash=4986f2c86e3af1dc9c80ccd80685c2f71d111d6c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F1395%2Fadara10001i.jpg&hash=71c110fdf7b3d27625fd8df3c38e8375b0b5cd26)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F5227%2Fadara10001j.jpg&hash=57f04dc929f678f7b15e6dfc947d868dd46d3ded)

100-2: Here's where we stand with the various updates.  Winfield took over from Vavenby as the slowest city to develop.  I think Ellison Flats will be wrapped up pretty soon here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F253%2Fadara10002.jpg&hash=c270ee836eff3e903ae1db03f1894c0d49d3d39d)

100-3: There were some excellent comments on this section of waterfront, so I'm going to tweak it a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4585%2Fadara10003.jpg&hash=f9c95c2fb21692bfa32104f544949717d4a1459f)

100-4: This spot is finished now that I've smoothed out the sharp corner that was here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F6849%2Fadara10004.jpg&hash=6012175232b62247386414ce69d340d8b8124a98)

100-5: I've decided to add in some old docks that are the only preserved relic of the industrial site.  These are Paeng's modification to Peg's wooden wharves.  He created a version that is designed to feel like industrial facilities convered to recreation use.  I quite like them and I think they help solve that issue with the square waterfront.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F3421%2Fadara10005.jpg&hash=c002a93bd385fc15edabadc3a18784c8bd12d0b9)

100-6: Moving along, this valley is the last major undeveloped block of land in Ellison Flats.  There's also still a chunk of shoreline left, but we're getting very close now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F1232%2Fadara10006.jpg&hash=d316ba21d9e2e85450dea5b00fc7786dd6f9d487)

100-7: Here I've finished roughing in the last major access road.  A gravel street should do the job.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2933%2Fadara10007.jpg&hash=cab90252e29e201e651ff60a7d9495ed83a44492)

100-8: One of the major employers of this area is a small mine that operates at the end of the valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F5484%2Fadara10008.jpg&hash=6d5b018e364bae27929fe03d9e105e74099cad8e)

100-9: This is where I got interupted last night.  I'm about halfway through roughing out the exurbs and the clearcuts from the extensive logging activity on this tile.  Detailing in this area and the shoreline will be a major activity for the next update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg159.imageshack.us%2Fimg159%2F9140%2Fadara10009.jpg&hash=2426a81d982d2c55ff48d51769817fce30cfc3a5)

Considering Rock Mods

That's all for the main update  However, I've been poking at rock mods in the last few days, and I'm looking at possibly switching over.  While I reserve the final judgement for myself, I'd love to get your input on the following options.  I've used two spots in the Jackson Pass tile for these samples.   

Option 1: Keep the current mod.  I'm currently using Orange_o_'s aubrac rock texture mod.  One of the reasons I'm hanging on to it at the moment is it works well with trees on top of it.  But I'm thinking that I might be able to switch to something different. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3889%2Fcurrenttexture01.jpg&hash=bfab0fb34a83f8bbba79e059ccae258856f3f243)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F254%2Fcurrenttexture02.jpg&hash=ac5953b8bc9e585f661dd74b76a67b71527da66a)

Option 2: Heblem's Grassy Rock mod.  This one is a bit more towards the traditional rock mod look. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F4936%2Foption201.jpg&hash=2ddfc93266e0af4907ebd7c5d579fa0352eae3c3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F662%2Foption202.jpg&hash=a64f022761c234e1adb7381798e6b2eac6f9e16f)

Option 3: Heblem's Mossy Rock mod.  I'll admit I'm leaning towards this one.  I like the feel of this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F4091%2Foption301.jpg&hash=7bb2218f0d61d8763d873bc26c558c32f862828c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F6103%2Foption302.jpg&hash=92595f5ecbc87029c6f14769f91298836c709488)

Let me know what you think of these options, or if you know of another mod that might work out nicely for Adara.  Rock mods are nice in that they can easily be switch.  Granted, I'll have to rebuild all my tile composites but that's a small price to pay. 

OSITM Bonus 6: Today I've got a monster mosaic for you all to enjoy.  We're going for a bit of a flying tour of Winfield and Westside.  Starting at the top of the mosaic we're flying northwards across Winfield towards the lake.  Once we cross the lake, we turn sharply and fly across Westside.  Once we hit the lake again we turn south to fly across a different section of Winfield (the completed section of Ellison Flats).  The lake's placement made this work rather nicely even if it isn't geographically accurate! 

Warning!  This mosaic is composed of 19 800x600 images.  It may take a bit of time to load!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F5324%2Fositmbonus06a.jpg&hash=859a9011384daea5e8c1296e3807a79206417f77)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F1666%2Fositmbonus06b.jpg&hash=649f42934ac34928426fbd4b4d9cb3e7d15b5c99)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F448%2Fositmbonus06c.jpg&hash=293163a6a8f63c55a90330b99781864bc04fa0ee)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F2314%2Fositmbonus06d.jpg&hash=c476223783b2dee574e80845e4b8f148db7e187a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F7030%2Fositmbonus06e.jpg&hash=a6b357c7d201b913c64bf5f39a9c4dc6caffbca4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F7836%2Fositmbonus06f.jpg&hash=9f1b8db469dcf97e4dacb8a49ee54b71460f88aa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F2756%2Fositmbonus06g.jpg&hash=884aea43dabcc908549af3f7244e5d2d0b367116)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F1492%2Fositmbonus06gf.jpg&hash=65ac8990484b5356cc6f88e52335482401eb5b88)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F4515%2Fositmbonus06h.jpg&hash=d8795427bf73ece76232d737e8429c30e7fc4e7c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F7086%2Fositmbonus06i.jpg&hash=ffcc8f0e47d30db371cda39f38f333f42d407413)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F8422%2Fositmbonus06j.jpg&hash=170eeae9c8ef2b44f2dc2e64d04192f08caa0c58)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F427%2Fositmbonus06k.jpg&hash=1a63f8ce86b9469bdddd1da3516b80ba05cd3c19)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F2082%2Fositmbonus06kf.jpg&hash=a61f68a1e18994923e70ebc912d2e9db937e0ccb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg82.imageshack.us%2Fimg82%2F7766%2Fositmbonus06l.jpg&hash=b1d74ad9ba9d8e700536106391066e629fa674d0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F4967%2Fositmbonus06m.jpg&hash=58c213d8b587b9b61e2af95b0ff3338a9061c43f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F6079%2Fositmbonus06n.jpg&hash=99c11e2a3e59d9cab288058238f205544b1c40b5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F31%2Fositmbonus06o.jpg&hash=fa8d2cb49da0d919add98c02efc06a9f712a17ec)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F7251%2Fositmbonus06p.jpg&hash=cdae06bd66538b99c2cb27f1dda08d2fd15e6a33)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F6210%2Fositmbonus06q.jpg&hash=a65399b4bb1050ae1567bb034411ebb4ac72f932)

And that's a wrap!  Hope you enjoyed the update!  See you all next week for the last updates of Ellison Flats.
Title: Re: Adara - Update 99 - March 10, 2010
Post by: vester on March 12, 2010, 11:00:10 AM
Great update.

Would love to see some more cars, trains, and buses. There are hardly any.

Maybe you could change the nam automata plug-ins or maybe its the settings (http://sc4devotion.com/forums/index.php?topic=525.msg14330#msg14330) ?
Title: Re: Adara - Update 99 - March 10, 2010
Post by: BuildingUp on March 12, 2010, 11:09:29 AM
Okay, let me just first say the statistics are great, always like to see that type of thing in a MD. (I need to do it myself)

Now as for the pictures the OSITM Bonus 6 is brilliant, just brilliant. I noticed the lack of cars but I don't think it really takes away from the beauty.

100-5 and 100-9 are my favorites but as usual I think it's all fabulous.

And congratulations on update number 100!!  &apls &apls
Title: Re: Adara - Update 100 - March 12, 2010
Post by: ecoba on March 12, 2010, 12:49:01 PM
I really like the updated detailing of the shoreline, that sharp corner had been bothering me, the whole section looked pretty griddy to begin with and I like the revised product. I also feel that the small section of wharves that were redone by paeng add a really nice effect to the area; are they available on SimPeg?

As for the rock mod, I would really like to keep the Aubrac Rock Mod. It really does suit Adara and I personally don't like the look of Eblem's rock mods, even though they are excellent in other locations.

That final mosaic really is wonderful. It shows the great diversity that is spread out throughout Winfield, Westside and Ellison. You have a great way of getting a nice variety of Residential, Commercial, Heavy Industry, and Agriculture. A great bonus!

Ethan
Title: Re: Adara - Update 100 - March 12, 2010
Post by: ShultzCity on March 12, 2010, 02:29:26 PM
Woo hoo! 100 updates  :thumbsup:

I love the mosaic, just beautiful, and hugely realistic.

I also really like those wharves, it gives the area that little bit of 'character' that makes it different to everything else.

I can't wait till you finish off the logging area, really looking forward to it :)

As for the rock mod, I think I would stick with the one you've got, however if I had to choose one I would go with the second one you displayed (the one you liked).
Title: Re: Adara - Update 100 - March 12, 2010
Post by: io_bg on March 12, 2010, 02:50:24 PM
Congratulations on the 100 updates! &apls &apls
And that mosaic is probably the biggest one I've ever seen! :shocked2: It's just awesome! &apls
Title: Re: Adara - Update 100 - March 12, 2010
Post by: kimcar on March 12, 2010, 04:40:16 PM
 &apls &apls Congrats for your 100th update. Hope to see much more. What a mosaic... very nice one. Great scenery and great pics.In fact love it very much lol :thumbsup:
Title: Re: Adara - Update 100 - March 12, 2010
Post by: armagin on March 12, 2010, 05:28:28 PM
biggest... mosaic EVAR!!!
Title: Re: Adara - Update 100 - March 12, 2010
Post by: djvandrake on March 12, 2010, 09:05:58 PM
Congrats on 100 updates!!  &apls  &apls  &apls

I really like what you've done with the waterfront, and those dock conversions are an excellent addition.

For rock mods, I really like option 2.  To me that one looks the most realisitic in terms of color palate and texture.  What terrain mod are you using?  Olympic right? 

And that's an awesome mosaic!  &apls
Title: Re: Adara - Update 100 - March 12, 2010
Post by: calibanX on March 12, 2010, 10:04:42 PM
Congratulations Battlecat. Your longevity and your devotion to your regular updates is rare. The Hall of Fame isn't as far off as it may seem for you my friend.

You've created a mosaic that the king of mosaics Tomas Neto would be proud of. Great job showcasing Adara during your OSITM.

Geoff
Title: Re: Adara - Update 100 - March 12, 2010
Post by: kwakelaar on March 13, 2010, 12:55:51 AM
The new wharves do look good, and the mosaic is indeed a monster.
Your set up for the last stretch of land in Ellison Flats seems very promising.
I would say that your current rock mod is the best one, but that could also just be a case of getting used to a new one.
Title: Re: Adara - Update 100 - March 12, 2010
Post by: Tomas Neto on March 13, 2010, 01:16:43 AM
Congrats on 100 updates my friend, and fantastic update again!!!
Title: Re: Adara - Update 100 - March 12, 2010
Post by: nedalezz on March 13, 2010, 06:43:49 AM
That update was so huge I have to seperate my comment into pointer  :P

1) Congratulations on Update 100, that is quite an amazing feat. You deserve to bask in all of this MD's great glory!

2) While the rock formation you have now definitely works, I would favor Option 2 as it just looks the most realistic

3) Mosaic...um, WoW?!?! Holy crap. That is one huge, magnificent, jaw dropping mosaic.
Title: Re: Adara - Update 100 - March 12, 2010
Post by: bat on March 13, 2010, 08:41:13 AM
The 100th update (Congrats!!) is really fantastic!
A lot of great pictures from Adara! Wonderful work! :thumbsup: The mosaic is also fantastic...
Title: Re: Adara - Update 100 - March 12, 2010
Post by: metarvo on March 13, 2010, 08:54:25 AM
Good work, Battlecat!  :thumbsup:  The shorelines are nice as always.  I also like the re-zoned industrial area that has retained some of its character.

As far as the rock mod goes, I like Option 1.  Of course, I may be somewhat biased, since I myself use the Aubrac rock mod.  ;D
Title: Re: Adara - Update 100 - March 12, 2010
Post by: Cyclone1001 on March 13, 2010, 09:06:20 AM
Looks amazing and Congratz on 100 updates!
Title: Re: Adara - Update 100 - March 12, 2010
Post by: RickD on March 13, 2010, 12:10:12 PM
Congrats on your 100th update. With this one you have outdone yourself. The mosaic is epic.

Oh and I prefer option 3 of the rock mods, too. I think it fits very well in the region because it looks best with the trees.
Title: Re: Adara - Update 100 - March 12, 2010
Post by: Connor on March 13, 2010, 02:19:26 PM
Wonderful 100th update  &apls

Personally, I would go for Option 3, but the decision is yours....
Title: Re: Adara - Update 100 - March 12, 2010
Post by: canyonjumper on March 13, 2010, 08:58:36 PM
Great 100th update, Battlecat! Option 2 for me! That was an excellent mosaic!

             Your friend,
                            Jordan :thumbsup:
Title: Re: Adara - Update 100 - March 12, 2010
Post by: danielcote on March 13, 2010, 09:01:05 PM
Wow nice. Are those all different towns or all one big spread out city.
Title: Re: Adara - Update 100 - March 12, 2010
Post by: turtle on March 14, 2010, 05:06:24 AM
Congrats on reaching the 100th update milestone. What a journey.

I like how you altered the coastline. It's much better now!

I prefer option two for rock mods. Number three looks a bit bland from the distance, but great when you zoom in. Also I think the trees go better with number two. Actually, I think I will change my own rock mod to number two.

Beautiful mosaic of the lake. However I do agree with Vester on the lack of traffic.

Great work!

Thomas
Title: Re: Adara - Update 100 - March 12, 2010
Post by: FrankU on March 14, 2010, 08:12:25 AM
Well, you made me feel guilty that I didn't comment on your work for such a long time.
I have been lurking a lot though, because it is interesting to see what you make. I like it very much. It is just that I didn't know what to add to you project... It's just beautiful to see what you do.
But now the time has come to congratulate you with your 100th update!  &apls
Title: Re: Adara - Update 100 - March 12, 2010
Post by: JoeST on March 15, 2010, 04:51:10 AM
That is one SERIOUSLY AWESOME 100th update, especially that mosaic, which was just :o

And all those ones that I just caught up with, WOW aswell... just :o

Joe
Title: Re: Adara - Update 100 - March 12, 2010
Post by: art128 on March 15, 2010, 04:57:45 AM
Seriously, 100 update. That's a milestone. Lets take the champaign !

I must say that I'm sorry for not posting there more frequently, I'm more like a lurker.. anyway I stopped there and It's time to leave a comment, also because the occasion is good, the 100th update..  :)

I enjoyed watching at this update, both SC4 pictures and stats are really well done. I think this old industrial dock looks great there, and I'm sure it's a nice place to relax during the week-end. Nice choice for the rock mod, it fits just well with the ambiance of the city.
That master mosaic is really, really stunning, seriously I really loved it. I'm also thinking of making such a mosaic but unfortunately the way my city is built doesn't allow me to make a mosaic like that.

Anyway, great work my friend !
-Arthur. :thumbsup:
Title: Re: Adara - Update 101 - March 15, 2010
Post by: Battlecat on March 15, 2010, 11:21:07 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)
vester: Welcome to Adara!  Thanks for pointing out the absence of traffic in that mosaic.  I'll admit I actually hadn't noticed the absence!  I've found at least one part of the problem already, but I'm going to take a good hard look at those alternate NAM options you've mentioned!  Thanks for stopping in!

BuildingUp: Thanks very much!  Glad you enjoyed the mosaic and the other details in today's update!

Ethan (ecoba): Thanks, glad you enjoyed the updated detailing.  The updated wharves made a huge difference.  Paeng actually keeps most of his custom work on his own site here (http://paeng.e-workers.de/gallery/city_journals/index.php).  He has quite a diverse collection of filler style lots on his site.   Thanks for your thoughts on the rock mod choices as well!

Jacob (ShultzCity): Thanks very much for your kind words!  Glad you like the wharves, I'm really happy with how they changed the feel of the neighborhood.  Thanks for your feedback regarding the rock mod as well! 

io_bg: Thanks very much!  The mosaic was a fun one to put together, especially since it doesn't represent the real geography of the area since it goes around corners! 

kimcar: Thanks!  Glad you liked it! 

armagin: I'm pretty sure it's the biggest one I've ever put together at the very least!   

djvandrake: Thanks!  You're right that I'm using the Olympic terrain mod.  It's always been my favorite for the type of regions I like to build.  I'm pretty much torn between my current mod and the one you've suggested! 

Geoff (calibanX): Thanks very much for your congrats and kind words!  It's really hard to believe how busy I've been over the last few months with Adara!  Have to say, Tomas Neto is certainly my inspiration for building mosaics on a more regular basis.  He certainly is the king of mosaics though!

kwakelaar: Thanks very much!  Glad you enjoyed the update!  I appreciate your thoughts on the rock mod as well.

Tomas Neto: Thanks very much as always for your support! 

nedalezz: Thanks very much, it's been a fun trip getting to 100 updates!  Great to hear your feedback on the rock mod.  That mosaic was particularly fun to put together.  It's actually quite hard to put together large scale mosaics with the current layout of Adara.  Most of the options I have right now would result in vast tracts of undeveloped forest for most of the mosaic.  Swinging around the lake like that provided a neat new choice.

bat: Thanks very much for your congrats!  Glad you enjoyed the latest update!

metarvo: Thanks, I'm really pleased with how the rezoned industrial area came out.  Adding those old docks in really put some nice finishing touches on it!  Also, thanks for your thoughts on the rock mod!

Cyclone1001: Thanks very much! 

Raphael (RickD): Welcome to Adara!  It's great to still be welcoming new visitors after 100 updates!  Glad you enjoyed the mosaic; it was a real pleasure to put together!  Thanks for your thoughts on the rock mod as well!

Connor: Thanks very much for your kind words and thoughts!

Jordan (canyonjumper): Thanks!  I appreciate your thoughts on the rock mod.  Glad you liked the mosaic!

danielcote: Thanks for stopping in!  The mosaic through several different cities.  It starts going south through Ellison Flats and across the border into Winfield.  Once it hits the lake, the mosaic takes a 90 degree turn and crosses the town of Westside until it hits the lake again.  Then the mosaic takes on last 90 degree turn and crosses through a different swath of Ellison Flats.  The only reason I can get away with that is because of the placement of the lake shores!  Hope that helps clarify what you're looking at. 

Thomas (turtle): Thanks!  Glad you like how the revised shoreline turned out, I appreciate you feedback on that!  Thanks for your thoughts on the rock mod!  Glad you enjoyed the mosaic, even with the lack of traffic.  I think I've found part of the problem, and Vester has provided some food for thought for the future!  Always glad to see you stop in!

FrankU: Guilt was certainly not my intent, I always appreciate your visits!  You usually have some good suggestions when you do stop by!  Glad you're still lurking about; I certainly appreciate that as well!  Thanks for your kind words and congrats! 

Joe (JoeST): Thanks very much for your enthusiastic response to this and all the other recent updates!   

Arthur (art128): Thanks for stopping in!  Nothing wrong with lurking!  I certainly don't hold that against anyone!  I appreciate you taking the time to stop in today!  Glad you like how the docks came out!  The mosaic was a lot of fun to put together.  It's pretty hard to find places where I can put a shot like that together since you pretty much have to transition across a simple lake texture to splice the shots together.   

Update 101
Ellison Flats – Putting on the Finishing Touches

Hello everyone, hope you all had a good weekend!  Just want to put a general thanks out for all your kind words and thoughts over the weekend.  Much of what Adara is today has come at the suggestions and thoughts from all of you!  Anyhow, moving right along, I managed to put the finishing touches on Ellison Flats over the weekend, so let's have a look at what was left to do. 
Oh, and as for the rock mod choices, the most common opinion from all of you seems to be "option X looks good if you really feel the need to change but what you've got works really nicely."  Honestly, it seems that the Aubrac mod is pretty universally liked for here in Adara, so I'm going to stick with what I've got!  Thanks for your thoughts everyone!

101-1: This is where I abruptly ended the last update!  Most of what you see here will be vanishing under a coating of trees, including that hill top.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F2497%2Fadara10101.jpg&hash=d0c9ae074a965de6b398815aa3bb2a35ae0efdf0)

101-2: One of the reasons I often uses these as logging roads is because they don't have trees lining them.  While Peg's roads are more realistic, the tree lining can be problematic for clearcuts where operations have wrapped up. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F3599%2Fadara10102.jpg&hash=c1a3a832b30b30f28cd6a6b1711d4ec1f43799e0)

101-3: Here's one of the two exurbs that I've put in.  This one is quite tiny.  For obvious reasons, people haven't built homes on the main road yet.  Fast moving logging trucks and driveways do not mix well.  There will be one more clearcut on the next tile up that is still active which will be the source of that traffic. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F6089%2Fadara10103.jpg&hash=e2d837223dbfb202c7ac97b5d4912f8a0e02ff78)

101-4: This exurb has given me an interesting idea.  What if a lumber company decided to sell land in an old clearcut for subdivision instead of replanting it for future forest?  The homes would still be low density exurbs, but the forest wouldn't be as dense around them yet. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F5306%2Fadara10104.jpg&hash=ce6d4d810f24ce85d03d28b08923caa85aff84b1)

101-5: Here's my interpretation of that idea.  Some small homes and shacks scattered through a meadow with a mix of trees growing up slowly around them. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F817%2Fadara10105.jpg&hash=452859c84f00085a884de2933a910cde1a460695)

101-6: Carrying that idea on further, I've decided that the subalpine fir brush is an excellent candidate for representing replanted trees.  It does an excellent job of producing fairly uniform, densely packed trees that are very common in a replanted clearcut.  Replanted forests are usually a mono-culture because the intent is that the logging company will come back and log it again 50 – 60 years down the road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F6434%2Fadara10106.jpg&hash=6ce8897e900847d3615a446d81fc24c3b6635fd6)

101-7: Moving right along, I realized one of the reasons cars aren't showing up.  I had the automata game settings turned down one level.  As it turns out, when automata is turned down from maximum, they don't show up at zoom 3 anymore which is why they aren't showing in that large composite!  I'll have to examine some of the other options to enhance it further later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F7181%2Fadara10107.jpg&hash=2e3ebda4979bfea8461906c04a2a6f777a060a6a)

101-8: Here's a quick overview of what I've finished so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F4402%2Fadara10108.jpg&hash=3c229641e3c8963caffe7355ca18a4af06553093)

101-9: Moving along, there are still a couple more clear cuts to detail.  This one is relatively young.  Most of the replanted trees are still too small to show amongst the brush. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F7060%2Fadara10109.jpg&hash=87ee176873d59c1752effb35e0f926e973345e55)

101-10: Right near the border and carrying across is a recently abandoned clearcut.  The thick brush hasn't had time to grow in yet but the fireweed is rampant! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F5052%2Fadara10110.jpg&hash=0968399575ff31d5b7bc8ff59f82c51197d7bad1)

101-11: The last clearcut is also covered in brush but it also has a few aspen groves popping up.  Aspen grow much faster than most coniferous trees and they also have the ability to fix nitrogen which makes them excellent early colonizers for clearcuts and other disturbed areas. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F319%2Fadara10111.jpg&hash=1ace6b10c8d22c390087ab48b6af776b762582fc)

101-12: Let's move on to the remaining project.  The only item that is left is the detailing along this shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F9369%2Fadara10112.jpg&hash=bc48358bedd4a693af1109786e1b42f474e00c30)

101-13: To get things started, I've put another small swamp in to this narrow bay. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F759%2Fadara10113.jpg&hash=cbfb94b916762937613c52564653e6b721652d28)

101-14: This area is a candidate for a small island. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F2643%2Fadara10114.jpg&hash=b7b5b08b89cec211c98fd77b6f20c7587518a69f)

101-15: I went for a fairly rocky shore here, it didn't turn out to badly although the dark grey rocks tend to be a bit hard to pack other details around. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg67.imageshack.us%2Fimg67%2F3707%2Fadara10115.jpg&hash=a21d9c1d2d4d8f0110c3dc65e150c9da3b41d6b4)

101-16: Here's a wide beach for the resort area.  There are a handful of boats beached here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1138%2Fadara10116.jpg&hash=8d5799365549be9114834232072d58b0215d3ed4)

101-17: Most of the rest of the detailing followed fairly normal patterns, so I'll just wrap it up here.  With this shot, Ellison Flats is officially done!  There will be one more update and then we'll move onto tile number 7. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F728%2Fadara10117.jpg&hash=5592bae8d2b6f9e83020db6412359f5e78a77489)

OSITM Bonus 7: Hard to believe, but I did manage to put together a pretty awesome bonus for today!  Today we're heading back to Vavenby.  I've constructed a zoom level 4 composite of the urban area of Vavenby for your enjoyment today!  Click the image to load the full sized version.  WARNING: the linked jpeg image is 7 megabytes in size! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F3250%2Fositmbonus07vavenbyurba.jpg&hash=df827564cbdfc3c8bab567bd8f7b25dee021c02b)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F3250%2Fositmbonus07vavenbyurba.jpg&hash=e7699f6350986fea3991c5c2307ec5e19e880e7c) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/OSITM_BONUS_Vavenby_Urban_Area.jpg?attachauth=ANoY7cot47768K9eXKEr7Cg6god6-ru7y0BwoCJcQjeBAcLqVaKmnbKEXIr4HV0hzPgPCQu--L1JUcX99lvk2nfi5l91KQ8sMovATd9uInSzEvVtB41aVavTe74_zhwjGr7l6DWGTStco7KJ3ljn0k5Iwy8NQjGFSFR3YQ6CncoVRrLljTkxRlH60Z3VYFCKF8QJ0SGzcMWKqEXRpIDiMXNslZC0si_aU7JhQvD20rdJPZXCtFTiADCa3nRE09qthcNlVp0spH7G&attredirects=0)

And that's a wrap for today!  See you all Wednesday for some mapping and the final Zoom 5 composite image for Ellison Flats!   Then it'll be on to our first look at tile #7 Friday, which I've decided to name Greenwood after the small community that will on the tile.
Title: Re: Adara - Update 101 - March 15, 2010
Post by: canyonjumper on March 15, 2010, 11:34:38 AM
Wow! That is amazing, Battlecat! I particularly like 101-13, the swamp and the use of the NAM curves really works for the pic. Great mosaic of Vavenby, and I'm looking forward to seeing Greenwood ;D!

                 Your friend,
                                Jordan :thumbsup:
Title: Re: Adara - Update 101 - March 15, 2010
Post by: ShultzCity on March 15, 2010, 01:51:15 PM
Brilliant, brilliant, brilliant! I love those logging areas, they are super realistic. I notice you put some brown rye grass over the marsh as well ;) - I think it looks much nicer!  Can't wait till you move onto the next tile, I'm finding myself literally waiting in anticipation for Tuesday and Thursday (Australia are a long way ahead of Canada and the US) updates...

I wasn't around on SC4D for the creation of Vavenby, but looking back on it now, I definitely like this one best. That composite image is just grand!

Keep it up!  :thumbsup:
Title: Re: Adara - Update 101 - March 15, 2010
Post by: Connor on March 15, 2010, 02:16:05 PM
Brilliant one again. Your logging areas are both creative and realistic, and very aesthetically pleasing as well of course.

The composite of Vavenby was amazing too  &apls

Title: Re: Adara - Update 101 - March 15, 2010
Post by: Tomas Neto on March 15, 2010, 02:29:57 PM
Great update, really fantastic!!
Title: Re: Adara - Update 101 - March 15, 2010
Post by: ecoba on March 15, 2010, 02:48:32 PM
Wow, really amazing update, my friend.

I love the way that the exurbs and the clearcuts in the corner of the tile turned out. The clearcuts with the varied age in the area creates a really realistic effect for an active or recently retired logging area. The large clearcut with the exurb built inside it is also a very realistic North American concept. It also appears that you have expanded your residential plugins a bit.

The finalizing shots of detailing and the resort really topped off to make Ellison Flats an absolutely unique tile. Can't wait to see where we'll head next!

Ethan
Title: Re: Adara - Update 101 - March 15, 2010
Post by: nedalezz on March 15, 2010, 07:23:27 PM
That is indeed an awesome bonus :) Very nicely done.

The exburb did turn out great, with the smaller trees and shrubs, the detailing worked out perfectly in my opinion.

The island in the lake also looks wonderful, but my favorite has to be the beach area. Just perfect!
Title: Re: Adara - Update 101 - March 15, 2010
Post by: Cyclone1001 on March 16, 2010, 01:23:16 PM
That dirt road almost looks like GLR, especially with the power lines. Another great update, 99 to go! :P :D
Title: Re: Adara - Update 101 - March 15, 2010
Post by: djvandrake on March 16, 2010, 08:55:26 PM
Bravo!  I like the effort you've put into making those replanted areas look so realisitc.  Fantastic.
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Battlecat on March 17, 2010, 11:39:38 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jordan (canyonjumper): The NAM curves really are one of the most fantastic developments available!  It's hard to image what it was like building a city without them!  Thanks very much for stopping in!

Jacob (ShultzCity): Yup, the brown rye grass makes a subtle difference which I like very much!  Thanks for suggesting it!  Today I've got one last look at Ellison Flats before we move on to Greenwood.  I'm also still really happy with how Vavenby turned out after all this time!  Putting that composite together was a blast, glad you liked it!

Connor: Thanks very much for your kind words!  Glad you enjoyed the update!

Tomas Neto: Thanks! 

Ethan (ecoba): Glad you like the age variation effect on the clearcuts.  The local variation is probably a lot greater than reality, but I do have limited space to work with!  Also glad you like the exurb in the clearcut.  Wasn't sure how the idea would work out, but it turned out pretty nicely.  Yeah, I've snagged a handful more residential plugins, but there's always room for more! 

Glad you enjoyed Ellison Flats and the details I put into it.  Check out today's bonus for a first look at where we're heading next!  Thanks for stopping in!

nedalezz: Thanks!  The beach turned out better than I expected it would.  Glad you like it and the exurb.  That exurb was particularly experimental, but I'm very happy with the results. 

Cyclone1001: :) Good way to look at it!  98 to go now I suppose!  Thanks for your kind words!

djvandrake: Thanks, glad you enjoyed the clear cuts; they're quite a lot of fun to detail.

Update 102
Ellison Flats – Mapping and Composites

As is often the case, this update will be quite small, but there will be a lot of details in here.  It's taken a while, but here we are at the finish of Ellison Flats, the southern suburb of Winfield.  Let's get right on with the images today then.

102-1: Let's start off today's update with something simple.  Here we have the classic zoom 1 composite of Ellison Flats.  I haven't had time to put together a zoom 2 composite of Ellison Flats yet.  I'll be posting that as a bonus in a future update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F2746%2Fadara10201small.jpg&hash=71b3fb5f792a5fe1b83fa7169d89232273d04ad7) (http://img693.imageshack.us/img693/3536/adara10201large.jpg)

102-2: Here's our traditional map.  Today you can click on the map to see a larger and different verion (2 megabyte png file)! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3231%2Fadara10202a.png&hash=9745d1be3079e190684322c2360bcb46d4020dad)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F7694%2Fadara10202b.png&hash=2bab040145e36fd15a55ad828a54de8ae1b034fd) (http://img443.imageshack.us/img443/6713/ellisonandsouthwinfield.png)

102-3: As I said, I'm keeping it short today.  Just no time right now.  But at least I had time to put together a new regional composite for you all to enjoy.  Zoom 1 overview now including Ellison Flats! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F1310%2Fadaracomposite6tilesmal.jpg&hash=205431c4ed40d75cc8590dce653debbafdb6f33a) (http://img401.imageshack.us/img401/9347/adaracomposite6tile.jpg)

OSITM Bonus 8: Just for fun today, I've decided to throw together a full sized preview of the Greenwood Area.  This tile is located directly north of Alexandria, and was Option 1 back when you all voted to head to Ellison Flats first.  The shot I've provided here looks south back towards Alexandria.  There's already some revision work I want to do on this map, but I'll take care of most of that during the first update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F3317%2Fositmbonus08greenwoodco.jpg&hash=dea383ed47117c6ebf87b53c79046b2ffc4c0a40) (http://img695.imageshack.us/img695/8813/ositmbonus08greenwoodcob.jpg)

That's a wrap for this small update.  Next time I'll be on to the preliminary work on Greenwood! 
Title: Re: Adara - Update 102 - March 17, 2010
Post by: NomenEstOmen on March 17, 2010, 12:12:23 PM
Despite the shortness of this update, I really enjoyed it!
Nice to see a map once again.
Those maps really make your MD look like it was just taken from reality. :thumbsup:

Hm, looking at the OSITM Bonus pic, I wonder if you're finally going to use game water...  &Thk/(
Title: Re: Adara - Update 102 - March 17, 2010
Post by: canyonjumper on March 17, 2010, 12:21:34 PM
Great update! The map is, as always, excellent, and the composites are wonderful! I'm interested in seeing what you have in mind for Greenwood.

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Toichus Maximus on March 17, 2010, 12:51:13 PM
Must say i love your work so far! Excellent use of every element and such wonderful attention to realistic detail. Keep up the beautiful work!
Matt
Title: Re: Adara - Update 102 - March 17, 2010
Post by: ShultzCity on March 17, 2010, 01:45:16 PM
Outstanding! I am still drooling over that regional pic, it is absolutely spectacular. I also really like the composite of Ellison Flats - those logging areas look great from a distance! Can't wait till Greenwood :)
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Cyclone1001 on March 17, 2010, 01:54:32 PM
May be just a few pictures, but it still packs the same punch. Great work &apls
Title: Re: Adara - Update 102 - March 17, 2010
Post by: nbvc on March 17, 2010, 02:23:08 PM
Great work. &apls

How do you make the "traditional map"? Do you have a tool to make such maps?
Title: Re: Adara - Update 102 - March 17, 2010
Post by: ecoba on March 17, 2010, 03:24:38 PM
Ah, so we're heading to the lower areas of Adara now! The Ellison Flats overview and maps look awesome and I hope that we can see a closer zoom soon.

Ethan
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Nardo69 on March 17, 2010, 05:04:51 PM
Hello my friend!

Sorry for not being around here lately but my RL is kind of a mess (besides my windows problem(s)).

Anyway I surely did miss something! Love your pine woods even though they don't match my middle-european (Black Forest) imagination of a pine forest. And besides my envie I have to confess your lake shores are better than any of mine *sigh*.

Love 101.13 but I am sure this could be better - just check your PMs ;)

That region view is breathtaking - these are the best meanders I ever saw in SC4

Take care my friend!


Bernhard  :thumbsup:
Title: Re: Adara - Update 102 - March 17, 2010
Post by: djvandrake on March 17, 2010, 08:38:07 PM
 &apls &apls &apls

Love the region composite.  Really looks fantastic.
Title: Re: Adara - Update 102 - March 17, 2010
Post by: calibanX on March 17, 2010, 09:47:16 PM
I love those maps Battlecat. I like that you put the region you're mapping adjacent to the map itself. I like to compare them. Also, I must say I never tire of those composites of yours. When done right they are quite beautiful, and you do them right  :thumbsup:

Take care.

Geoff
Title: Re: Adara - Update 102 - March 17, 2010
Post by: RickD on March 18, 2010, 02:56:16 AM
Your region shots are impressive. It all fits perfectly together. And the map is very interesting.
Title: Re: Adara - Update 102 - March 17, 2010
Post by: kimcar on March 18, 2010, 03:54:42 AM
 &apls &aplsGreat region shot. Very impressive
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Toichus Maximus on March 18, 2010, 09:20:26 AM
Quote from: nbvc on March 17, 2010, 02:23:08 PM
Great work. &apls

How do you make the "traditional map"? Do you have a tool to make such maps?

Gotta echo this too... I'm taking GIS classes at my school, and we use ArcMap, but that's pretty intense and doesn't work very well for stuff that isn't going to be georeferenced... which wouldn't be a problem for some of the realworld maps people have made, or you could just reference a consistent spot, but that would be tiresome... A simple mapper would be sweet.
Title: Re: Adara - Update 102 - March 17, 2010
Post by: penguin007 on March 18, 2010, 10:05:32 AM
That region view just gets better and better can't wait for more!!

Will
Title: Re: Adara - Update 102 - March 17, 2010
Post by: Utvaw on March 18, 2010, 11:48:58 AM
Fantastic MD.  I like the way you work with the natural surroundings in your cities.
Title: Re: Adara - Update 102 - March 17, 2010
Post by: nedalezz on March 18, 2010, 02:13:01 PM
I think my favorite pictures are the regional shots you give us - they are soooo life like. The map you put together is equally impressive. It was a short, but oh so sweet update!
Title: Re: Adara - Update 102 - March 17, 2010
Post by: bat on March 19, 2010, 06:46:34 AM
Your two new updates are really great!
Nice work on the map and region overviews! :thumbsup:
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Battlecat on March 19, 2010, 10:14:34 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

NomenEstOmen: Welcome to Adara!  Yup, it's finally time to play with some game water here.  It's going to be pretty interesting playing with this.  Thanks for stopping in!

Jordan (canyonjumper): Thanks very much as always for your kind words!

Matt (Toichus Maximus): Thanks!  Glad you are enjoying your visits!

Jacob (ShultzCity): I love putting the region shots together.  Every time I add a new piece to the map it just looks better and better!  One of these days I'm going to have to start filling in the gaps, but that'll wait until after Greenwood. 

Cyclone1001: Thanks, glad you enjoyed it!

nbvc: Welcome to Adara!  I build the maps by tracing screenshots of the transportation and zoning maps.  I also export a black and white .png image from SC4 terraformer which I can use to generate the contour lines with a software package I have at work.  I detailed the methods I use way back in update 11 (http://sc4devotion.com/forums/index.php?topic=6976.msg231859#msg231859).  It's effectively like putting the information into Photoshop except that I'm putting it into specialized mapping formats instead.  Let me know if you want more information! 
   
Ethan (ecoba): Yup, time to get back to the lowland areas!  It means we're looking at a major farming tile once again!  You'll be glad to know that the wait for the higher zoom view of Ellison Flats has already arrived.  I pieced it together last night. 

Bernhard (Nardo69): No worries, I certainly understand RL problems!  Glad you've enjoyed reviewing the last few updates.  These pine forests are pretty much a spot on match for the rainforests on the west coast of Canada.  I wouldn't sell your shorelines in Urland too short, I really like the style you've been developing in the last few updates! 

I got the PM, and I'm pretty sure I replied!  Granted, my internet has been eating e-mails lately, so it may have vanished.  Thanks for the offer!  Thanks for stopping in and for your kind words!

djvandrake: Thanks!  It's getting bigger and better with every finished tile.

Geoff (calibanX): Thanks very much!  I never actually thought about how handy it is to have the region composites and maps side by side.  Going back and looking, it's pretty neat.  I love putting the composites together, although I'm starting to notice some things that I'll have to go back and revise to further improve borders in some places.

Raphael (RickD): Thanks very much!  Glad you enjoyed the composites!

kimcar: Thanks!

Matt (Toichus Maximus (2)): Very cool that you're taking GIS classes.  I actually work for a small municipality as the GIS Technician for my career.  I actually do build the maps in a georeferenced framework.  I've traced out a series of 4 km x 4 km tiles in Autocad, which I then insert my game screenshots into.  I do most of my data entry in Autocad Map 3D because entering data in ArcMap is a pain.

For the contour lines, I use FME to georeference the black and white .png image you can export from SC4Terrfaformer and then transform it into contour lines.  FME is an amazing program by Safe Software that can be used to design and execute very complex spatial analysis and format translation jobs as flow charts.  I couldn't do my job or make these maps without that program!  I've got some more information about the process I use back in update 11 (http://sc4devotion.com/forums/index.php?topic=6976.msg231859#msg231859) and if you have more questions, feel free to ask!

Will (penguin007): Thanks, glad you like it!

Utvaw: Welcome!  Thanks, I really do try to work with the terrain available, glad you like the results!

nedalezz: The regional comosites really are a great reward for finishing the tiles.  Glad you like them and the maps!  Thanks for stopping by.
   
bat: Thanks very much for your kind words!

Update 103
Greenwood – Roads and Rails

Well here we go with the first full update for Greenwood!  Today's a simple one where I just start getting the roads and railways in place.  The process is quite time consuming and not terribly exciting visually, so there aren't a lot of shots today.  The bonus should help make up for it though!  Hope you enjoy it!

103-1: I was hoping to put fractional angle railways to good use here, but as it turns out I needed to adjust this shot.  Regardless, I'm shooting for a fairly windy railway system here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F264%2Fadara10301.jpg&hash=2bc32011bfdd830c53908ee41187459f189a4551)

103-2: It's hard to see on these shots, but the tile is gently terraced from highland down to the riverbank.  Granted, subtle slopes are my goal here since I'm planning on farms that will conform to the slope for part of the region.  My biggest concern right now is the upcoming transition here to game water.  I'm not sure how I'm going to handle it yet.  You can also see a STR line branching off here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F194%2Fadara10302.jpg&hash=1aaa5198545dbc5df9be51b37aaa2e581f97f752)

103-3: As I was building the transport network for the tile, I came up with shot.  It clearly illustrates why it's a good idea to keep a consistent 1 tile wide gap between your roads and rails.  It makes it possible to neatly nest the wide radius curves together. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F4995%2Fadara10303.jpg&hash=df4b960f3857a8bdb675b45ef3c2d8d03c8aaeba)

103-4: I've got a couple more land bridges in place, including a fairly large one for the RHW system.  I'm working with a pretty severe space constraint here, so there's only going to be one interchange to the highway on this tile.  Greenwood is going to be located between the railway and road based highway here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1039%2Fadara10304.jpg&hash=76519eea7be4e4f6ce70b4fe9fec55c04ce324df)

103-5: And here's the interchange.  I wish I could have used another set of wide curves before and after the overpass, but unfortunately the limitations of the current RHW were reached in building this! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F5936%2Fadara10305.jpg&hash=f306405cb4374833a2f88f2731ebace92d510a7c)

103-6: Pulling back a bit further, you can see I've plotted out the course of the small stream that crosses this map.  Interestingly enough, I've decided that there won't be any bridges crossing the main river on this tile.  Of course it means I'm setting myself up for another inaccessible block of land, but that shouldn't be such a big deal for a small town and some farmland. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F3960%2Fadara10306.jpg&hash=c78d096d1eaaeb5133978c62e996111fcc55d06a)

103-7: I've got the roads and rails swinging wildly around the map.  The highway is a lot straighter, which fits my thought that it came later and cut through farms by expropriation.  Highway 1 through the lower mainland of BC was built very much like that. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F8397%2Fadara10307.jpg&hash=ba8ed6129ce27cc37788b6fc1dc79c1f28ce261e)

103-8: Here's a quick look at the Alexandria border.  This border is interesting because Alexandria was the first city I actually designed with the border in mind. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F2650%2Fadara10308.jpg&hash=0fa2d827c507dd3ccdd23e2d085ae8d3a2fc45e7)

103-9: Oh, you want to see what's on the other side?  Well I suppose I could put together a quick cross border shot as a preview.  I'll probably get started here pretty early.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F8688%2Fadara10309.jpg&hash=8d741b8918da3c74d5c2523f632b21e106f0d37c)

OSITM Bonus 9: To make up for the shortness of this update I've finished putting together the zoom 2 composite of Ellison Flats.  I hope you enjoy this more detailed look at the recently finished tile.  Click to see the big version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F1545%2Fositmbonus9smallellison.jpg&hash=b9233e710c61bc5a9f85763eef24bb840ebcbfed) (http://img2.imageshack.us/img2/9198/ositmbonus9ellisonflats.jpg)
That's all for today.  As I mentioned, putting these roads and rails down took a lot longer than I planned, mostly due to slope and bridge building issues.  Now that the biggest challenges are out of the way, I'll start getting the first farms in place right away.  See you next week!
Title: Re: Adara - Update 103 - March 19, 2010
Post by: canyonjumper on March 19, 2010, 01:29:41 PM
Great update, Battlecat! The system looks well laid out so far. The idea that the highway should be straight does fit the TransCanada idea well. And great composite!

                   Your friend,
                                  Jordan :thumbsup:
Title: Re: Adara - Update 103 - March 19, 2010
Post by: JoeST on March 19, 2010, 02:38:42 PM
nice updates once again.

Just  a suggestion on 103-5, how about at least doing inner curves, and why not move the ramps closer to the middle on the outer, would that not work?

Joe
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Cyclone1001 on March 19, 2010, 07:19:44 PM
Stunning :-\ Can hardly wait for Alexandria
Title: Re: Adara - Update 103 - March 19, 2010
Post by: djvandrake on March 19, 2010, 08:48:35 PM
Love that composite.  Very impressive.  :thumbsup:
Title: Re: Adara - Update 103 - March 19, 2010
Post by: scott1964 on March 19, 2010, 09:44:21 PM
Looks good, but we need windmills.  :P
Title: Re: Adara - Update 103 - March 19, 2010
Post by: kwakelaar on March 20, 2010, 04:05:32 AM
Great work on your map and composite overviews. I quite like the interchange you made for the new tile.
Title: Re: Adara - Update 103 - March 19, 2010
Post by: nedalezz on March 20, 2010, 09:46:18 AM
Greenwood is off to a great start! I must say I am very curious to see how you will handle the cross border farm, although Im sure you will make it seem easy :)
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Yan077 on March 20, 2010, 10:55:00 AM
Very impressive composite overview. Your updates and method of working are always so interesting  &apls

Keep up the good work  :thumbsup:
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Stray Cat on March 20, 2010, 02:34:49 PM
Well, missed replying to a few updates...man, I must say that the work in the past few updates have been, as usual, exceptional.  Thanks Battlecat.

Cheers!

Scott
Title: Re: Adara - Update 103 - March 19, 2010
Post by: ShultzCity on March 20, 2010, 03:49:17 PM
Another super update Battlecat! I love the road and rail planning so far  :thumbsup:

You mentinoned the transition from ploppable to game water in your update - Tahoe style PW transitions beautifully with Brigatine water (I think that is what you are using [it's the same as mine anyhow]). Just keep dragging under water until the game water gets deeper. As it gets deeper the game water becomes less and less transparent, making for a nice fade out from PW. TPW is not so great at  this because it cannot be plopped underwater, so I almost exclusively use Tahoe PW.

Keep it up!  :)
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Rady on March 21, 2010, 06:12:39 AM
Missed quite a lot of your last updates, but catched up now ... great region you're developing!! I'M still stunned by the way of you planning your region / city tile. I think this is something I have to learn still ...
Title: Re: Adara - Update 103 - March 19, 2010
Post by: penguin007 on March 21, 2010, 07:45:23 AM
Nice development shots there can't wait for more

Will
Title: Re: Adara - Update 103 - March 19, 2010
Post by: Tomas Neto on March 21, 2010, 11:23:27 AM
Very nice update!! Great work!!
Title: Re: Adara - Update 104 - March 22, 2010
Post by: Battlecat on March 22, 2010, 09:55:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jordan (canyonjumper): Yeah, through the Abbotsford and Chilliwack area the Trans Canada has actually chopped a number of farms and roads in half.  Thanks for stopping in!

Joe (JoeST): I could put the curves into the space available actually, the problem with the curves is that when I plop them the segment length drops below the five tile threshold for retaining the overridden two lane characteristics (much like the street addon).  Thanks for the suggestion though, glad you enjoyed your visit!

Cyclone1001: Thanks for your kind words!

djvandrake: Thanks, glad you enjoyed it!

scott1964: Interesting thought on the windmills, there actually might be a decent spot for a wind farm on this tile now that I think about it.  Thanks for stopping in!

Gjermund (kwakelaar): Thanks very much!  That interchange is a bit goofy, glad you like how it looks!

nedalezz: The cross border farms are actually really easy.  There are plopable 1x1 lots available in a pack for pretty much every custom field type in the game on Simtropolis.  Glad you enjoyed the start, that's for visiting!

Yan077: Thanks very much, glad you're finding it interesting!

Scott (Stray Cat): Glad you're continuing to enjoy stopping by! 

Jacob (ShultzCity): Thanks!  You're right, I am using the Brigantine water.  It's always been my favorite style.  It's going to be interesting to see how the transition turns out!  From what I've seen of TPW, transitioning through rapids or rocks seems to be the best bet.  Thanks for your thoughts on this!

Rady: It's been a busy set of updates, glad you found the time to stop by once again! 

Will (penguin007): Thanks! 

Tomas Neto: Thanks very much!

Update 104
Greenwood – Border Startup

I'd have to say life is conspiring against large updates lately.  Despite my best efforts, I barely managed to get 1.5 hours of game time this weekend!  On the bright side, I got to spend Saturday helping out in my parent's garden in 18 degree C weather.  It's been an amazingly warm month!  Despite the lost time, I managed to get the border crossing between Greenwood and Alexandria mostly sorted out for today. 

104-1: Here's a quick look at some of the details on the Alexandria side of the border on one of the connections.  The trees lining the corn field on the left side of this image are poplar trees.  They grow over time, so I'm not going to be able to show a finished shot for this area until the game runs for a while.  I'll develop some farms in the meantime rather than waiting watching the trees grow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F3841%2Fadara10401.jpg&hash=f188790251cfb2087f24226c949c077e514311df)

104-2: Again in Alexandria, down by the highway crossing we've got a bean field and a soybean field.  The soybean field is particularly interesting because it doesn't actually have a farm building.  I'll either have to grow or build one in Greenwood, but that's a bit further down the line.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F8975%2Fadara10402.jpg&hash=2bf5162c987e9bf9168cb7f87b7bdd0bdbef6486)

104-3: Most of this cross border work is pretty easy, plopable fields pretty much take care of 90% of the problem.  The terrain query tool has a cell listing so it's just a quick case of querying each field in Alexandria to determine where to start and end the fields.  The flora details are a bit pickier but it shouldn't take too long. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F1091%2Fadara10403.jpg&hash=d7bab58a181be6b5e78c06eab928d25042c0a950)

104-4: Here's what the shots looks like cross border  now.  With this image I'll be able to properly continue the power pole pattern and match the foliage details.  Sadly, I didn't have time to fully finish this spot today so this is the most finished shot I've got.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F2404%2Fadara10404.jpg&hash=1abc1f755c764ef7004e5652d261aad1364bb11c)

104-5: Again, my primary goal to day is to ensure that the patterns are carried across, even if I don't wrap things up.  This is a pretty simple crossing, but it's done.  The only major thing left is to grow a farm that will act as the anchor for the soybean field.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F7654%2Fadara10405.jpg&hash=74cbfcbd159ced23f55ed0a185ac46d8b743fa46)

104-6: Once again looking across the border the only issue here is a slight difference in the color of the grass on each side.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7183%2Fadara10406.jpg&hash=2fada5ae832e0905e5772b179df95e16aa3b9329)

104-7: Once again, I've carefully matched up the border, and all that's left is ensuring that the RRP textures carry across.  Sadly, this is pretty much where I got interrupted.  I'll have to pick this up again another day.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2091%2Fadara10407.jpg&hash=c869aee37dbe6d91964bca8e0220f5610421a7f7)

104-8: Fortunately, all is not lost.  I managed to make time to produce an overview of the cross border work completed today.  The only major details left are those growing poplar trees at the top and the RRP field at the bottom. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F3107%2Fadara10408a.jpg&hash=cea850f9170e6ceedbd6a35075cad7a98bd294aa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F1941%2Fadara10408b.jpg&hash=4c0953cc9cdba98e3c64b097d965234fb6d883a7)

OSITM Bonus 10: Thanks to your enthusiasm for last week's large scale composite of Vavenby, I've got another one here of the Delmar Junction area this time.  Hope you enjoy it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg692.imageshack.us%2Fimg692%2F7469%2Fositmbonus10delmarjunct.jpg&hash=d1039f9019f0eb0e4c8430840ddb1d758d1f1082)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F7469%2Fositmbonus10delmarjunct.jpg&hash=29c6f1de1b96d7a50f80e31e4eb438f649e9a8de) (http://img692.imageshack.us/img692/6588/ositmbonus10delmarjuncte.jpg)

Sadly that's all for today.  Next update I'm going to get started on actually growing some farms.  See you then! 
Title: Re: Adara - Update 104 - March 19, 2010
Post by: JoeST on March 22, 2010, 11:12:55 AM
ahh yeah, thats a logical issue yeah (@ the curves)

also, awesome update :D

joe
Title: Re: Adara - Update 104 - March 19, 2010
Post by: Cyclone1001 on March 22, 2010, 01:47:41 PM
Pretty! Ha, but very nice works. keep it up.
Title: Re: Adara - Update 104 - March 19, 2010
Post by: kimcar on March 22, 2010, 02:23:20 PM
 &apls &apls Nice river shot. Very goood work on all transitions. Great work :thumbsup:
Title: Re: Adara - Update 104 - March 19, 2010
Post by: ShultzCity on March 22, 2010, 03:32:30 PM
Very nice! I can't wait to see the finished transitions. The other thing I am looking forward to in this tile is how you handle the masses of FAR pieces in this tile. I have always found it super hard to integrate FAR into anything other than tiny rural communities.

Oh, and here in east Australia, we have been having lovely 30C weather (it's autumn here of course ;) ). I fwe were to ahve 18 now, I'm sure someone would blame it on climate change, and if we had it two days in a row, we might be going to into global cooling :P
Title: Re: Adara - Update 104 - March 19, 2010
Post by: djvandrake on March 22, 2010, 04:39:40 PM
Another near seamless border transition!  &apls &apls &apls

The overview of Delmar Junction is awesome.  Your plopped river looks so very realistic in that shot.  :thumbsup:
Title: Re: Adara - Update 104 - March 19, 2010
Post by: ecoba on March 22, 2010, 04:56:24 PM
A really nice update, Battlecat.

I like the detail that you are showing us on how you are making the borders as seamless as possible. The way that you are growing the farms to match is really interesting, and it seems like it must be troublesome to grow the farms as they won't have road access or an anchor building if half is on one side of the border, and the front is on the other.

I also really like the details on the RHW and Road right-of way. The power poles and grasses really add such a level of detail that I can swear some of your pictures are from real-life.

Ethan
Title: Re: Adara - Update 104 - March 19, 2010
Post by: canyonjumper on March 22, 2010, 05:11:17 PM
Great transitions Battlecat! Some of those shots you've got... Keep up the excellent work!

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 105 - March 24, 2010
Post by: Battlecat on March 24, 2010, 09:37:09 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Joe (JoeST): Yeah, maybe we'll find a solution to that issue someday.  The easiest one I can think of would be the single tile fillers like what was done for the SAM street curves, but I have no idea how simple that solution is or if it's even possible.  Thanks, glad you liked the update!

Cyclone1001: Thanks very much!

kimcar: Thanks for your kind words!

Jacob (ShultzCity): Thanks!  When it comes to the FAR stuff, there are three things I've found to deal with them.  Either I'll ignore the gaps, fill the gaps as best I can with diagonal fillers or create some custom fractional angle fillers.  I'll probably be doing all three of them here depending on the situation!  Hope you find some inspiration when I start working on those areas. 

18 degrees C is exceptionally warm for this part of BC; it's been a very warm and dry winter by BC standards.  As such we've had much the same shouting about climate change!  I've always preferred to think of "global warming" as climate instability.  A warmer atmosphere means more energy in the weather system and more flow of energy from the equator to the poles.  While the weather theoretically would tend to be warm across the globe, what we'll get at the local level is more extremes.  In short, wet weather is wetter, dry weather is dryer, warm weather is warmer and cold weather is colder.  Interestingly enough, this will be the case whether the global temperature trends are natural or human caused!  And hey, I'm babbling again, I find way too many things interesting! 

djvandrake: Thanks very much!  I've always been very happy with how that plopable river turned out.  I really got the rough style of the detailing right pretty fast!

Ethan (ecoba): Actually, the farms are only grown on one side of the border.  The other side is matched using plopable fields (http://www.simtropolis.com/stex/details.cfm?id=17233).  The plopable fields are park lots which don't require road access at all so it's really easy to fill things in.  They also come in handy for replacing the inevitable parts of farms which dilapidate due to lack of road access.  Hope that helps clarify the approach I'm taking; I'm glad you're still enjoying your visits!

Jordan (canyonjumper): Thanks very much!  Glad you like them!

Update 105
Greenwood – Farmers Moving In

Time to get some actual grown farms on the ground.  I'm finally getting rolling with the details in Greenwood.  Interestingly enough, at the end of today's update, the population of Greenwood will remain at zero! 

105-1: First thing on the list is getting a larger buffer along the city border.  In getting the streets in place, I realized that the access road I'm putting in doesn't warrant a flyover.  So I've created the rough draft of a street that was chopped in half by the highway construction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F6333%2Fadara10501.jpg&hash=73a4fa1a0f931bd0470c4eec090ee7b1c9153807)

105-2: For the moment, power in this area will be supplied by a simple windmill.  This is just a temporary measure, but there will be a power supply source on this tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F9531%2Fadara10502.jpg&hash=09be687f333c270df0085a662788af22269f49a7)

105-3: In the end, I decided to grow the farms from the highway to the hillside. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F3748%2Fadara10503.jpg&hash=c8e9a45c2a310f9fe25fcfc22667d74906508baf)

105-4: This is the first block of farms that grew.  I'm reasonably satisfied with most of what is here as a first draft now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F2981%2Fadara10504.jpg&hash=4a8107abec7f9ecbb48acc92a72318f42a69e9bc)

105-5: This area is my first target today.  Most of the farms here are keepers, except for the algae farm.  But I'm not going to destroy the algae farm, I'm going to repurpose it instead. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F3557%2Fadara10505.jpg&hash=9439cc553d49036692a8b7cdbe0fec1d600fcd37)

105-6: Looking at that odd farm, it struck me that it would work very nicely as an expanded wine packaging facility.  So the old winery and house is on the left, and the commercial winery is on the right. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9201%2Fadara10506.jpg&hash=a3bbc5c7306237944a79c9712cd0dc28893e12ff)

105-7: A few roads and diagonal fillers clean up the area quite nicely.  I examined a number of local corn farms and how they're planting.  Turns out, they really cram the corn cobs together tight and right up against the fences these days.  That means that my fenced corn fillers still work quite nicely! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F434%2Fadara10507.jpg&hash=ee931e6b6d950443188a746517805f5ebfb8ad8d)

105-8: One last shot of the same space, even after all this time, it never ceases to amaze me how much nicer things look with the grass and foliage in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9908%2Fadara10508.jpg&hash=6294630e647fa5619c41a2263052a8c25243e851)

105-9: Remember those poplar trees I mentioned during the last update.  Here some of them are just starting to reach mature sized.  By the time I polish off one more batch of grown farms this should be done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F9071%2Fadara10509.jpg&hash=a3306108f0fa8effce4154fe42ea95c9893de094)

105-10: This area on the minor highway is next.  With diagonal fillers and plopable farm fields, it's a lot easier to control farm placement by leaving a large buffer along the highway.  I'll fill it in afterwards. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F5702%2Fadara10510.jpg&hash=d16b2ef78bb9f0c17794757e888d9fa4aa34d1d4)

105-11: Right after the diagonal fillers are in, this is what the area looks like.  It takes about a year for the seasonal fields to show up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F3946%2Fadara10511.jpg&hash=63c4ffa6d0eb651e6d911bc9e53a4fdc2a416be1)

105-12: This is right next door to the poplar trees.  A simple roadside area with the good old power poles!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F2672%2Fadara10512.jpg&hash=419fe03165b1e6cdb88f3b9346e6162ac7fdc9da)

105-13: Once the fields are grown into place, it all comes together very nicely.  I decided against adding any extra foliage here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F1795%2Fadara10513.jpg&hash=4117049399e0bad8a022ccc2f14619a78632ff2d)

105-14: As much as I'd love to continue, I'm out of time for today's update.  So I'm going to leave you with a couple overviews of the area to date.  You can see I've added trees along the property boundaries in a few places. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F1269%2Fadara10514.jpg&hash=e1865cb661f2959c30dab4a1ea800698a48ce757)

105-15: Here we are zoomed out a bit further.  Once I get a bit more detailing done, I'll post a shot like this cross border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F4668%2Fadara10515.jpg&hash=f3070e049b70ee400241b5abc8331b2bc3e98b2e)

OSITM Bonus 11: Continuing with the theme of super high resolution city composites, we're stopping in at Jackson Pass.  Hope you enjoy this 3.9 megabyte jpeg image! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F4369%2Fositmbonus11smalljackso.jpg&hash=c74a7bb378fdeb42c200ea9ae24d5098a7b7ce94)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F4369%2Fositmbonus11smalljackso.jpg&hash=15d04cf4edda6d6635f3b1ce60e4e9140c000212) (http://img153.imageshack.us/img153/5528/ositmbonus11jacksonpass.jpg)

That's a wrap for today, next time I'll be doing an RRP treatment on a few farms in the area.  See you Friday!
Title: Re: Adara - Update 105 - March 24, 2010
Post by: jpj_starfleet on March 24, 2010, 01:13:33 PM
Amazing as always!   &apls
Title: Re: Adara - Update 105 - March 24, 2010
Post by: ecoba on March 24, 2010, 01:52:28 PM
A really nice job, my friend.

The way that you grow (or plop) Adara's farms in such detail really amazes me. The idea of repurposing grown farm lots with ploppable fields seems new to me. I'm sure that someone has done it before, but not showcased it. Anyway, I think that your idea could come in really helpful to others, or me, someday soon.

The details (such as the diagonal fillers, flora, etc...) make such a difference. Really, by plopping a couple of diagonal fillers, the area seems to improve by 150%.

Great job, once again.

Ethan
Title: Re: Adara - Update 105 - March 24, 2010
Post by: ShultzCity on March 24, 2010, 02:02:13 PM
Great work again Battlecat! I'm loving the way this tile is coming out. Your work with the fillers is super - such a small detail often over-looked... I can't wait to see what you do with the RRP flora on the farms - I've never thought about using that way before :)

Quote18 degrees C is exceptionally warm for this part of BC; it's been a very warm and dry winter by BC standards.  As such we've had much the same shouting about climate change!  I've always preferred to think of "global warming" as climate instability.  A warmer atmosphere means more energy in the weather system and more flow of energy from the equator to the poles.  While the weather theoretically would tend to be warm across the globe, what we'll get at the local level is more extremes.  In short, wet weather is wetter, dry weather is dryer, warm weather is warmer and cold weather is colder.  Interestingly enough, this will be the case whether the global temperature trends are natural or human caused!  And hey, I'm babbling again, I find way too many things interesting! 

Agreed ^^ - IMHO, I don't believe that global warming is man made, rather this is just a simple climate fluctuation. In another 50 years the global mean temp might be -1.5deg and we'll all be dying from global cooling  :D. It is a great publicity stunt though!
Title: Re: Adara - Update 105 - March 24, 2010
Post by: Connor on March 24, 2010, 02:51:54 PM
I've been in lurking mode reccently, and haven't commented on the last few updates, so I decided I'd definitely have to make the effort to reply this time.

Fabulous work with the farms, and as others have said the details (fillers, flora etc) do make a big difference and you use them very well.

Nice OSITM bonus once again. 11 bonuses now? Shows just how regularly Adara is updated, and never does an update dissappoint. Great work.  &apls
Title: Re: Adara - Update 105 - March 24, 2010
Post by: Cyclone1001 on March 24, 2010, 03:10:51 PM
Can you do ugly work?! I don't think you can. :thumbsup:
Title: Re: Adara - Update 105 - March 24, 2010
Post by: kimcar on March 24, 2010, 03:23:23 PM
Quote from: Cyclone1001 on March 24, 2010, 03:10:51 PM
Can you do ugly work?! I don't think you can. :thumbsup:

Ha! Ha! I like this post and i agree ;D :thumbsup:
Title: Re: Adara - Update 105 - March 24, 2010
Post by: canyonjumper on March 24, 2010, 03:51:39 PM
Great update! The farms look great with the diagonal lots!

             Your friend,
                            Jordan :thumbsup:
Title: Re: Adara - Update 105 - March 24, 2010
Post by: RickD on March 25, 2010, 01:54:23 AM
Great update again. Pic 105-1 does not show up for me, though. I like how you hide the jagged edges.
I find it interesting how you either have farm fields or dense wood in your region. Is this what it looks like where you live? Here I am used to seeing some empty grassland in between.
Title: Re: Adara - Update 105 - March 24, 2010
Post by: Tomas Neto on March 25, 2010, 03:13:42 AM
Very nice update again!!!
Title: Re: Adara - Update 105 - March 24, 2010
Post by: nedalezz on March 25, 2010, 01:21:13 PM
Another fascinating update. The plopped trees look great, as do the rest of your farms.

Where are the people going to live on that map?
Title: Re: Adara - Update 105 - March 24, 2010
Post by: djvandrake on March 25, 2010, 09:41:27 PM
Quote from: kimcar on March 24, 2010, 03:23:23 PM
Ha! Ha! I like this post and i agree ;D :thumbsup:

I'll second that!  :D  &apls

Great stuff as always.
Title: Re: Adara - Update 106 - March 26, 2010
Post by: Battlecat on March 26, 2010, 08:39:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

jpj_starfleet: Welcome to Adara! Thanks for stopping in!

Ethan (ecoba): I've been playing around with repurposing fields increasingly during the game.  Sometimes a farm building I like grows but with a field I don't like.  With the plopable stuff it's really easy to keep the building and change the farm!  Glad you like the idea, thanks for stopping by!

Jacob (ShultzCity): Thanks very much!  I love the RRP flora and using it for farms.  Combined with the plopable fences, it produces great results.  Hope you enjoy this update! 

Connor: No worries, I always appreciate it when you take the time to delurk and stop in!  Thanks for your kind words on the last few updates.  I have to say, I'm pretty sure the update pace is going to drop off a bit after the end of March.  A few life things are starting to get busier so I'm going to have a bit less time for SC4.  Glad you've been enjoying the bonuses!

Cyclone1001: Thanks very much for your kind words!   I certainly try not to do anything ugly!

kimcar: Thanks very much!

Jordan (canyonjumper): It is amazing how much of a difference such a little thing makes!  Thanks for stopping in!

Raphael (RickD): Thanks!  I've fixed picture 105-1, thanks for letting me know!  The transition between farm and forest is pretty abrupt in my area.  In the lowland areas we have a lot of fast growing tree species that will tend to start sprouting very quickly in undisturbed areas.  Have a look at this picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F598%2Fadara10600.jpg&hash=26c63ff6a49a8ddd54a59768009c3fe7d61c10c8)

This is an aerial image of the Fort Langley area of the lower mainland of BC near Vancouver.  This is a pretty representative look at the farmland in my area. 

Tomas Neto: Thanks very much for stopping in! 

nedalezz: I'm shooting for one or two small urban clusters on this map.  The only one I'm sure about so far is at the north side of the map near the plopable water stream that I've roughed in.  Glad you like the update!

djvandrake: Thanks! 

Update 106
Greenwood – Detailing Some More

My limited gaming time of late means that I'm not making a great deal of rapid progress on Greenwood so far, but the detailing has been a lot of fun. 

106-1: Today my primary goal is to finish the details right down to the highway.  A lot of farms are getting the RRP treatment here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F8026%2Fadara10601.jpg&hash=d052c5f8852ab0545aebc1d2024def990b523291)

106-2: At least one of these farms is going to wind up just getting a different field type instead of RRP. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F2849%2Fadara10602.jpg&hash=a8eecd18e233bc892a047cc906f16db3f93ac870)

106-3: These three are all getting fences.  I want each of them to be slightly different.  I'm going to start with the one on the left side of this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F4615%2Fadara10603.jpg&hash=72604b7edc47afb1be8a213743044aa29f66e1a1)

106-4: Here's a closer look at the farm before I get the details in place.  This one is going to be a dairy farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F2015%2Fadara10604.jpg&hash=0a9ea367ee18ea00d7b997d833841a0d98db8861)

106-5: The spot around the tree is just me playing around with details.  The grass around lone trees on farms here tends to get bashed down leaving a dirt patch.  This was just a little experiment. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F9210%2Fadara10605.jpg&hash=114a330e9bf856b2dcf8685be3a47cd165bcad4e)

106-6: As always, one of the main goals with this treatment is to blur the edges of the functional lots.  This one is done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F6770%2Fadara10606.jpg&hash=45371dfb128eb9d541b0faddd07bc03dc7875c6d)

106-7: Moving one with number two.  This farm is going to be a fairly inactive one.  The owner is only keeping a few horses for recreation and otherwise is just harvesting a bit of feed off the fields.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F2904%2Fadara10607.jpg&hash=d397da7be185fef5217cb518e1c9dd024b3e5d11)

106-8: For this farm I'm adding in a dirt track where the owner takes his horses for a run.  It's an area he'd check over pretty carefully and regularly for holes so he can run the horses fast safely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F1706%2Fadara10608.jpg&hash=ca9edc7d0947770bd00eea5548de4b5fd6274879)

106-9: It blends in fairly nicely once I get the grass in, but it still stands out.  On real aerial imagery you can pick out details much like that quite easily. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F426%2Fadara10609.jpg&hash=7be8211d13d693bff58c9793fe7869a1f2c61f81)

106-10: This third farm has llamas spawning on the farm.  Interestingly enough, there are a few farms in my area that keep a couple of llamas with their sheep.  Llamas will fight off small predators like coyotes that would otherwise kill the flock. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F3966%2Fadara10610.jpg&hash=6191bce75cae7f4b45888edf82710487b995fd02)

106-11: The sheep are being kept close to the main farmhouse today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F3789%2Fadara10611.jpg&hash=e6899897189b21437b9b2de066ea5e178df04471)

106-12: Moving along, The farm that's blank right now went under the cutting block when I realized I didn't like it.  I'll be detailing it next.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F8546%2Fadara10612.jpg&hash=520219242f0a8057be478a32fd3e96c9c779b1fd)

106-13: While I don't like the field that grew, the barn will do the job. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F4576%2Fadara10613.jpg&hash=fa163535e47c235b4249d822acbeaf8c2bfe6bcf)

106-14: The farm up near the highway got the new growth green field, and the one from 106-13 has wax beans. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F496%2Fadara10614.jpg&hash=c2f4716082d264a53cf97067b5ce906a40336607)

106-15: One last farm to work on today.  This one is going to have a slightly larger extent than the rest of the RRP farms today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F4407%2Fadara10615.jpg&hash=f87d1e73eb935e58f5329d07b426fdf94df43670)

106-16: The powerlines run right along the edge of the property and across the highway here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg169.imageshack.us%2Fimg169%2F8742%2Fadara10616.jpg&hash=c9e3c05f436ba79ad3e2743d5c9496adb15766b4)

106-17: Pulling out at bit, here's an overview of the area developed today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F8673%2Fadara10617.jpg&hash=93958c653fb764ade4edd83db83acfdf2700be71)

OSITM Bonus 12: It's interesting to note that there are only two more updates after today for my time in the OSITM forum.  I've got something pretty huge planned for Wednesday and another large composite image for Monday.  For today, I'm just short on time but I'd like to preview a little texture project I'm playing around with.  I'll be interested to hear what you think of this, I'm hoping to implement these for use in Greenwood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F1989%2Fositmbonus12.jpg&hash=2ad6a8ff777732fe4d964786ffa6c61569ac5b18)

And that's a wrap for today!  Have a good weekend, I'll see you all on Monday!
Title: Re: Adara - Update 106 - March 26, 2010
Post by: djvandrake on March 26, 2010, 09:50:33 AM
 &apls &apls

Those textures look fantastic!  Very realistic for a farm field.  Outstanding.

I can't wait to see what you have in store, this has been an awesome month in OSITM.  :thumbsup:
Title: Re: Adara - Update 106 - March 26, 2010
Post by: Tomas Neto on March 26, 2010, 10:04:29 AM
Fantastic update, great work!!!
Title: Re: Adara - Update 106 - March 26, 2010
Post by: Yan077 on March 26, 2010, 10:16:36 AM
Another fascinating work, really, really great update  :thumbsup:
Title: Re: Adara - Update 106 - March 26, 2010
Post by: ShultzCity on March 26, 2010, 03:04:34 PM
Another excellent update! I love what you have done to those farms - each one looks a little different. I especially like the horse track you implemented, it looks extremely realistic, and blends perfectly with the RRP flora.

Those textures you made look brilliant, however I'm not sure how realistic they are - The idea of the curves is spectacular, but usually (at least in Australia), the rows of crop run right to the end of the fields. Maybe something more like this would look even better? :

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Title: Re: Adara - Update 106 - March 26, 2010
Post by: canyonjumper on March 26, 2010, 04:38:32 PM
Looks great, Battlecat! Can't wait to see what you do with those textures.

          -Jordan :thumbsup:
Title: Re: Adara - Update 106 - March 26, 2010
Post by: woodb3kmaster on March 26, 2010, 05:05:35 PM
It's always a pleasure to see you give a farm the RRP treatment, and with so many of those farms, today's update was a real treat! Those textures look great as well. As I'm unfamiliar with the more advanced aspects of the GIMP, would you mind sharing with me your technique for creating those lovely curves?

Looking forward to more, as always!
-Zack
Title: Re: Adara - Update 106 - March 26, 2010
Post by: Cyclone1001 on March 26, 2010, 07:26:11 PM
You make rural seem way more interesting, as if it was a lively suburb. But in Adara, it kinda is.
Title: Re: Adara - Update 106 - March 26, 2010
Post by: kwakelaar on March 27, 2010, 12:37:17 AM
So nice to see you work on your farming areas again, it is really very inspiring the way you go about detailing your work.
Title: Re: Adara - Update 106 - March 26, 2010
Post by: threestooges on March 27, 2010, 01:34:07 AM
Very nice updates recently. I'm continually impressed how you can keep up with such a pace so well. First off, your textures look great. The only suggestion I might make is to consider replacing the planted strip along the edge with a dirt stip with tractor treads from turning around at the ends of rows. I'm not sure how things are done these days, but it would seem like anything at the ends of the rows would get trampled.mashed by moving equipment. Either way, a set of these would be a nice addition whichever texture is used. Also, I'm glad to see the power poles are still being well used. If you haven't seen them yet, I know you used to use vacant lots for your power conveying, but allow me to insert a *cough* shameless plug (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2344). Thanks for the inspiration for these.

As for your farms, they look great. I like the dirt patch under the tree, but it seems a bit stark in contrast. Perhaps feather it in with some of the flora plops. Great idea though, and very true to life. Also, the riding track was a great idea. Something rather unique to see too. I'd never heard the bit about llamas before, but it doesn't surprise me. They can be fiesty little critters. Overall, you seem to have the flora use down for blending it in with farm lots. It's a very clean transition. Nicely done as always. I'll try to get in here more often than just once every few updates. There's always so much going on here it seems.
-Matt
Title: Re: Adara - Update 106 - March 26, 2010
Post by: nbvc on March 27, 2010, 03:55:49 AM
Great pictures with a lot of details. :thumbsup:
Title: Re: Adara - Update 106 - March 26, 2010
Post by: kimcar on March 27, 2010, 07:12:42 AM
 &apls &apls Excellent work you have done with real details. It`s give a great result and this CJ look very realistic. Great effort to do some texture too.  :thumbsup:
Title: Re: Adara - Update 106 - March 26, 2010
Post by: nedalezz on March 28, 2010, 06:26:48 AM
Bravo!  &apls  &apls

That was just magnificent, the way you took us step by step as you turned a very ordinary area with farms into an extraordinary one!
Title: Re: Adara - Update 106 - March 26, 2010
Post by: ecoba on March 28, 2010, 10:00:07 AM
Really great update, my friend.

I really am enjoying the way you are showing us step by step how Adara gets her beautiful farms. I really have been viewing a couple of these last few updates somewhat like tutorials, as it is very easy to follow the steps that you are showing us. I've tried quite a few of Adara's techniques in my cities recently, and I must admit that the results are far higher than satisfactory. My favorite farm that you have showcased us during this update is the one at the end of the diagonal street, Jim certainly has created some wonderful farms for all of us.

The heavy amount of detail you put into the flora farms is really amazing, too. I'm amazed that you can get so much onto one grid square, I would think after a while it would run out. I also really like the idea of having a street dead end at the freeway. There are plenty of those in the rural areas outside of my city, the interstate is about forty-five kilometres to the north, and there are plenty of places where you can see small streets that just dead end, and then start up on the other side again.

Ethan
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Battlecat on March 29, 2010, 11:18:34 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

djvandrake: Thanks, glad you like the textures.  It's not something we'll be able to apply to every field type in the game, but even a couple of styles should help break down the grid a fair bit!  Glad you've enjoyed the month!

Tomas Neto: Thanks very much as always for your kind words!

Yan077: Thanks, glad you enjoyed your visit once again!

Jacob (ShultzCity): That was my goal with the RRP treatment on each farm.  I'm really trying to cast around looking at different ideas like the horse track and the dirt under the trees to find new things that look good!  I certainly appreciate the feedback on my odd ideas!

The realism of the textures really depends on the farmer.  Some farmers go right to the end of the field exactly as you describe, others in this area do a loop around the outside of the field.  I think it has a lot to do with the crop being planted.  If you have to drive through the field regularly to fertilize and water the crop, then your design is probably the best bet.  On the other hand, if it's a plant and forget crop, then using every bit of available space would have a bit of economic impact!

My main goal here is just to provide some alternate options to make farms feel more organic and breaking the grid more.  The diagonal farms will be particularly handy for that.  I'll probably look into replicating the texture you've sketched as well to add to the package!  They'll actually be even easier to put together than these curves were!  Thanks for the suggestion!   

Jordan (canyonjumper): Thanks very much!  I'm really looking forward to finishing up these textures as well!

Zack (woodb3kmaster): Thanks for stopping by, glad you enjoyed the RRP treatments today!  I'm using an up to date version of Gimp, one of the benefits there is the extensive scripting and development going on with the program.  I downloaded an excellent little radial copy script (http://registry.gimp.org/node/15534).  Then I just repeatedly applied the same techniques used by Dave in the making of the road curves except by creating entire arcs with a few clicks.  It required a little touch up work to break up repetition a little but it made life a lot easier given my available time for design work.  Hope you find the tool useful! 

Cyclone1001: Thanks very much, the options available in this game nowadays really does help make rural development interesting and visually appealing!

Gjermund (kwakelaar): I'm glad to be back to some serious farming again as well!  I've still got lots more urban development in the future, but it's time for a break!

Matt (threestooges): Thanks very much!  I'd love to keep this pace up indefinitely, but the writing of real life is on the wall.  At least I made it through this month!  Good thought on the edges, I think I'll make that tweak to the textures. It'll also add some room for blending with various available textures.  Consider that shameless plug downloaded, they'll be very handy!  Thanks for pointing them out.

Glad you enjoyed all the different ideas with the texturing today!  I tried to feather those textures under the trees, but I think it could use a bit more touching up.  We have a fair number of farms with llamas here in BC.  You really don't want to walk to close to the fence, they're nasty spitters!  Always glad to see you stopping by! 

nbvc: Thanks very much for your kind words!

kimcar: Glad you enjoyed it, thanks for stopping in!

nedalezz: Thanks very much!  Glad you enjoy the step by step detailing!

Ethan (ecoba): Thanks!  I'm really glad you're finding the step by step approach I'm taking useful!  The farms available are fantastic to have and the fact they blend so nicely with the RRP materials!   

The method for squeezing details onto the farms is actually something I haven't discussed much.  Each flora prop has different characteristics depending on how they were rendered.  As I understand it, when a prop is created a box is put around it that defines how much space it takes up.  When you create an overhanging prop, that box is actually smaller than the object so it hangs over the edge of tile borders.  Some props like the RRP flora all has very small boxes and so it can be stuffed into corners between other props that have full sized boxes (like some of the rock models).  The weed1 and weed2 brushes seem to have the smallest boxes of all, so you can put tons of them on a single tile. 

The key seems is to plop a small selection of the large boxed props if you're using those, and then use the small boxed overhanging flora to fill in the gaps and blur the edges.  I'll see what I can do about examining the behavior of each prop to give a better idea how I approach it.  I'm mostly just detailing by instinct at this point.  Thanks for the question, you really made me think about the reasons for my detailing approach.  I'll have more on this later.

Update 107
Greenwood – West Side of the Highway

Here we go with the second to last update for my time in OSITM!  It's been a great deal of fun, and I'm glad I've managed to keep up the pace for all of your enjoyment this month.  Today we're heading across the highway to put the finishing touches on the Alexandria border zone among other things. 

107-1: Here's where things stand on the west side of the highway so far.  I've only put in the rough draft of the field borders at this point. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F2244%2Fadara10701.jpg&hash=36efd114df5e68a3f0281fb592635a601dcbfb57)

107-2: First job on the list, roads and lots.  This is going to be an interesting neighbourhood to detail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F622%2Fadara10702.jpg&hash=45cafe52d236d8304cd9d8e7b320f142c75237ad)

107-3: Here are the resulting first draft farms.  I'm pretty happy with most of these, although a few fields are going to be given the axe. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1627%2Fadara10703.jpg&hash=9f1bc0d5cb4fe59195cc8fc11940bd8d6d6ae7ea)

107-4: This is the first place to start.  The farm on the right needs a field replacement since it's going to be the anchor building of the cross border farm.  I also want to add a different field style to the upper left farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F8905%2Fadara10704.jpg&hash=0b641b50be505c67cfb14a6eea165a8107e76c62)

107-5: Here we are after a quick field replacement.  I've got a few more details to add here, but I'm about to be sidetracked a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F5956%2Fadara10705.jpg&hash=18b2f8b7d5ce705b2b086e11584c1774e61dd4d9)

107-6: Moving down along the field, I recognized the need for an access road to several of these farms.  You might notice the blank fields where I finished extending the flower farm.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F707%2Fadara10706.jpg&hash=6a0641e4fe99c8901dd9b60564d5e974cfd14134)

107-7: For something different, I'm going with the RRP gravel track.  I'm going to have some fun with details here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F307%2Fadara10707.jpg&hash=95b696409fb9939793ec721be34a718c11a6e67b)

107-8: Rocks, grass and weeds make for a fairly vibrant track here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F8642%2Fadara10708.jpg&hash=84976c2b90dcc5e0c193d789c35eba2747d40aed)

107-9: And here's the real fun, a quick little plopable water pond tucked in behind the fields here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F120%2Fadara10709.jpg&hash=eab90093fd41b38fa9c2c7200662a48cd5832291)

107-10: Next up is the last undetailed cross border farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F3220%2Fadara10710.jpg&hash=5707442dcd2b0946eecf6508fbae16df264bdb17)

107-11: For your reference, here's what the farm in Alexandria looks like.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F779%2Fadara10711.jpg&hash=051b438444eaa5bc1b75c4c94cddee6b0f4b3d5e)

107-12: And here's my new details on the Greenwood side.  I've made the back field a lot coarser than the one that leads to the front.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F5240%2Fadara10712.jpg&hash=50e5277fee43cec49301eaea8779cd8de6caeb1f)
107-13: Of course we can't have cross border work without a cross border composite or two.  Here's one at the same zoom as 107-12.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F1989%2Fadara10713a.jpg&hash=3548761fa85e56fea58595bc2288d91de4657e6b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F649%2Fadara10713b.jpg&hash=7e121418b0b0048c799dc6ff79945f70679e63bb)

107-14: And this one is at the same zoom level as 107-11 and 10. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F3307%2Fadara10714a.jpg&hash=3a62e4518138ea326df9a1a861792283d9808eeb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F5140%2Fadara10714b.jpg&hash=881a00ff1384e3281f40de490c507d66600d27d0)

107-15: Moving along, I'm going to quickly detail in through the main crossroads area.  The farms up to the left will wait until next time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F8595%2Fadara10715.jpg&hash=62b798aac1949a017431aee6a485e6d844890b57)

107-16: This is an experiment at field edging.  Using a diagonal filler lot and then blurring the edges further with grass as the turn around zone worked out fairly nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F8051%2Fadara10716.jpg&hash=8f99ebdb7910f2d86d348160e66e9be5ca14fc76)

107-17: Here's one final look at the area.  There's still some work to do, but it's coming along nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3325%2Fadara10717.jpg&hash=524d9d9c43354e940773e71f09ae96025e19d69b)

OSITM Bonus 13: The second to last bonus will be one more massive city composite.  Today we're looking in at Alexandria.  Fair warning in advance, the full sized jpeg image when you click on this link is 5.66 megabytes! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F1148%2Fositmbonus13alexandrias.jpg&hash=028b4f682ad0a466bf7d3861d960ec195fc5ad9b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F1148%2Fositmbonus13alexandrias.jpg&hash=2f89eb332576381a3d1abb617620b764afa29e48) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/OSITMBonus13-Alexandria.jpg?attachauth=ANoY7cp1XTepI2JuLDYySEZx_oWqYn3B5njtRz6CRgQoIdzfDg7xnRL6rHhDVJ3JQDv9Q6MDx-5uk_QLXRoPLtBAor6dfYW-a_HtB4bo_NptZmIsDR9IAREawbLSY3Jsjf9lQB2uK7U0kyK4pvcDXcsL5jV7WarF60CVDlp-K9KbNu0IBaphwsLwUYoarVlv-c49x8e3JALtUpQbWFZ-LTfAB5UUWpPjZUcST8iiD9OugBpuxbuUPbg%3D&attredirects=0)

And that's a wrap.  See you on Wednesday for another update and the big final OSITM bonus!
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Cyclone1001 on March 29, 2010, 11:59:56 AM
Oh wow, the paths by the farms, the pond, the farms, the air, everything you make is amazing. Even if you don't make it. The fact that you had something to do with it makes it good.
Good Job!

:-\ ()what()
Title: Re: Adara - Update 107 - March 29, 2010
Post by: ShultzCity on March 29, 2010, 02:13:10 PM
I just love what you have done with the RRP flora - great job! I love the way you go about detailing your areas, and I'll definitely be taking it into account now that I am starting to build on Riverholm V3 (an update won't be too far away :P )
Title: Re: Adara - Update 107 - March 29, 2010
Post by: canyonjumper on March 29, 2010, 04:15:30 PM
Wow! I'm always amazed at the detail you manage to work in, and this update is no exception  &apls


         -Jordan :thumbsup:
Title: Re: Adara - Update 107 - March 29, 2010
Post by: threestooges on March 29, 2010, 05:23:52 PM
Glad to hear the new poles will be useful. The trail in 107-8 is very well done, and is a very creative touch (then again, I've just about come to expect that around here). I know space contraints are always something to keep in mind, as is working on a diagonal, but the crossroads of 107-15 seemed like a perfect place for a small restaurant/general store area. Somewhere for the farmers to congregate without having to run all the way into town. Then again, I don't see why they wouldn't just meet at each other's places. Either way, it did fill in nicely with the trees. Looking forward to your upcoming surprise.
-Matt
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Tomas Neto on March 29, 2010, 07:16:19 PM
Awesome update again, great work!!!
Title: Re: Adara - Update 107 - March 29, 2010
Post by: djvandrake on March 29, 2010, 08:38:11 PM
I have indeed enjoyed your month in OSITM. I've learned a lot and come away with many ideas.

Great update and I'm looking forward to the big finale.  :thumbsup:
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Nexis4Jersey on March 30, 2010, 05:43:53 PM
I missed a few updates but i must say , Bravo  :thumbsup:
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Fabian93 on March 31, 2010, 04:18:14 AM
Quote from: Nexis4Jersey on March 30, 2010, 05:43:53 PM
I missed a few updates but i must say , Bravo  :thumbsup:

Me too, but I haven't been so active in the last months anyway..
What a fantastic month in this category - you definitively deserved it  &apls
I always enjoy watching your rural areas - they're among the best I've ever seen :)

Keep up the good work,
Fabian  :)
Title: Re: Adara - Update 107 - March 29, 2010
Post by: Gilikov1994 on March 31, 2010, 05:25:06 AM
Wow, nice rural aere you've got there!

- Giel
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Battlecat on March 31, 2010, 10:06:18 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks very much for your kind words!  I really do try hard at this, glad you're enjoying it!

Jacob (ShultzCity): Thanks!  Glad to hear Riverholm V3 will be coming soon, I'm looking forward to seeing what you've got planned!

Jordan (canyonjumper): Thanks very much! 

Matt (threestooges): Yup, I've just got to get them installed, they'll be quite handy for carrying power in a more visual manner!  I know what you mean about the space constraints, but as it turns out, thanks to your suggestion I found a perfect little store to throw in at the crossroads.  I think it's added a nice touch to the area which you'll see today.  Thanks for the suggestion! 

Tomas Neto: Thanks for stopping in!

djvandrake: Glad you've enjoyed this month, thanks for all your comments and enthusiasm! 

Nexis4Jersey: Thanks very much!  Always glad when you find the time to stop by!

Fabian (Fabian93): It's always good to see you stop in!  Thanks very much for your kind words, glad you've enjoyed catching up on Adara!

Giel (Gilikov1994): Welcome to Adara, glad you've enjoyed your visit! 

Update 108
Greenwood – Last Day of OSITM

Well, here we are at the last day of OSTIM for March 2010!  It's been a fun time; hope you've all been enjoying it as well!  Today I'll continue with Greenwood and wrap things up with a fitting bonus for the last day here!  Then, due to life commitments, I won't be updating until next Tuesday.  Funny how holiday weekends tend to be anything but that for me.  :-)

108-1: Here's the area I'm going to work on today.  I want to finish everything from the crossroads to the small escarpment that's hard to see in this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F1827%2Fadara10801.jpg&hash=2e6698dee44ce7b6635dcca76659ad432ed5ac1b)

108-2: But this funny road should help clarify.  There's a reasonably steep slope right where the road turns.  It's more for something quirky than any real necessity.  Some odd historical factor is usually the cause of odd roads like this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F5125%2Fadara10802.jpg&hash=27e361e31e0eeb8f9ae09e09cfc6d8b221e8bc24)

108-3: Here's the rough batch of farms to fill in here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F3926%2Fadara10803.jpg&hash=80d85b76c5dcef9e589c5f862f1606d9e47d1258)

108-4: Back to the crossroad, Matt (threestooges) made an excellent suggestion that a small store would fit this crossroads very nicely.  Who am I to argue with a good idea, it turns out that one of Simgoobers rural stores fits the space perfectly. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F4116%2Fadara10804.jpg&hash=c25c7cd04a34f88b7b988e089021f5c3f926aff0)

108-5: Some fences and an access road to the back lot and the farm puts a nice finishing touch on this farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F7362%2Fadara10805.jpg&hash=62044acea5e4996b9816b65819ce3c542af66ce5)

108-6: I still need to add the grass here, but this road is almost done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F5254%2Fadara10806.jpg&hash=b58bf22e781c17951163e8c06032f1378caf4f1c)

108-7: One more pass at the crossroads with power, flora and other details puts a nice finishing touch on the area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F684%2Fadara10807.jpg&hash=588ad2ab3d4e0bb84f0b8215b523babf5e1e002d)

108-8: Moving up the road, I've got the powerlines in place.  The empty area will be filled with plopable wheat fields.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F8792%2Fadara10808.jpg&hash=62bd1f7144c96234160e5e3c55a3859c3e392f7d)

108-9: Another gravel access road runs along the fields behind these farms.  They look good by themselves.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F1988%2Fadara10809.jpg&hash=35877122422f5cf008b9dfc19cfffcebadfde394)

108-10: But they look even better with an aggressive bit of work with detailing.  The plopable maxis rocks are pretty nice for this particular style. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F9124%2Fadara10810.jpg&hash=6365dcf173fee1c4d96340989b3444838f1975d4)

108-11: Up near the road, the main batch of detailing is done.  Today's update is nearly done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F7650%2Fadara10811.jpg&hash=74bca860765b64988f51cf792dbef7efa7682196)

108-12: At the edge of the escarpment, this farm is technically touching the edge of that diagonal street.  Steamrobin's ruralset is one of many excellent tools for adding the extra access roads to the property. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F16%2Fadara10812.jpg&hash=7fb4f2f20df3c5bd582d5698592070e8e6b96d00)

108-13: Here's an overview of the finished area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F1739%2Fadara10813.jpg&hash=0b332828847265e9946786fdb98de38433ad46b5)

108-14: Last item for today before the bonus is a mosaic covering several farms down to the pond.  Hope you enjoy it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F2787%2Fadara10814a.jpg&hash=ccffde364ebee1d27e0f98e792f41aa57f20b034)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F8342%2Fadara10814b.jpg&hash=453d09a8e2acb7bf18572afd6d4bda27125233b0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F884%2Fadara10814c.jpg&hash=71ee5199b6f2a284a0fc21eb837a3a967980086e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9967%2Fadara10814d.jpg&hash=c8f0ee30b37ca6e97ace23371b8c8eef7ad1687e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F3396%2Fadara10814e.jpg&hash=54e13345c6c07257268144660772a793ae1346cf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F3580%2Fadara10814f.jpg&hash=5ac5b89f8532f3cdf49d87e2ccb97e9a7a71fb34)

OSTIM Bonus 14: Today in an effort to break your internet browers, I have a full sized regional composite at zoom 2.  The image is a 10 megabyte jpeg so consider yourselves warned in advance!  Click the image below to view the large version. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F1539%2Fositmbonus14small.jpg&hash=f7411914e78b81aa51d89f53e76c2ab4a8c07461) (http://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/OSITMBonus14-Zoom2RegionalComposite.jpg?attachauth=ANoY7coYmDFcTUFFkn4dWxzWigupn_qLG_YKa1wZD-Sd55L3D3F4W3j47yJ5h-omT2rDGhxW87IaSBD9x7YMd2m1B8LY-lyVFnapndau7bgiMRKRrRWcP24_q3aXc_OBgTwl-fnX4tnXjFBvDBfrJnUk9uHqryFQuX56lCInPjQMmn6ZujGoGX0FdMeU_FiofJfmc9A3VImerly5BRYClAyD6SFMob-IoaMpd82VzsWUXOkVQpsVCKAz-_S5rbLnjEDJ-d22Xjz-&attredirects=0)

Thanks for visiting through the month!  It's been a real blast.  I'll see you all next Tuesday for update 109 back in the Classics forum!
Title: Re: Adara - Update 108 - March 31, 2010
Post by: mightygoose on March 31, 2010, 10:29:55 AM
WOW what an amazing month, great work.
Title: Re: Adara - Update 108 - March 31, 2010
Post by: TiFlo on March 31, 2010, 11:40:17 AM
Yup, WOW is Teh word for that wonderful conclusion of your OSITM run. And that mosaïc... I downloaded it, I'll look at it more closely tonight. 'tis gonna be fun, lookin' for hidden treasures!! *kiddy dancing around the table*

On a more serious tone, I've been wondering what is the method you use for planting your forests. I'm pretty sure you did a whole update on that topic, but I can't find it anymore. Is it a tree controller -which, the more I look, the more I doubt-, or is it manual planting, using the mayor ploppable trees? I've read somewhere that this is the way most confirmed SC4 players go. If so, isn't it too much time consuming?

As always, thank you for sharing those pictures!
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Connor on March 31, 2010, 12:07:40 PM
Nice update once again, you have a great eye for detail in creating rural areas.

And that bonus was.... WOW!  &apls

Truly spectacular region composite there. I had a lot of fun zooming in and quite simply admiring your beautiful work. 

---

Connor
Title: Re: Adara - Update 108 - March 31, 2010
Post by: io_bg on March 31, 2010, 03:17:44 PM
It was an amazing month, I really enjoyed all your updates (sorry for not replying to all of them &ops )
I especially like the detailing around the dirt trail and the use of diagonal filler lots. Awesome work as always! &apls
Title: Re: Adara - Update 108 - March 31, 2010
Post by: canyonjumper on March 31, 2010, 04:32:33 PM
It has been an amazing month for Adara in OSITM, and it came to an excellent end today. The detailing is great, and that composite...it's just awesome. Congrats again on the honour of getting OSITM, and hope to see more excellent updates in the future.

      Your friend,
                     Jordan
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Tomas Neto on March 31, 2010, 05:15:36 PM
Fantastic update!!! Very beautiful rural area with lots and lots of details!!! Amazingly well done!!!
Title: Re: Adara - Update 108 - March 31, 2010
Post by: djvandrake on March 31, 2010, 05:53:34 PM
Great update and that regional mosaic is just WOW!  Your work really shines when viewed at that level.  &apls Bravo!  &apls
Title: Re: Adara - Update 108 - March 31, 2010
Post by: ecoba on March 31, 2010, 05:57:09 PM
Really great job here, my friend. Adara had a great second run in OSITM for the month and I think that we gained about 400 replies, that's some serious growth.

The farms in this area look really great, I especially like that farm with the Italian style villa for the main house, it really is a nice lot. The small tracks that run between all of the farms are also really nice. The detailing with the small rocks and weeds makes the look of them not being used often really evident. Really it's turned out to be a wonderful area with quite a large variety of everything, and it would definitely be a lovely area to take a drive through. I think that the slight escarpment that you featured in this update is also really a nice feature that is not often seen.

I really liked that region view composite as well, I didn't open it in fear of crashing the browser, but it looked lovely from afar as well. Is Greenwood the tile to the bottom of Alexandria in the picture, or the right?

Ethan
Title: Re: Adara - Update 108 - March 31, 2010
Post by: adroman on March 31, 2010, 11:32:49 PM
I must say, Battlecat... I really enjoy my visits here, though I wouldn't do it if I'm on any tighter schedule, it takes so long to fully grasp what you do here... wonderful, I'm a big fan of the W.I.P. shots, they add a DIY Guide to it  ;) Though, like most DIY jobs it rarely turns out as well  :D

All in all, keep it up! Your work is fantastic  :thumbsup:

As always, I'll be back
Adrian.
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Nanami on April 01, 2010, 12:15:53 AM
Very good!
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Cyclone1001 on April 02, 2010, 01:09:44 PM
Beautiful. Mabey you can get another OSITM :P
Title: Re: Adara - Update 108 - March 31, 2010
Post by: turtle on April 03, 2010, 06:19:15 AM
Hi Battlecat,

Absolutely stunning conlusion of your OSITM! As DjVandrake saif, your hard work of detailling everything really pays off when shown like this. The region presents itself incredibly coherent and it puts the agricultural landscaing you do right now into a perspective that was hard to grasp at the beginning of Adara. And what a perspective! Great work breaking the tile system!  &apls

Thomas
Title: Re: Adara - Update 108 - March 31, 2010
Post by: penguin007 on April 03, 2010, 03:18:54 PM
Awesome rural areas again might have to copy some of those patterns you have created with the roads and fields. Love the region view also

Will
Title: Re: Adara - Update 108 - March 31, 2010
Post by: ShultzCity on April 04, 2010, 10:19:31 PM
What a way to end your OSITM! The way you have detailed the area of farms is just incredible. And I'm still drooling from that last composite image - insane!

Keep up the good work :)
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Stray Cat on April 04, 2010, 11:15:24 PM
Well BC...I may not have been posting much lately but I have been reading and enjoying.  Congrats on another successful OSITM...definitely well deserved.  I look forward to what else you are planning!

Scott
Title: Re: Adara - Update 108 - March 31, 2010
Post by: nedalezz on April 05, 2010, 07:21:50 AM
 &apls  &apls  &apls   &apls  &apls  &apls

You, my friend, are a true legend of the game. That region shot! Words escape me.

Your work with the farms are second to none. How you put together such detail is beyond me.
Title: Re: Adara - Update 108 - March 31, 2010
Post by: Toichus Maximus on April 05, 2010, 10:30:25 PM
what a composite... absolutely stunning work, as always
Title: Re: Adara - Update 109 - April 7, 2010
Post by: Battlecat on April 07, 2010, 10:03:40 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

mightygoose: Thanks very much, glad you've enjoyed it!

TiFlo: Thanks!  I hope you enjoy poking through the mosaic, I'm really pleased with how the region looks at the zoom 2 level. 

For my forests, I primarily use the Westcoast Rainforeset mayor mode controller from the large collection available on the LEX.  It's a lot of work and indeed quite time consuming.  I tend to do it in phases as I work on other updates to make up for that.  I find that most of the god mode controllers produce all sorts of oddities around the region that don't satisfy me.  Also, it gets me working in close with the terrain, which sometimes gives me odd ideas like the clear cuts and the occasional small pond. 

Connor: Thanks for your kind words!  Glad you enjoyed the composite, it was a lot fun and work to put together.

io_bg: No worries at all, glad you've enjoyed your visits over the past month!  Thanks for stopping in!

Jordan (canyonjumper): Thanks, I'm glad you've enjoyed the month.  A small part of me is glad it's over though, I'm not sure what I would have posted as a 15th bonus!  Thanks again for your congrats and your ongoing support!

Tomas Neto: Thanks very much!

djvandrake: Thanks, glad you enjoyed the mosaic!  I'm really glad that I've managed to put that beast together, the composites really are the big payoff for me as well.

Ethan (ecoba): It sure felt like 400, but it was actually only 4 short of 200 according to the MD stats.  Still it's a pretty incredible burst of growth, thanks for your help with that!  Glad you enjoyed the farms and dirt tracks, you've summed up the feel I was going for pretty much right on the nose!  It would be a nice place to drive, although I would want a good truck for that trip! 

Glad you like the composite!  One thought for getting your hands on the file.  If you're using internet explorer, you can right click on the image and use the "save target as" option.  That will trigger a download of the large format file from my web space and then you could possibly view it in a more stable program without involving the internet.  Greenwood extends off the bottom of the image as oriented on the zoom 2 composite. 

Adrian (adroman): Always glad to see you stopping in, glad you enjoyed getting caught up!  It has been a busy few months!  Glad you enjoyed the WIP shots; glad to hear they're coming in handy!

976: Thanks!

Cyclone1001: Thanks!  It would be cool to get another, but not anytime soon.  I'm out of good stuff to post for the bonus shots!  :-)

Thomas (turtle): Hello once again, good to see you!  Glad you like what you see again, especially the composite.  It is the completed visual of my overall goal for Adara and I'm really loving how it looks these days.  Thanks very much for you enthusiastic comments!

I must admit, there are a few spots I'm really itching to go back an apply a bit of polish to though.  One of these days I'll get around to it!

Will (penguin007): Thanks!  Glad you find the patterns inspiring, I'm looking forward to seeing what you come up with!

Jacob (ShultzCity): Thanks, I really wanted this OSITM to go out with a bang!  Glad you like the composite, it was hard work to create but it's a real treat to see the region put together like that.

Scott (Stray Cat): Good to see you once again, glad you enjoyed your visits during the last month!  Thanks for stopping in!

nedalezz: Thanks for such high praise!  I'll try to keep the quality high going forward.  As for how I put so much detail into the game, I think it falls somewhere between absurd patience on my part and probably pushing myself into the territory of being obsessive compulsive.  :-)  Whatever the cause, I'm glad you like the results! 

Matt (Toichus Maximus): Thanks very much!  I'm really glad that composite was so well received. 

Update 109
Greenwood – Farming Fillers

Hey all!  Sorry for the delay in this update, but as I feared near the end of March real life has gotten a touch busier.  But never fear, I'll still be updating at least once a week at a minimum.  I'll be shooting for more though, but it'll be time permitting for the next while.  Anyhow, enough talk from me, let's get on with the update.

109-1: This is the block of land I want to develop today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F4599%2Fadara10901.jpg&hash=57d7e65257daa2beaaae700f78aaca991f0122b7)

109-2: Once again it's all farmland.  The large gap is land too steep for farming.  By too steep, I mean that a lot of the farm lots will look odd.  Some of the farms here on slopes though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8199%2Fadara10902.jpg&hash=fc9ce8b79677897fef7621275be1a0eb1acc3caa)

109-3: Here's nearly complete selection of farms.  A couple of these are still going to be revised and there's some field replacement on the line but this will mostly do the trick. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F2230%2Fadara10903.jpg&hash=75ef71e5e4674a1a2088b01d6acf8cea7845542f)

109-4: When I say field replacement, I'm referring to farms like this one.  While I like the building, the fields don't work for me.  Fortunately, it's easily fixed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F4001%2Fadara10904.jpg&hash=3342fdd8cefa169067ea0d5ddc19bd3e089afdeb)

109-5: It works as a strawberry farm pretty nicely doesn't it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F3838%2Fadara10905.jpg&hash=8d09086f5f4359c9f832791cb1fc0edec5916f63)

109-6: One thing I've been casting my mind to are diagonal filler pieces.  While I have pieces that would work for this farm, and of course the complex set of lots I'm still developing that I previewed last week, I'm also considering other ideas.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F6231%2Fadara10906.jpg&hash=501f023e7e6336055588757a43197656992faa57)

109-7: I'll be interested to hear what you think of this result.  I simply applied a thick layer of RRP textures to the edge of the diagonal.  I'm actually fairly happy with the result, although the technique could use a bit of refinement.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F8018%2Fadara10907.jpg&hash=2612900773cafa0f6277b54cbe20c749431f7a67)

109-8: While I think on that, I'll get going with the main detailing.  This area is now finished.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F7607%2Fadara10908.jpg&hash=13160d84b38df52faa347c1778b196167c983505)

109-9: I've done a bit more edging along the top in this shot.  The highway side I've edged with just trees for comparison. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F3972%2Fadara10909.jpg&hash=5de4dff24a6af0f9d6bf55ef86b638b0ed7b5aa4)

109-10: Pulling out a bit, as you can see I've been busy putting trees in place.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F2726%2Fadara10910.jpg&hash=ffa023f61aa6a582e2fab133292f2da896602d2f)

109-11: The farm with the round barn is up next as well as that annoying jagged edge along the strawberry farm.  The round barn farm is just going to get an unmodified RRP fence.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F2656%2Fadara10911.jpg&hash=c1f2ab6ff3735321cef575570a48f9112e0e8505)

109-12: But the strawberry farm is an issue.  There are no diagonal fillers that can fix this.  But the new technique I'm playing with might work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F4900%2Fadara10912.jpg&hash=96c4c52f2ffc6e0cb9f5174b7d3c8f3005bbf950)

109-13: How does this look for a diagonal cleanup?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F5512%2Fadara10913.jpg&hash=3f528cbda0263f242a024a1cfb1779da0b58ae00)

109-14: I think it stands out nicely from further out.  As you can see, I've decided to leave the round barn's fields completely untreated for something completely different!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F8422%2Fadara10914.jpg&hash=803605d571baa310589740bd95dd8066087055f4)

That's all for today.  Remember, the update schedule is going to be a bit less regular for the next few months, but I'll be back with another update as soon as possible!
Title: Re: Adara - Update 109 - April 7, 2010
Post by: kimcar on April 07, 2010, 10:55:42 AM
 &apls &apls Excellent work on those farm fields. Very done a great job for fitting all this to give a great looking of realism  :thumbsup:
Title: Re: Adara - Update 109 - April 7, 2010
Post by: ShultzCity on April 07, 2010, 02:55:57 PM
Great work BC! I think the RRP treatment on 109-7 looks spectacular, but I am thinking that it would only go well with more 'run-down' looking farms. Otherwise, RRP fences with the RRP treatment look even better  :D - I'll definitely be using that when I get to some farms in Riverholm (I'm getting there  $%Grinno$% )
Title: Re: Adara - Update 109 - April 7, 2010
Post by: ecoba on April 07, 2010, 03:11:59 PM
An excellent update, my friend.

While a smaller update, this one lacked no quality. The same techniques of detailing that are commonplace through Adara are really making Greenwood beautiful. The new fields that went in to some of the farms are new, and, in my opinion, very unique as we have really never seen them in other parts of the region.

I hope that you're able to update soon, but, real life affects us all, so no worry.  :)

Ethan
Title: Re: Adara - Update 109 - April 7, 2010
Post by: Cyclone1001 on April 07, 2010, 03:23:07 PM
Amazing stuff, you can do alot with what seems like nothing. One question I have is this: How long does it usually take for you to make a standard update? Or should I say, how long do you spend working on one? Sorry if it has been asked before, I'm just curious.

EDIT: Also, where did you download the sidewalk/tile mod for the GLR? I can't seem to find it.
Title: Re: Adara - Update 109 - April 7, 2010
Post by: danielcote on April 07, 2010, 04:24:28 PM
Nice farmland!
Title: Re: Adara - Update 109 - April 7, 2010
Post by: canyonjumper on April 07, 2010, 06:24:12 PM
Wow! The detailing along the diagonals looks great! Very nice work today ;D

         -Jordan :thumbsup:
Title: Re: Adara - Update 109 - April 7, 2010
Post by: djvandrake on April 07, 2010, 09:11:49 PM
Another great update.  I'm most impressed with your treatment of diagonals, and that attention makes such a huge difference.  Can't wait to see what "completely different" thing you have in mind next to the round barn.  :thumbsup:
Title: Re: Adara - Update 109 - April 7, 2010
Post by: threestooges on April 07, 2010, 10:04:36 PM
109-7 is still a bit jagged looking with the edges, but excellent blending work in 109-13. It runs the risk of almost being too linear in a way, but then it's a farm, straight lines are common, even when nature nudges in. I agree about the farm building in 109-4. It's a great base to work from, but the farm tubs on a wide scale like that just seem a bit odd in most instances where I've seen them grow. Those things'll grow like weeds too if you let them. I'm not sure what it is, but the composition of 109-8 really caught my eye this update. It has a nice balance to it.
-Matt
Title: Re: Adara - Update 109 - April 7, 2010
Post by: RickD on April 08, 2010, 02:29:39 AM
Very nice. I have been experimenting with RRP pasture to hide edges, too. With mixed results because the colors do not match in all situations which makes it look odd again. But your result in 109-13 is really good.
Title: Re: Adara - Update 109 - April 7, 2010
Post by: art128 on April 08, 2010, 09:00:10 AM
Excellent attention to the details, Battlecat !
I loved this update, great work with the farm fields. The diagonal close-up is nicely done. Also as the final result !

Arthur. :thumbsup:
Title: Re: Adara - Update 109 - April 7, 2010
Post by: nedalezz on April 08, 2010, 10:48:27 AM
Another stunning update. My favorite picture is where you showed us how you cleaned up the diagonals - just incredible. It made it so natural looking.
Title: Re: Adara - Update 109 - April 7, 2010
Post by: kwakelaar on April 11, 2010, 02:00:49 AM
The new diagonal filler technique is another great touch from you when treating farmland here in Adara.
Title: Re: Adara - Update 110 - April 13, 2010
Post by: Battlecat on April 13, 2010, 11:23:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

kimcar: Thanks very much!

Jacob (ShultzCity): Good point about the run down farms, but it is a nice alternate option rather than having to make diagonal fillers for every farm!  Glad you like how it came out!

Ethan (ecoba): It is always nice to see new fields in the region, although some of them are better than others.  Thanks for stopping in!

Cyclone1001: Thanks for stopping by!  It generally takes me about 2 hours of gaming for one update and about an hour of writing per update.  Updates with lots of composites and mapping will tend to take longer. 

The sandstone mod for the GLR and RTMT was created by Toichus Maximus and I.  It's currently sitting in the LEX scrutineering hopper, awaiting feedback.  It has undergone two revisions already based on feedback.  Apparently it takes quite a while to test transit based mods, plus a lot of testers are having busy lives at the moment.  Rest assured, I'll let you know as soon as the mod is released!  Sorry I don't have a better answer for you but glad you're looking forward to it. 

danielcote: Thanks!

Jordan (canyonjumper): Thanks very much, glad you like the effect!

djvandrake: Thanks for your kind words!  Ironically, something completely different in the case of that farm is to do nothing at all!

Matt (threestooges): Yeah, I think I'll have to take another pass at the edge of that one farm, but glad you like the concept and the results in the later attempt!  I actually don't mind letting those farms grow on occasion, these days it's easy enough to just replace the field with something more appropriate!   Thanks very much for stopping in! 

RickD: Glad you've found the idea inspiring.  I haven't tried the technique on all farms yet, but I suspect that any farm that uses a prop based field will be more trouble to do this sort of blending on.  Thanks for your thoughts!

Arthur (art128): Thanks for your kind words, they're always appreciated! 

nedalezz: Thanks very much, I'm really happy with how that effect worked out.

Gjermund (kwakelaar): Thanks, glad to hear you like the effect!

Update 110
Greenwood – Detailing

Once again, a much larger delay than I had planned, but I hope the extra long update will make up for it.  I'm just going to continue on with the farming details today, hope you enjoy it!

110-1: We'll pick up right where I left off here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F8991%2Fadara11001.jpg&hash=fdf5e01f58150f3da70335275beda5c04b8d8048)

110-2: I've decided to leave this farm field clean just for something completely different.  It doesn't have any odd textures so it will work quite nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F6184%2Fadara11002.jpg&hash=0c127f77973800faa20b9e0ef0be65af98bf58e5)

110-3: This is another farm that needs to be converted from these large tubs.  In this case, I'll be replacing the fields with corn. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F7811%2Fadara11003.jpg&hash=b3a4f451b7dcdd23269a13102fd53099c927849d)

110-4: I'm not going to run the game for a bit yet, I want to finish some other stuff up first.  All the diagonal materials are great to have around.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F8682%2Fadara11004.jpg&hash=6840c0ae91640e233293f42b93975d19366b7d44)

110-5: Once again, here's a field that needs to be replaced with some RRP stuff.  I don't want to use diagonal fillers, so I'm going to put a pretty big buffer along the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F2920%2Fadara11005.jpg&hash=f0abe0464e1278bfa9288af56ef137310c765a53)

110-6: It's nice that the fence line lines up with the property line of the neighboring farm along the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F1719%2Fadara11006.jpg&hash=80ec0d767c206992a4a8804187f27ed6f18dd894)

110-7: These little trees will get larger in a few years of game time.  In the meantime, this area needs the rest of its details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F3795%2Fadara11007.jpg&hash=1335a008c6aee4fc415961e50894cd97dc75df50)

110-8: I never get tired of putting in the RRP textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F9290%2Fadara11008.jpg&hash=e31a126b3557bea896ef448593effa25e8dd85c2)

110-9: Here's the small horse farm fully converted to RRP. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F5817%2Fadara11009.jpg&hash=b80e539b4f4b420b6de6d58b84243a2784f3a612)

110-10: And one last shot of the details along the road by the corn field.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F2338%2Fadara11010.jpg&hash=1adb8c58b1392045febac533b9dae2982ef09652)

110-11: After running the game a few months, here's what the area looks like now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg191.imageshack.us%2Fimg191%2F9053%2Fadara11011.jpg&hash=ae48a38766c36ab8ea0428d9254972a66a9d2437)

110-12: Next, I want to finish up the edging along the FAR road here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F4233%2Fadara11012.jpg&hash=9a9b205bcdecca7515ab1db6f62f06ddddb4e743)

110-13: I'm going to extend this new growth farm along the road, much like I've done in the past.  Difference this time is that I'm going to be using filler lots instead of extending the lots under the road.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F5818%2Fadara11013.jpg&hash=9e527b89acc86e734b86f09382f012b482c6dba4)

110-14: These lots have the RRP textures pre-placed on them to help blur the edges a bit.  I'm pretty happy with how this turned out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F251%2Fadara11014.jpg&hash=74d08ce3b678d6f7765ca3e64df182b0130f5d9a)

110-15: Here's the finished farm.  Unfortunately, the bit by the corner is blank due to the nature of that particular curve.  Still, it looks pretty good if you ask me.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F2464%2Fadara11015.jpg&hash=06d07bceb9ef87c292a9323a4592d2549949cc0f)

110-16: This last block of land is going to be another wetland pond.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3809%2Fadara11016.jpg&hash=9ef30d668f5c6b0fede11263ec838dc6ee621e9b)

110-17: I'm going with a marshy feel for this one.  I'm envisioning that this area is preserved for bird habitat. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F4268%2Fadara11017.jpg&hash=d432dd37ff0dfb3f9fe0a3162d954c528709afb3)

110-18: Here's the result once it's all treed in.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F2600%2Fadara11018.jpg&hash=f05326abcc91613810d16f375af586c8b922b06f)

110-19: It's been a while since I've done a full overview, so here's Greenwood as it stands now.  This is the last time I'll be able to get the entire block of development into one zoomed out shot like this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F9191%2Fadara11019.jpg&hash=5426d573b2849547be85ccee52cbfb3e7d64cf54)

110-20: Just to wrap things up, here's a quick mosaic of the new pond.  Something odd appears to have happened to that farm above, but I'll just leave it as is for now.  Hope you enjoy it!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F3851%2Fadara11020a.jpg&hash=a69fb336d0c21bfc402077c711ee86b8ee0a19f9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F4083%2Fadara11020b.jpg&hash=fb61a15ba287ad126c6610f4fb7513fcbf0d0bc3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F2885%2Fadara11020c.jpg&hash=863703ab74eddd568da3eb548b661d9a1dcfcec4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F9038%2Fadara11020d.jpg&hash=650767f9a78df1e2dc53c39c881b59f12b968d59)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F2770%2Fadara11020e.jpg&hash=0d0bf594c928f75364995cf1f874cbc0d3642cd2)

That's all for today!  See you again for the next update! 

Edit: It appears Adara also passed the 50,000 page views in the last few days!  Thanks very much for your interest everyone! 
Title: Re: Adara - Update 110 - April 13, 2010
Post by: Nardo69 on April 13, 2010, 11:58:57 AM
It has been a long time since I showcased T Wrecks' diagonal filler lots during the beta testing in Urland. That was kind of milestone in diagonally rural design in Sc4. However I stuck a bit to orthigonals - unlike you, and I have to say regarding diagonal design you're the king. Without any question.

Something I like to forget are those telephone / telegraph / small electricity lines and poles. Maybe because a lot of them went underground in Germany but nevertheless quite some still exist and everytime I visit Adaea I think "hey - you could've done them way more often ... next time I'll use them too". Needless to say that bad ol dhabits are strong.

Nice small lake. Another thing I need to try out someday. Oh boy.

BTW have you been able to use what I sent you some time ago?

Take care


Bernhard  :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: scott1964 on April 13, 2010, 12:10:31 PM
The farms look nice.  :D Where did you get the farms in pictures 9 and 10? :)
Title: Re: Adara - Update 110 - April 13, 2010
Post by: threestooges on April 13, 2010, 01:17:19 PM
I like the way Greenwood is developing. Everything seems to have gone off-grid. You've managed to give the roads and farms a very fluid design, weaving about like they are, that is really tough to do with the game. Dare I ask how many custom lots you've made for these fillers? However cluttered your park menu may be, the results are worth it. I think it goes without saying at this point (yet I'll say it anyway) that you have the farm detailing down. The marsh turned out quite well too, but it wasn't until the mosaic that the detail of it all really stood out. Simple things like the log just past the bottom of the pond, partially covered by the bushes/grass, and those willow-type trees (there are about four of them around the pond), they give just enough visual variety to break up the scene and prevent the forest from looking homogenous. I think it's steps like that that take pictures to that next level. Nicely done as always.
-Matt
Title: Re: Adara - Update 110 - April 13, 2010
Post by: io_bg on April 13, 2010, 01:23:31 PM
Looks fantastic, I love your farm communities. I especially like the diagonal farms and the detailing along them.
Keep up with the great work! :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: ShultzCity on April 13, 2010, 02:58:56 PM
Fantastic update BC! I am in awe of your ability to detail so well. I'd love to get my hands on RTMT and GLR sandstone mods, even if it is for testing. *drools*

And I wouldn't mind (ahem, LOVE) those FARR fillers.... Great job :)
Title: Re: Adara - Update 110 - April 13, 2010
Post by: RickD on April 13, 2010, 03:30:48 PM
Great update again.
I watched the movie X-Men Wolverine the other day and there were several scenes in the canadian rocky mountains in a lumber camp with a large clear cut. My first thought was "wow, this looks just like Battlecat's MD".  :D It is certainly a compliment for you but what does it tell about me?  ???

Onto the next 50.000 page views ...  ;)
Title: Re: Adara - Update 110 - April 13, 2010
Post by: canyonjumper on April 13, 2010, 03:53:09 PM
Great update BC! As always the diagonal fillers are an awesome touch!

           -Jordan :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: Cyclone1001 on April 13, 2010, 04:25:52 PM
Amazing update, as usual. But seriously 2 hours of gameplay!!! You can do more in 2 hours than I can do in a day! I honestly don't know why it takes me so long, but it does. Thanks for answering my questions, have fun making SC4 look way too easy!
Title: Re: Adara - Update 110 - April 13, 2010
Post by: Nexis4Jersey on April 13, 2010, 09:28:04 PM
You still make the nicest rural towns  :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: FrankU on April 14, 2010, 02:44:08 AM
So beautiful again! And congratulations with the 50.000th view and the 1219th post.  :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: djvandrake on April 14, 2010, 09:35:18 PM
More great work.  &apls  I really like the pond.  :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: marsh on April 18, 2010, 08:49:44 PM
beautiful man :thumbsup:
Title: Re: Adara - Update 110 - April 13, 2010
Post by: kimcar on April 19, 2010, 12:14:16 PM
 &apls &aplsExcellent work you did again.You put great effort to get a great finnish. The details that you put in is just perfect. That give a great quality to your MD . Bravo :thumbsup:
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Battlecat on April 19, 2010, 12:17:08 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Bernhard (Nardo69): Thanks very much for stopping by!  I really love playing around with diagonal stuff!  Pretty much all the power lines are still above ground here in BC, so a rural area just doesn't look right without it!  I've managed to put a couple of the items you sent me to use, particularly the fence with the gravel trail.  Sadly there just hasn't been a good spot for those diagonal retaining walls yet.  I'm having a bit of trouble with jagged edges in some places which is very frustrating considering I have the mod to theoretically fix that installed.  Hopefully I'll be able to use them soon!

scott1964: Thanks!  The majority of my farms are off the LEX.  I'm not 100% positive where I got them, but I suspect this megapack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=898) might be the source. 

Matt (threestooges): Thanks very much.  I've been making a major effort to really get off the grid on this tile.  Actually I haven't made nearly as many filler lots as you might think.  I've created a small selection of multi purpose lots which keep on doing the trick.  The FAR fillers are the first new lot I've managed to finish in a while.  I'd say I'm sitting around 15 custom lots that I use on a regular basis. 

Glad you like the little details I put in that pond, I really enjoyed putting it together.  Small ponds and little details like that are something I've been missing in my region to date.  I'll be adding them more regularly in the future!

io_bg: Thanks very much, glad you like how it turned out!

Jacob (ShultzCity): I'd really love to see the mod released, but testing for the LEX is pretty rigorous, particularly with a transit mod.  Honestly, the mod has improved in quality significantly thanks to the community feedback.  I'm just waiting patiently to hear back at this stage.

As for the FARR fillers, I'm looking into getting them out the door, but first I need to figure out how to gather the RRP textures together into a couple of prop families.  I think I'll have to apply for a IID range if I'm going to do that.  If I can get that figured out, I'll see about putting together a small pack of fractional angle fillers. 

RickD: Well it's pretty cool that you made the connection between the movie and my MD!  Glad you like how they turned out!

Jordan (canyonjumper): Thanks very much! 

Cyclone1001: Thanks!  I keep wishing I had more time.  Sometimes it feels like the development of my region is dragging along very slowly!  Putting in the heavy details makes up for it a lot though!   

Nexis4Jersey: Thanks for your kind words!

FrankU: Thanks for stopping in! 

djvandrake: Thanks very much!

marsh: Welcome to Adara!  Thanks for stopping in!

kimcar: You slipped that comment in right when I was finishing up!  Thanks for you kind words as alway; glad you enjoyed the details!

Update 111
Greenwood – Simply Farming

Today just a simple batch of farming and associated details to keep myself busy!  In the next update I think I'll be playing with something new though. 

111-1: This is the area I plan to work on today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F2985%2Fadara11101.jpg&hash=bafef964f18ea8fe98a34fbb22a6282df3d608c4)

111-2: Nothing to fancy for this update, just a batch of farms to put into place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F6076%2Fadara11102.jpg&hash=02683ab21a9474adfe222dc82c2adaf9a57d48f8)

111-3: As the farms grow, this annoying bug came up once again.  Even though there is a direct access to the road, the game thinks it's inaccessible.  Fortunately, the plopable fields make this easy to fix. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F3225%2Fadara11103.jpg&hash=b392da9cbb71f3badba869ecb90e8c45742f8bfa)

111-4: You'd never know that there was a problem! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F7498%2Fadara11104.jpg&hash=e1567e2c25dd4cc7aefb9d15c2a64ebf63e72363)

111-5: This area along the railway tracks is frustrating me.  I'm going to have to create a filler lot to fix this area, but I just don't have time to do it today.  I'll be back here briefly soon once the problem is fixed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F9729%2Fadara11105.jpg&hash=96404b0548e7cf51f8f1560e55a0349d87040a64)

111-6: This small complex of farms turned out quite nicely.  I think the corn and dirt farms might be owned by the same people.  Crop rotation would keep the soil in good condition.  There is a house there putting the population of this tile up around 20 or so.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F4954%2Fadara11106.jpg&hash=9e9babf24fc819d5567161cc7e128b4771808f68)

111-7: The farm at the end of the road just refused to develop anything I liked, so instead I put in a small forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F180%2Fadara11107.jpg&hash=70a1f6eede431247ed248dbb3b95b07881c72d70)

111-8: Pulling out a bit, you can see the finished area.  From this angle, the dirt farm doesn't look so bad. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F7947%2Fadara11108.jpg&hash=79486557a53b4407a9da61ad14ca099ebf0e9a8a)

111-9: This spot along the highway will be pretty easy to fix up.  I've got all the fillers I need to do the job.  Unfortunately, I forgot to take a matching after shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F2415%2Fadara11109.jpg&hash=d62c2dc3d137a9cdf6ac2ce022f1cb9a33ff0704)

111-10: You can see some of the results from here though.  If you look carefully, you can see the power lines along the highway down there as well.  In the meantime, the farm here needs tweaking.  I've been handed a pretty perfectly placed option for a simple cattle farm here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F9052%2Fadara11110.jpg&hash=1a4c89fd7df4a6ab4d5f11054fba6c0c8c407d78)

111-11: It's getting pretty normal to replace fields with these fences.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F4999%2Fadara11111.jpg&hash=09ea8df7d00b7ea1886f636b2c1ecaf1006b9276)

111-12: In this case, I want the feel of the cattle being rotated through the three major fields.  It turned out pretty well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F9407%2Fadara11112.jpg&hash=abbd366a2b555100891c9e40b3755aa29fd0e4dd)

111-13: How about a quick before and after shot.  Look carefully at the power lines right of way along the highway.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F3405%2Fadara11113.jpg&hash=4b08ab277a7f9106e6a75e95a1fa6de3433ed14c)

111-14: I'm never going to get tired of the RRP materials.  Always room for more options though!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F3549%2Fadara11114.jpg&hash=ce2da9552fa97f1ff3afb7498ead0edbb9294ec5)

111-15: Here's one more look at the area now that I'm done for today.  Hope you like how it's coming together! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F5092%2Fadara11115.jpg&hash=1a8dd69cfeaa020d6e3395390b3fc067bad077ff)

That's all for today!  See you soon! 
Title: Re: Adara - Update 111 - April 19, 2010
Post by: kimcar on April 19, 2010, 01:13:06 PM
 ;D I' m glad that i post just in time lol. For this one i don' t take chance . Just a word ( PERFECT )  :thumbsup:
Title: Re: Adara - Update 111 - April 19, 2010
Post by: ShultzCity on April 19, 2010, 03:15:30 PM
Another great update! As for those FARR fillers, I'd prefer them just with the fence stuck on, nothing else - I don't know how to get the FARR angles right in LE. I'd love to have just the base fences so I could make what I want out of them - any chance?

As for this update, I am still loving the details you are filling this area with. Though I must say I'll be looking forward to next update! I'm not sure I like the area that you forested however....
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Cyclone1001 on April 19, 2010, 04:37:06 PM
Nice stuff. While I know you can make fantastic rural areas, I would love to see you make a thriving metropolis! Think about that, and keep up the awesomeness!

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fputxitonkaiola.files.wordpress.com%2F2009%2F06%2Fawesome_face___hd_by_connorjones2610-png.jpg&hash=15164ea59c9aaabc3688ca84009cfa46a1eb57db)
Title: Re: Adara - Update 111 - April 19, 2010
Post by: ecoba on April 19, 2010, 05:25:40 PM
Another very nice update, my friend. The wide variety of farming that has sprung up in Greenwood makes for a really nice picture.  :)

Ethan
Title: Re: Adara - Update 111 - April 19, 2010
Post by: canyonjumper on April 19, 2010, 07:52:36 PM
This is looking great! The farms are coming along nicely!

                     Your friend,
                                    Jordan :thumbsup:
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Schulmanator on April 20, 2010, 01:50:05 PM
You are making excellent progress on some fine looking rural areas :)
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Nanami on April 22, 2010, 09:02:28 PM
Nice rural area!
Title: Re: Adara - Update 111 - April 19, 2010
Post by: kwakelaar on April 25, 2010, 12:08:55 AM
More great looking rural updates, the marshy pond from previous update turned out really well.
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Nardo69 on April 25, 2010, 10:06:36 AM
Oh yes. The jagged Edges. Dunno how much time I wasted making a nice terraforming and trying to avoid / repair  them. *Sigh*

Darmok had the same problem with the zots years ago in AVR. He solved it by using his TE trails. Maybe a TE'd gravel trail would have done it here, too?

Anyway the dirt and the crop fields next to each other do fit well.

Nice update - as always!  ()stsfd()

Take care my friend

Bernhard  :thumbsup:
Title: Re: Adara - Update 112 - April 26, 2010
Post by: Battlecat on April 26, 2010, 09:37:45 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

kimcar: It's funny how timing works out sometimes.  :-)  Thanks! 

Jacob (ShultzCity): Sadly, I haven't managed to get my hands on any FAR angled fences yet.  I'm just working with basic textures and using trees and RRP to clean things up.  I'll see if I can scrounge up the time to get the textures packaged up this week, but it's entirely time dependant right now.  Glad you enjoyed the update.  I'm not entirely happy with that forested patch, but it just simply refused to cooperate as a farm so I gave up on it! 

Cyclone1001: Sometimes I feel the urge to take a swing at a larger metropolis as well.  I might add something like that in the distant future of Adara, but it's not even remotely imminent.  There's still way too much stuff do in rural and small town development!  Glad you're enjoying your visits!

Ethan (ecoba): Thanks very much!  I really like the variety of farms I'm getting here as well.   

Jordan (canyonjumper): Thanks very much for your kind words!

Schulmanator: Thanks, glad you like it!

976: Thanks very much!

Gjermund (kwakelaar): Thanks, I love putting the small ponds together! 

Bernhard (Nardo69): Yeah, it's been really frustating.  Also, the slopes I'm currently developing around just aren't steep enough for retaining walls.  But I still plan to use them some time in here!  Interesting point about those TE trails, I hadn't actually considered that solution.  I'll have to look into using them that way in the future!  Thanks for your thoughts and kind words! 

Update 112
Greenwood – Wind Farm

No surprise, today I'm going to take another swing at farming.  The one extra thing for today is I'll be laying the groundwork for a small wind farm.  Sadly, I just didn't have time to detail it this weekend but we can still have a look at it.

112-1: This area will be my primary focus today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F4425%2Fadara11201.jpg&hash=568e5498c6cf049d37f05bec9b17cda4d2d6f2d1)

112-2: I always like to start with the road through the area, it always gives me ideas.  This particular route actually connects right through.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F6159%2Fadara11202.jpg&hash=87f17dc7d36a6b35f4922526c53b57b1358b2dab)

112-3: This small ridge here is a decent spot for a small wind farm.  The roads through here are pretty poor. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F8349%2Fadara11203.jpg&hash=666eb319a455d615f25e70bcf0a80d881c7076d6)

112-4: I finally settled on four towers and a small transformer.  This particular wind farm isn't large enough to required high tension lines, so it'll just tie directly into the local grid. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F728%2Fadara11204.jpg&hash=c10f00892769569d35cb5f05b7e4c8cead8f027d)

112-5: Here are the farms that I've zoned out so far.  There's just no way I'm going to manage to detail this entire area today though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F8397%2Fadara11205.jpg&hash=666f4d694f96b236cd93b5f512626f6f76c8daf3)

112-6: Here's the first phase of farms in place.  I already see two or three farms that need to be revised.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F5604%2Fadara11206.jpg&hash=d02b358c221cb23e2b8d9de48c63b0632d968da4)

112-7: I'm just not entirely satisfied with the layout of these fields, but the farm building is multi purpose. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F1579%2Fadara11207.jpg&hash=6c283b8231661ad5868020ed910cf2928beb843c)

112-8: I decided to convert this one over to a hops farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F3079%2Fadara11208.jpg&hash=fa80811a9bd02eef31157a2025d79c87ccd29bd7)

112-9: Next up on the list is the wheat farm on the left and another incarnation of the brine farm on the right. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F5687%2Fadara11209.jpg&hash=0fb9d7622091a30e10e803de23bcd11aa118b4f9)

112-10: The wheat farm just needed a different field style, particularly since the farm actually has this texture on the main farm lot.  The brine farm now produces wax beans. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg71.imageshack.us%2Fimg71%2F2739%2Fadara11210.jpg&hash=54cdcdf2bf979dd76f2988be3a750971cdcc167d)

112-11: I'm just going to blast through some detailing now.  First up is the junction with the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg56.imageshack.us%2Fimg56%2F5519%2Fadara11211.jpg&hash=4a7c4d44e1a1a01c21bab9f767fa734d996d9017)

112-12: Most of the details today just involves putting the trees in between the farms and flora along the power lines. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg56.imageshack.us%2Fimg56%2F8337%2Fadara11212.jpg&hash=0c4cc5ea662ee2d81b5bd2042f8abc3c9d82dace)

112-13: But there are some other things on my list as well.  This particular farm is also in need of a field replacement.  I've got another, better placed farm nearby with the same crop. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F1396%2Fadara11213.jpg&hash=278e27d502560d04bf733d372c68ba089faa87d1)

112-14: It's been a while since I've had a melon farm in Adara.  It's also nice that I have some diagonal fillers for this particular field type.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F3833%2Fadara11214.jpg&hash=40cc33278138aa58c681395d43f266b6f38b462a)

112-15: I've been play around with forests a bit.  I discovered that the CP Larch trees actually fill the gaps in between the basic oak forest I use quite nicely.  It adds a nice extra bit of detail to these small blocks of trees.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6456%2Fadara11215.jpg&hash=7e5c8624a5eda122157c7064ab119ff5ac87c507)

112-16: This farm is great except that I've never seen a farm this big growing just one kind of flower.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F9530%2Fadara11216.jpg&hash=5f05b0c2cb54b2ee1c91846c849a1e355da22848)

112-17: But fortunately it's easy enough to add some rows of different flowers.  This is pretty much all for today!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F6250%2Fadara11217.jpg&hash=317daff6224424ec62abb8206a5e3b111a73927d)

112-18: Here's an overview of the now finished block of land.  I hope to have more stuff for you soon!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F581%2Fadara11218.jpg&hash=b8a2298082ec97a8961f7820ab6437916464ad2c)

That's all for today!  See you later! 
Title: Re: Adara - Update 111 - April 19, 2010
Post by: ShultzCity on April 26, 2010, 03:00:09 PM
Great update BC!

Love the idea od a wind farm, however I really don't like those roads  :thumbsdown:  -  Usually roads to smaller wind farms like that are small service roads. Could you try replacing the roads with ploppable paths? Think that would look much better  :thumbsup:

All in all though, I love what you've done with the area, it looks brilliant!

I'll be waiting for those fillers!
Title: Re: Adara - Update 111 - April 19, 2010
Post by: canyonjumper on April 26, 2010, 04:34:52 PM
Excellent update BC! I'm looking forward to seeing the wind farm detailed ;D

             Your friend,
                            Jordan :thumbsup:
Title: Re: Adara - Update 111 - April 19, 2010
Post by: Cyclone1001 on April 26, 2010, 04:41:42 PM
Very nice work, you earn my seal of approval!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Frbeale.com%2Fwp-content%2Fthemes%2Fthesis_16%2Fcustom%2Fimages%2FBorat-Gives-Thesis-Theme-2-Thumbs-Up.jpg&hash=78ca92eacdb91ad7bc983d2a1ced984b25ae3b6e)
Title: Re: Adara - Update 111 - April 19, 2010
Post by: RickD on April 27, 2010, 02:11:48 AM
If Borat likes it, how could I not?  :D
This is beautiful farmland. Great work again. But I have to agree with ShultzCity, the diagonal road along the windmills is a bit oversized, I think. But the stretch passing over the ridge is good. Maybe you could use the RRP farmtracks as access to the towers?
Title: Re: Adara - Update 111 - April 19, 2010
Post by: kimcar on April 28, 2010, 04:12:28 AM
Great update once again :thumbsup:. Adara will not be hungry for a bunch with all these farms ;D
Title: Re: Adara - Update 113 - May 4, 2010
Post by: Battlecat on May 04, 2010, 10:22:41 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jacob (ShultzCity): Thanks for your thoughts, as you'll see today, I agree with your assessment of the dirt roads!  Hope you like the revised and fully detailed version!

Jordan (canyonjumper): Thanks very much!

Cyclone1001: Thanks, glad to hear you and Borat like it.  :-)

RickD: Thanks!  I agree with the assessment of the dirt roads, I think my changes today will look much nicer using the RRP gravel trails.

kimcar: Thanks very much.  Food supply is one problem Adara doesn't have to worry about at all! 

Update 113
Greenwood – Fun with Gravel Trails

Well, just as I feared, I don't see any end to my reduced update schedule for quite some time.  The next month is just far to busy for any more than one update per week.  Then I'll be taking June off completely for a trip to Europe.  Preparation for the trip is the primary cause of the time crunch; there are a lot of details to sort out.  With any luck, I should be able to start ramping up to at least two updates again during July.  Anyhow, at least I can keep plugging away at Greenwood. 

113-1: First things first, several people made excellent comments about this particular shot last week.  The dirt roads are far too intrusive and extensive for such a development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F8289%2Fadara11301.jpg&hash=efeb36b90263ec388665e88f539f279ac32eb1ea)

113-2: The RRP gravel paths provide a far nice feel to the area.  It'll look even better when I get the trees and other details into the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F4425%2Fadara11302.jpg&hash=394ef0c4910ceb6653023a0867c140651f67d25c)

113-3: I promise I'll get back to the wind farm in today's update, but first I need to get some of the approach details along these farms cleared up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F2851%2Fadara11303.jpg&hash=466e071e1fd61a4de992a2c27dd8bc630f589faf)

113-4: This diagonal road did some really odd things, for some odd reason, it has no texture even with the farm right next to it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F6493%2Fadara11304.jpg&hash=428562bb53876e5717b054974a510a3f99732281)

113-5: Even stranger, when I replaced the diagonal fields with plopable version, only one side of the road filled in. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F251%2Fadara11305.jpg&hash=ce8131f6b56a3621f6c2a7236ec3a2b00fd98136)

113-6: In the end I managed to coax the textures right across the road for the sake of completeness. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F483%2Fadara11306.jpg&hash=c4620d0b6c062d46150afbe8ee2cd77654868022)

113-7: Let's take a drive up to the wind farm.  The road is fairly overgrown, and there should be a gate.  I'll see about adding that later. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F7097%2Fadara11307.jpg&hash=e735188c2499feb6a53359d4c6597ef5c0009edc)

113-8: The transformer station is tucked off into the trees now, as per Adara environment requirements.  I've made a small tweak to my forests, adding in a pass of Larch trees to improve the visual diversity in the forested areas.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F4586%2Fadara11308.jpg&hash=7518e8815b82ac9be7653cd3c89b905de672d96a)

113-9: These windmills are the smallest of the three custom ones I have, and they already tower over these trees.  I'm very happy with how things look now that the trees are in place.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F6608%2Fadara11309.jpg&hash=c8e9935d20b6c2fee6f7740573128b577cfbc325)

113-10: Pulling out a bit further, I've just wrapped a small bit of forest around the wind farm, there's a lot more forest to build in the long run. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F5089%2Fadara11310.jpg&hash=688fb14990ffb8a709c7cfec54073150fcceee58)

113-11: To wrap things up today, I'm going to get the details in place around these farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F2498%2Fadara11311.jpg&hash=7e22eeb231ca18aee00158eab927eac563a8d16e)

113-12: Another gravel trail access road between the two farms.  This one is going to wind down and around past several other farms that haven't been grown yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F9927%2Fadara11312.jpg&hash=499e6f409308cd05f60dc06322a37bc744d9517f)

113-13: Here's an overview of the finished area now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F5787%2Fadara11313.jpg&hash=906d0a5c1d82ff1416561914b8b183bfbeca052d)   

113-14: And from a bit further out, the whole area is visible.  I'm getting pretty close to putting together the actual town of Greenwood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F3333%2Fadara11314.jpg&hash=94f4772627aa9d8a9c3be8c228eb2558350a0222)

That's all for today!  See you later! 
Title: Re: Adara - Update 113 - May 4, 2010
Post by: scott1964 on May 04, 2010, 12:01:09 PM
Looks very nice. I like the gravel trails, but when I try to use them, mine come out not very good. They do not even show up.  &ops I like the way you have laid out your area.  :)
Title: Re: Adara - Update 113 - May 4, 2010
Post by: ShultzCity on May 04, 2010, 02:52:05 PM
Great update! ove what you have done, looks great now. My next suggestion - It looks so good, there needs to be more windmills continuing the line of the current ones to the east. What do you think?
Title: Re: Adara - Update 113 - May 4, 2010
Post by: Cyclone1001 on May 04, 2010, 03:01:39 PM
Very nice, I like it. (Insert picture of famous person here)
Title: Re: Adara - Update 113 - May 4, 2010
Post by: ecoba on May 04, 2010, 03:51:34 PM
Looking great my friend.

The farm blocs are ever expanding and beautiful as always. Your wonderful detailing around the edges of the farm gives you such a great level of depth it's astounding. The larch trees that have been added to the forest also give a very nice effect, I use these in some of my mountainous cities (yes I have some...) and I love them.

The wind farm is also a new and unique touch that livens up the area. We don't have many wind turbines near where I live, and I tend to use geothermal plants to power most of my cities, considering that it's a clean way of providing electricity and the plants look really nice, not like gross dirty industry.

Ethan  :)
Title: Re: Adara - Update 113 - May 4, 2010
Post by: canyonjumper on May 04, 2010, 04:00:36 PM
Very nice BC! The transition to the RRP gravel paths works well, better than the dirt ones. The farm detailing is also impeccable, so great job!

                     Your friend,
                                    Jordan :thumbsup:
Title: Re: Adara - Update 113 - May 4, 2010
Post by: nedalezz on May 06, 2010, 06:05:18 AM
I dont think there is anyone better at developing farmland than you, Battlecat. You are a complete master.
Title: Re: Adara - Update 113 - May 4, 2010
Post by: RickD on May 07, 2010, 04:16:41 AM
The gravel road looks much better. The detailing with the ploppable plants is excellent.
Title: Re: Adara - Update 114 - May 10, 2010
Post by: Battlecat on May 10, 2010, 10:06:26 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

scott1964: Thanks!  Sorry to hear you're having trouble with them.  The issue you're could be running into with the gravel trails is the transparent texture problem.  It can be corrected by switching to the zoning data view and back again.

Jacob (ShultzCity): Thanks, glad you like it.  I'll have to see how much space there is, but it's worth a look!  Thanks for the suggestion!

Cyclone1001: Thanks very much! 

Ethan (ecoba): Glad you like it!  I certainly enjoy putting in all those details.  We don't have a lot of wind farms in BC, primarily because hydro electric is so economical.  There are a couple of them getting set up in my area recently. 

Jordan (canyonjumper): Thanks very much for your kind words!

nedalezz: Thanks very much for such high praise!  I really appreciate it!

Raphael (RickD): Thanks, glad you like the new trails!

Update 114
Greenwood – Townsite

Slowly working away here!  Today I'm going to get the small urban core for Greenwood in place. 

114-1: Here's an overview of the zoning before I get started.  This town has a small elementary school and a fire hall.  All the lots are 2x3 large lots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F5932%2Fadara11401.jpg&hash=f84de41d7c78bd9f7d197c52d61f8b1996cac839)

114-2: A nice variety of homes developed, including a small set of medium wealth homes.  For commercial developments, there's just a small selection of low wealth shops. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F6280%2Fadara11402.jpg&hash=9b399b6fa1171f6893380976b9e5ca8753d116fd)

114-3: This massive farm lot developed in the perfect place as far as I'm concerned.  Makes for a pretty nice urban-rural interface. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F7696%2Fadara11403.jpg&hash=4672afa066a4fa70a01daad4ffb3b4fccf479987)

114-4: Instead of a formal baseball or sports field, the school here just maintains a mowed field that can be used for a wide variety of sports. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F6219%2Fadara11404.jpg&hash=7f4c61984107112b798e6bf96183be7114e28615)

114-5: Another farm tucked up against the edge of town here.  This one is very small and just keeps a few horses. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F2442%2Fadara11405.jpg&hash=a95dffc9e1c92fd4b388a57e1f0affcd40f2c847)

114-6: Over at the edge of town, this tulip farm needs a touch of attention. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F7398%2Fadara11406.jpg&hash=e203e91e027137bdfc84fc43b5a8313c798f82db)

114-7: It always looks so much nicer with proper rows instead of random colors. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F5526%2Fadara11407.jpg&hash=a14b08bd61d8641adcf4f6285359420370d927e2)

114-8: This farm lot just refused to grow, so using Steamrobin's rural set, I just built a little farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F662%2Fadara11408.jpg&hash=34f790667e34183053be486d218b3b5cddf0b40c)

114-9: The gravel trail gets the full detail treatment.  This one winds up to the one I worked on in the last update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg532.imageshack.us%2Fimg532%2F9351%2Fadara11409.jpg&hash=1fb19d75ea3534ef77f05ff80086cbcd0303fad5)

114-10: Here's another view of the area as it looks now that it's detailed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F5367%2Fadara11410.jpg&hash=83bf6b4b0c45332dcd82b70db03a7b58502f094e)

114-11: And one more look at the section winding through a small patch of forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F6247%2Fadara11411.jpg&hash=dba64e3f1c455af058b9e265b32d930604121971)

114-12: I'll wrap things up with an overview of the area with all the farms in place.  I'll finish up the details next time!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F958%2Fadara11412.jpg&hash=ede71e2a8206a6f9bb32f87b0b7ad54919c1ba7d)

That's all for today!  See you later!
Title: Re: Adara - Update 114 - May 10, 2010
Post by: Cyclone1001 on May 10, 2010, 02:29:36 PM
Nice, looks good.
Title: Re: Adara - Update 114 - May 10, 2010
Post by: ShultzCity on May 10, 2010, 03:06:02 PM
Love it! Great work  :thumbsup:
Title: Re: Adara - Update 114 - May 10, 2010
Post by: canyonjumper on May 10, 2010, 03:59:25 PM
Looking great BC! Are you planning to incorporate the new NAM stuff into Adara?

                -Jordan :thumbsup:
Title: Re: Adara - Update 114 - May 10, 2010
Post by: ecoba on May 10, 2010, 06:37:35 PM
The townsite of Greenwood looks really good. The high wealth of this area is something I really like, the homes the grew up here also look really good. I certainly like the school and the commercial block. The whole overview looks simply gorgeous as well.

I really like that massive farm lot, is it available anywhere, or is it custom. (I'm assuming that it is a CAM farm as well due to the size.) I also like the farm that you built with Steamrobin's set.

Ethan  :)
Title: Re: Adara - Update 114 - May 10, 2010
Post by: Nanami on May 11, 2010, 09:05:38 PM
Nice farms!
Title: Re: Adara - Update 114 - May 10, 2010
Post by: threestooges on May 11, 2010, 11:34:13 PM
Very nice progress these past few updates. I can already see another tulip farm that's going to get a re-org soon though. That's really a great detail to add in too. The random lots aren't bad, but it's true, they do look more realistic with some sense of organization to them. One thing that I've always admired about your streetscapes are the way you've blended those poles into the right of way and the grassy border that's created along stretches of road like in 114-5. That picture right there exemplifies the look of rural Adara. Looking forward to see the next bits of progress.
-Matt
Title: Re: Adara - Update 115 - May 17, 2010
Post by: Battlecat on May 17, 2010, 09:23:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks very much!

Jacob (ShultzCity): Thanks!  Hope you enjoy the expanded wind farm that you suggested the other day! 

Jordan (canyonjumper): Absolutely!  I've already got the NWM, along with the updated RHW and core NAM.  I've barely had time to scratch the surface on the new styles, but I'm hoping to add something significant from the new mods soon.  Certainly, there is some incentive to go back and examine some of my past highway networks.  Thanks for stopping by!

Ethan (ecoba): Glad you like how it turned out.  I was shooting for a small town feel which I think I've managed to capture quite nicely.   That massive farm lot is actually part of this of farms here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=936) on the LEX.  It's actually picture as one of the samples! Thanks for stopping by!

976: Thanks!

Matt (threestooges): Glad you like the reorganized tulip farms.  It was actually suggested quite a while back by FrankU and I quite like how it's changed the feel of the region.  The other farm you're looking at is actually a flower farm of a different style.  I haven't decided if I'm going to put together individual color lots together for those ones yet or not.  I always enjoy putting those power right of ways in the map.  Thanks as always for stopping by! 

Update 115
Greenwood – Rolling Along

It was a fairly productive weekend, but these shot play sessions are still a bit of a pain.  Greenwood is starting to come together though. 

115-1: First off, I've gotten my hands on the new version of the NAM and RHW as well as Network Widening Mod.  I don't have plans to do much with them in the near future, but they'll be very nice to have once I get going on future tiles.  One nice thing is the opportunity to fix this little problem. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F6884%2Fadara11501.jpg&hash=aadadf0a7de9ff19cb22af82d3c70b6b6a1a9666)

115-2: The new S curve for the highway makes this transition a bit less harsh. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F3974%2Fadara11502.jpg&hash=2c88b98356a6a044d5b7273fd7d87c8276ba69b8)

115-3: The bulk of my work today will consist of getting more farms detailed.  These two are first on the list.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F5943%2Fadara11503.jpg&hash=09cf5aa5de806eb5d50b82026abe1706f1160e2d)

115-4: As usual, this farm's texture has been removed in preparation for detailing.  This farm wound up oriented perfectly for detailing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F8769%2Fadara11504.jpg&hash=bc93d62e22178bd8b10f32d7d62b378699af406c)

115-5: Farmers sometimes build the strangest roads!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F6680%2Fadara11505.jpg&hash=a86af2a30b0ac2898766d7275792ca63625a5127)

115-6: The rest of the farm will be an odd mix of fences.  I was feeling just a bit whimsical today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F2379%2Fadara11506.jpg&hash=bd48dab69b608f7cf15891c4dc1c6dc1fdeed835)

115-7: Everything but the livestock is in place now.  Honestly, I completely forgot to add them in!  Next up will be the other side of the road.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F2356%2Fadara11507.jpg&hash=2ba9af81f8543c923459e5558f1b7c18750f124e)

115-8: In this case, I changed the field type so I could use some existing lot designs.  I know it's not realistic for the fields to run right up to the fences, but I just haven't had time to finish my new textures.  :-(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F2618%2Fadara11508.jpg&hash=f07bd35e2832863745c485cb05dcbecd61f415f5)

115-9: Fortunately, this will do the trick for the moment. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F4979%2Fadara11509.jpg&hash=f895ef096c8d133be69b2dc962e674949e505bd9)

115-10: Next up are the last few farms near the map border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F8160%2Fadara11510.jpg&hash=b30ff48e138819c52597ee00995c700233082e34)

115-11: The new fields will eventually lead into the cross border farms that extend across from the tile to the east.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F3303%2Fadara11511.jpg&hash=e11e90d2a8b78d1f0e3a676359ed0ba28ef198c9)

115-12: Another gravel track will also cross the border in this area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F8951%2Fadara11512.jpg&hash=557e9c7fd77662ee18c48a7451ad3544b52ddb15)

115-13: Here's the gravel track, now with full detailing.  I used rye grass to blur the edge of the one field.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1036%2Fadara11513.jpg&hash=901d9688e6fcee89e1b8ef770ac08fde107b7f5e)

115-14: This set of farms are now fully detailed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F649%2Fadara11514.jpg&hash=9979465dc6e49cd4e8a42e9773fa7b57d7161aef)

115-15: Last thing on the list were the power poles between the highway and railway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg576.imageshack.us%2Fimg576%2F3434%2Fadara11515.jpg&hash=7ed35607dcc49d76f427aa44a186b52186705d4c)

115-16: I'm not quite done yet for today.  I've decided to expand the wind farm just a bit further. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F1637%2Fadara11516.jpg&hash=2e153f4a62d57497e108c8fd9950e1d53cb71593)

115-17: Here I'm using the road to plot out the approximate route of the gravel path and to smooth the terrain just a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F5608%2Fadara11517.jpg&hash=4782cb61222d0ab1b4127e9894b73688cb5f28ae)

115-18: That being done, here is the gravel road and the new windmills.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg64.imageshack.us%2Fimg64%2F8415%2Fadara11518.jpg&hash=d756423122d8ee1dd3338618e8569925d916d426)

115-19: After getting the full set of details in place, here's the expanded wind farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F6695%2Fadara11519.jpg&hash=0fc76f4ec2e12d913c3828724230b7ae1b5ad2fd)

115-20: Here's an overview of all the work from the last 3 or 4 updates.  Next time I'm going to finish up this tile to the corner.  Time permitting, I'll see about getting started on the stream details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F1742%2Fadara11520.jpg&hash=e61ddfa5e0a45a5146db2b8a4fda9584e2d7b321)

And that's a wrap for today!  Thanks for stopping in! 
Title: Re: Adara - Update 115 - May 17, 2010
Post by: Cyclone1001 on May 17, 2010, 11:59:50 AM
Even if you are restricted to 1 update per week, it's more than most people can do. And it will look better, too. Good work.
Title: Re: Adara - Update 115 - May 17, 2010
Post by: Tomas Neto on May 17, 2010, 12:42:57 PM
Wow, another great update!!! Fantastic!!!
Title: Re: Adara - Update 115 - May 17, 2010
Post by: art128 on May 17, 2010, 12:58:07 PM
A very very detailed update, as usual my friend ! The new farm lands are looking really good, and I like the wind power plants.

Can't wait to see the streams ! ( and the next update !  ;D )

-Arthur. :thumbsup:
Title: Re: Adara - Update 115 - May 17, 2010
Post by: threestooges on May 17, 2010, 01:12:58 PM
Nicely done. Your detailing work keeps giving me ideas. One thing I noticed though, in 115-14, that little stub of road leading to the farm seems like it could be repleaced by one of Darmok's TE'd dirt paths. I'm curious if there was a specific reason behind the road stub, or if it's one of those details that's on the list. Looking forward to where things will develop from here.
-Matt
Title: Re: Adara - Update 115 - May 17, 2010
Post by: adroman on May 17, 2010, 02:22:35 PM
Wow, very impressive stuff!

Those windmill's are great, I see that Adara's going green  :D

I always enjoy looking over your Agricultural areas, it's like looking on Google Earth!  :thumbsup:

Adrian.
Title: Re: Adara - Update 115 - May 17, 2010
Post by: ShultzCity on May 17, 2010, 03:16:58 PM
Amazing update!  &apls &apls &apls

Love your detailing in this update, and the wind farm definitely looks better now!

I always love the effort you put into detailing the farms  :thumbsup:
Title: Re: Adara - Update 115 - May 17, 2010
Post by: canyonjumper on May 17, 2010, 04:55:10 PM
Great update BC! I was curious; are you considering releasing your diagonal fillers?

               -Jordan :thumbsup:
Title: Re: Adara - Update 115 - May 17, 2010
Post by: Rady on May 18, 2010, 01:11:03 AM
Great work! As for pic 115-3 - how did you manage to place those two bridges next to each other (that is, without a single-tile spacing in between)?
Title: Re: Adara - Update 115 - May 17, 2010
Post by: sumwonyuno on May 18, 2010, 11:29:23 PM
Your work (and the speed) has never ceased to amaze me.  Adara is still the great region it is since I was last here!  I especially like that future livestock grazing field, with the vegetation still there.  Once the cows come, all that grass will be gone.    ;)
Title: Re: Adara - Update 115 - May 17, 2010
Post by: FrankU on May 19, 2010, 04:36:49 AM
It's been quite some time since I commented on your MD. But today I do: great! It's always nice to see your beautiful details. And I always end up envious, because of the lack of time I suffer from.
Title: Re: Adara - Update 115 - May 17, 2010
Post by: Nanami on May 19, 2010, 10:14:09 PM
Very great update! I like this MD a lot!
Title: Re: Adara - Update 115 - May 17, 2010
Post by: turtle on May 21, 2010, 03:39:01 PM
Hey BC,
I just caught up on the last months, or so, updates. I must say you master the rural side of things. I'm in love with your wind harvesting park - it looks absolutely great and realistic, and I like how you used the terrain features. I  am looking forward to when you get to use your new textures, it will be a great detail for you to add. Though, I think it already works with the RRP flora, it will definatly add varitation (to an already varied landscape). Another thing I'm looking forward to, is your take on game water and how to make the transition with the ploppable water. I'm sure you'll have a great working solution.
So, fantastic job on... well, about everything!   ;D
Title: Re: Adara - Update 115 - May 17, 2010
Post by: kwakelaar on May 22, 2010, 01:53:43 AM
I have thoroughly enjoyed my last visit to Adara, again so many things to look at. The windmill parks are looking great, you have managed to blend them in with ease in this MD.
It is interesting to see how you develop your skills further with the farming areas. When you start looking at the different field borders and roads there are so many details that can be added. And like others have said, this is my primary place to look for ideas for my own MD.
I hope you will have a nice trip to Europe and that you have been able to arrange everything you intended. :)
Title: Re: Adara - Update 115 - May 17, 2010
Post by: metarvo on May 22, 2010, 02:02:09 PM
Nice update, Battlecat!  The wind farms really caught my interest, and the farms were quite nicely done.  Oh, and I thought I would let you know that I've updated the street neighbor connection tutorial [linkie] (http://sc4devotion.com/forums/index.php?topic=7350.msg232470#msg232470) to bring it up to date with the latest NAM, since I see that you've downloaded it.  I look forward to seeing how you use some of the new NAM, NWM, and RHW elements in your region.  Keep up the good work!

:thumbsup:
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Battlecat on May 26, 2010, 09:08:23 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks very much! 

Tomas Neto: Thanks for your kind words!

Arthur (art128): Thanks for stopping in!  Sorry that I didn't have time to get to the streams before heading out on my trip.  It'll be top priority once I get back! 

Matt (threestooges): Glad you like it!  Thanks for pointing out that road stub, I completely missed it even when I was looking right at it during the last update. 

Adrian (adroman): Yup, Adara is entirely green so far!  There will be some cheap, dirty power in the future, but Williston Lake and this new wind farm provides a fair chunk of the regional power!  Thanks for visiting!

Jacob (ShultzCity): Thanks very much for suggesting the improved wind farm!  Glad you liked it, I'm really happy with how it turned out as well! 

Jordan (canyonjumper): I do want to release my diagonal fillers someday, but I've just got to scrounge up some time to actually clean them up so their suitable for release.  Right now my parks menu is a cluttered mess!  But I should be able to put some extra time together once I get back from this trip.  Thanks for stopping in!

Rady: Thanks!  I think you must be referring to the freeway bridge on the highway.  I actually converted the RHW to maxis freeway for that short distance and used one of the freeway bridges which are two tiles wide by design.  Hope that helps answer your question!

sumwonyuno: Thanks!  Have to admit, Greenwood feels like it's growing like molasses thanks to my reduced schedule!  Glad you like that little touch with the different textures on the fields! 

FrankU: Thanks for stopping by! I always appreciate you visits and thoughts!  Glad you enjoyed the latest updates!

976: Thanks very much for your kind words!

Thomas (turtle): Great to see you again, glad you enjoyed poking through the last few months of updates!  The wind farm turned out better than I could have envisioned thanks to some great feedback.  I can't wait to get those textures done either, it's a shame real life has got me so busy! 

The game water is something I'm still poking around with, I'm kind of approaching it like the dam back in Vavenby.  I'm putting it off until I'm happy with the technique I've developed.  But I've gotten a lot of ideas from several other MD's here, particularly Riverholm (by ShultzCity) and Tales at Teatime bytTheTeaCat.  Hopefully I'll have something on game water shortly after I get back from my holiday!

Gjermund (kwakelaar): Thanks!  Glad you've been finding inspiration in your visits!  The number of ideas I have to add more detail to my region is just a bit overwhelming.  There's just no way I'll ever have the time to add them all!  Thanks for your kind wishes, I'm really looking forward to this trip.  I've only got a couple small details left to sort out! 

metarvo: Thanks very much for stopping by, and for updating that tutorial so quickly!  I found out about the impact of the changes to the NAM the hard way.  I figured I was doing something wrong so I went to check your thread!  I'm really looking forward to trying out all those new road styles as well! 

Update 116
Greenwood – Hiatus Update

Well this will be my last update until the first week of July!  I really tried to put together a longer one before heading out on my trip next week.  With the list of errands I have to take care of this week, there's just no time to put together another update, let alone a chance to actually play the game!  I hope you enjoy this one last update before I head out! 

116-1: I'm going to get all the zones into place along this section of the border today.  Sadly, I'm not going to have time to detail the stream, but I'll dedicate an update to that when I get back. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F5109%2Fadara11601.jpg&hash=44c81c9b03a3ce4c360d9c04a6546cd3dd0df766)

116-2: Before I start, Matt (threestooges) pointed out that I'd missed replacing a road stub with a proper dirt road at the local lemon farm.  Here's the updated detailing.  It didn't fully integrate with the road since it's too close to the curve, but it's an improvement anyhow.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F6576%2Fadara11602.jpg&hash=9fbbe652cc9ac032ada22b6f77b260ebaac32507)

116-3: One detail I'm adding today is a narrow access road to the waterfront.  It'll carry through to the next city tile, but I need to get it started here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F2786%2Fadara11603.jpg&hash=e5b0b72ab9eeb52cc5832167962d88eb02f5d1a3)

116-4: A quick flyover across the highway and then down into a winding road.  Most development in this area will be done in exurb style.  Thanks once again to Metarvo for keeping his cross border street tutorial (http://sc4devotion.com/forums/index.php?topic=7350.msg232470#msg232470) up to date.  For anyone who uses it, the new NAM results in a change to the method.  I found out the hard way and thought I was doing something wrong until I saw the update!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F4597%2Fadara11604.jpg&hash=c85e9fb5a3470ac1b2ca2e2b654e441053f70f38)

116-5: Here is the rough set of farms that I've allowed to develop in this area.  Still lots of detailing left to add.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F754%2Fadara11605.jpg&hash=58104e601f1d8f62e5ff674eabbf5fbac43cd597)

116-6: This particular farm is fallow for some reason.  The owner is just doing a bit of farming in the barn to keep his tax reduction and otherwise he's letting the land go. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F2449%2Fadara11606.jpg&hash=1c7d65b49b94dd20d9ccd205203c1abd79ed5eef)

116-7: This farm is going to get a revision and some details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg30.imageshack.us%2Fimg30%2F9703%2Fadara11607.jpg&hash=b5c0ed7d12f4d1d8c58477f700d428460dd61ca3)

116-8: I think this fits the area much better.  Of course, the detailing helps a lot as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F3684%2Fadara11608.jpg&hash=e7a11d198fcb6c330a74fe85288e4facf1a674e3)
   
116-9: This area turned out fairly nicely.  I split the L-shaped tulip farm into half tulips and half carnations.  The access road is going to need a bit of work though, I don't like how this shot turned out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F6678%2Fadara11609.jpg&hash=f33452d29aaeb6f477087f335b68ed06c1773c61)

116-10: ]I'm much happier with the way this looks now.  Taking the junction off the curve makes a big difference.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F9944%2Fadara11610.jpg&hash=b26225e2b561c069ad150e9b00b41cf15f2a1109)

116-11: Here's an overview of the area I finished for this update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F8374%2Fadara11611.jpg&hash=f5427260f7b04dd2e910c4ae72aea625d4ddd323)

And that's a wrap until July!  Thanks for visiting everyone, I'll see you when I get back!
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Nardo69 on May 26, 2010, 12:45:34 PM
Nice one. As always as I may state!

Before I start with my Howevers I'd like to wish you 

A GREAT TIME!

Have lots of fun and come back healthy and relaxed!

Ok, now the however (you did see them coming, didn't you ;) )

116.7/8 The new field does look better but you should add some shrubs etc at the fence unless the highway / the retaining wall isn't made recently (and with recently I mean something like last week or so)

116.6: In Europe he would let his farm go down like this to get subventions for reducing the farming area ...

so, since we reached the cliff hanger:

Take care my friend!


Bernhard  :thumbsup:
Title: Re: Adara - Update 116 - May 26, 2010
Post by: ShultzCity on May 26, 2010, 03:23:33 PM
Another brilliant update BC! Loved the improvements you made. I'm not to sure on the access road, but I don't have any other suggestion!  ::)
Title: Re: Adara - Update 116 - May 26, 2010
Post by: RickD on May 27, 2010, 07:40:56 AM
Thanks for this great update before you leave. I am looking foward to the next update in July. Have a great time!
Title: Re: Adara - Update 116 - May 26, 2010
Post by: threestooges on May 27, 2010, 09:31:32 AM
The master of farms is at it again. The overgrowth in 116-6 looks great. Sorry to see that the road stub souldn't connect with the road due to the turn's proximity, but it does look better even with just that connection you have there now. Have a good time on your trip, and we'll see you when you get back. Have a good one!
-Matt
Title: Re: Adara - Update 116 - May 26, 2010
Post by: canyonjumper on May 27, 2010, 04:54:36 PM
Great update BC! I still like the detailing, and I must agree with everyone about the retaining wall; maybe use the mossy one in Jeroni's Wall Set?

            Your friend, 
                           Jordan :thumbsup:
Title: Re: Adara - Update 116 - May 26, 2010
Post by: art128 on May 28, 2010, 10:03:07 AM
First of all, as Bernhard said, I wish you a great time! Have lots of fun and sun !

About that update, don't worry about the streams, I can wait until you get back. I really enjoyed these pictures, as I like to see development step by step.

Take care during your trip !

-Arthur. :thumbsup:
Title: Re: Adara - Update 116 - May 26, 2010
Post by: kwakelaar on May 29, 2010, 01:22:50 AM
When you go into detailing the way you do, I can imagine making a complete region is quite overwhelming, it really is a lot of work and takes time. Still there is no real deadline for this, and the just the process of getting there should be enjoyable.

Have fun on your trip, and we all look forward to your next update here.
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Cyclone1001 on May 31, 2010, 06:57:14 PM
I can't believe I haven't already commented... But still, great stuff. Love the 8th pic, gives me some inspiration. Have fun away from the black hole known as the internet! :P
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Tomas Neto on May 31, 2010, 07:17:58 PM
Fantastic update, great work!!
Title: Re: Adara - Update 116 - May 26, 2010
Post by: sumwonyuno on June 02, 2010, 03:06:58 AM
Enjoy your trip!   :thumbsup:  That sort-of abandoned farm first caught my eye, though, the other farms in the area looked better because they were better maintained.   :P
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Nanami on June 02, 2010, 11:16:34 PM
Amazing work on these rural area! :thumbsup:

&apls &apls &apls &apls
Title: Re: Adara - Update 116 - May 26, 2010
Post by: kalvar on June 04, 2010, 07:46:01 AM
beautiful valley, is that you have worked.
Title: Re: Adara - Update 116 - May 26, 2010
Post by: Luke09 on June 16, 2010, 01:06:21 PM
Hey Battle Cat,long time I dont post here huh?(Long time i dont enter in SC4D or play sim city)Very nice rural areas,i think youre really good at building it,and your detailing is at the same level:amazing.  :thumbsup:
Title: Re: Adara - Update 116 - May 26, 2010
Post by: TiFlo on June 24, 2010, 10:55:16 AM
Keeping some life in there. How is life Battlecat, is summer getting busy?
Anyway, I'm sure there are a bunch of us out here patiently waiting for your next update. Take it easy, cheers!   :)

TiFlo
Title: Re: Adara - Update 117 - July 5, 2010
Post by: Battlecat on July 05, 2010, 09:30:20 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Bernhard (Nardo69): Thanks very much!  I managed to accomplish having fun, and coming back healthy and relaxed. :-)  Jet lag is a killer though, it managed to add pretty tired to the list.  But here I am ready to go.  Good call on the edge of those fields, a few shrubs at the fence line will be a good addition.  I'll see what I can do in the near future.

Jacob (ShultzCity): Thanks very much.  I'm still thinking on that access road, but I don't see any reasonable solutions. 

RickD: Thanks very much for your kind words!  I had a fantastic time on my trip.

Matt (threestooges): That bit with the road stub was a bit odd, but it make sense because of the behavior of the puzzle pieces.  It's preferable to adding an odd pair of corners just to get a clean connection.  Thanks once again for pointing it out.  Glad you enjoyed the last update so many weeks ago! 

Jordan (canyonjumper): An older style retaining wall might be a nice touch, I'll have to think on it along with Bernhard's comments regarding the plants.  Thanks for your thoughts as always! 

Arthur (art128): Thanks for your kind wishes!  I really had a great time.  I've got the waterways update for today, I played around with the appearance of this river a bit.

Gjermund (kwakelaar): It is a bit overwhelming at times, but doing the work in such small bites makes it a lot easier to face.  Also, not committing myself to an absolutely fixed plan helps as well because I  can always dive off in a different direction if inspiration strikes.  The world is a weird place after all.  Thanks very much for your kind wishes, the trip was great!

Cyclone1001: Thanks for your kind words!  It was actually really weird not being on the computer for 3 weeks.  Kind of a nice break in a way. 

Tomas Neto: Thanks very much!

sumwonyuno: Thanks!  I've noticed that there's usually a small handful of abandoned farms here in BC.  I work in a pretty small city and I can easily identify 3 fallow farms in the area.  Glad you like how it fits the area!

976: Thanks!

kalvar: Welcome to Adara!  Glad you like how it's turning out.

Luke09: Welcome back, glad to see you're still poking around on occasion!  Thank very much for taking the time to leave nice comments!  Hope you stop by again soon.

TiFlo: Thanks for giving the thread a poke!  Not to worry, this is far from abandoned!  Three weeks on vacation plus another to recover went by very quickly.  Things should be back to normal now.  :-)  Thanks for your enthusiasm!

Update 117
Greenwood – Back to River Business

Greetings everyone!  As you might have guessed, I'm finally back from my vacation.  It was a fantastic trip, although very tiring.  My wife and I managed to fill pretty much every minute of every day.  As fun as it was though, it's nice to back.  Today I'll get things started back up by detailing most of the small plopable water river through Greenwood.

117-1: Here's the primary area I'm going to work on today.  Actually, I'll be working most of the way downstream to the game water river by the end of the update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F6268%2Fadara11701.jpg&hash=c30bd6b92a107004486aea213a930d6fd18bf207)

117-2: First thing on the list is getting the water solidified.  This was actually a pretty easy job since all the edge details will clean up the appearance in the end.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F158%2Fadara11702.jpg&hash=1e04e47bcaf83348ce72982da25633d552124477)

117-3: These two farms need a quick dose of detailing as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F1542%2Fadara11703.jpg&hash=d25986813a1503be5ef4e6f322484b03720435f7)

117-4: This is pretty normal detailing, I'm glad to say this didn't take too long to figure out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F9862%2Fadara11704.jpg&hash=ed364da941daae4e0510088309b4e6449d3c132e)

117-5: Back to the waterway.  I'm playing around with a new idea today.  The sandy lines extending away from the river are meant to be natural flood channels.  This is just experimental but if it works out I'll play with it more in the future.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F7681%2Fadara11705.jpg&hash=3cce0a3526e8ef1be9bc8427bd179cf550e4ba49)

117-6: After I get the trees in place, here's what the flood channel looks like.  It would only see water during a flood.  They're a really bad place to set up a tent for camping. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F6743%2Fadara11706.jpg&hash=7c8bd31ba3d8f0ca023973d178ad15543cb86946)

117-7: Here's a look at the other one future upstream.  This still needs another layer of details before I'm going to be happy with it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F8590%2Fadara11707.jpg&hash=dc5d1e07a74636066ce45387231517d0d754445c)

117-8: Further downstream I'm playing with variations in shoreline texture.  I'm trying to get the feel of mixed sandy and grassy shorelines.  It's still missing something though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F8107%2Fadara11708.jpg&hash=b5f275c993961d05e10eefcf1dd93e20f83f1239)

117-9: As it turns out, maxis rocks make a big difference in the appearance of the river.  This should help the flood channels as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F9779%2Fadara11709.jpg&hash=3cc1e1420a83c771e3b16f30ccb0248ab1ed4f81)

117-10: Here's the first fully detailed segment of river.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F9203%2Fadara11710.jpg&hash=0245e23182fbfe4a674d6ec80e5ecc909d3fdfd7)

117-11: Looking at the flood channel again, the rocks do help a lot.  Breaks up the monotony of the base textures nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F8320%2Fadara11711.jpg&hash=6ad99c114888eacc0f1642b6636752f845a1e486)

117-12: Likewise, the second flood channel looks a lot nicer as well.  Time to move further downstream
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F5619%2Fadara11712.jpg&hash=3edc6335caaccff090b6d1decd943ce4b28ddce6)

117-13: Bridges are always fun to detail.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F8070%2Fadara11713.jpg&hash=465ec10b40548db02245a6dffb52a893cb26d63b)

117-14: This one was a bit troublesome though.  It was quite hard to place the rocks near the bridge for some reason. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F4549%2Fadara11714.jpg&hash=1fe840f70a6308e91c5efd935d71d2372d100cac)

117-15: Like many farms in Adara, the fences extend right down to the river to save the trouble of providing water to the livestock.  There are a lot of sheep on this farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F9715%2Fadara11715.jpg&hash=8af94a5164154505ab478274e2d340505398e71e)

117-16: I now consider this map well past halfway done.  There's just a couple of little corners left as well as the big game water river which I'm still pondering. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F9325%2Fadara11716.jpg&hash=96992cd012b0143603dd3f91088d113c7eabfb52)

117-17: Just to wrap things up, here's an overview from a different angle. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F7924%2Fadara11717.jpg&hash=37ad0aa0180ec7fca7ccec92bc3b57ec012b93bb)

That's a wrap for today.  Hope you enjoyed this update!  I'll be shooting for weekly updates at a minimum but I'll be trying for two on occasion.  See you next time!
Title: Re: Adara - Update 117 - July 5, 2010
Post by: Cyclone1001 on July 05, 2010, 09:34:10 AM
I'll be the first, and hopefully not last, person to tell you how amazing that river is. Worth the wait, can't wait for more.
Title: Re: Adara - Update 117 - July 5, 2010
Post by: nedalezz on July 05, 2010, 10:20:55 AM
The detailing on your stream is mind blowing! Sensational stuff. I would love to see a close up of the little town as well. My favorite picture is definitely the before and after shots of the bridge area :)
Title: Re: Adara - Update 117 - July 5, 2010
Post by: canyonjumper on July 05, 2010, 10:44:35 AM
Wow Battlecat! The detailing around the river is superb, and makes the river look great! Greenwood is looking fantastic!

                    Your friend,
                                   Jordan :thumbsup:
Title: Re: Adara - Update 117 - July 5, 2010
Post by: ecoba on July 05, 2010, 12:25:04 PM
Welcome back, my friend! I haven't been around the past couple of updates here, I think; so I'll give a longer reply today.  :P I'm glad to hear that you had a good time on your trip, may I ask where all you guys went; just around BC or much farther?  :)

PEG's ploppable water has always been very interesting for me, in that I found it a very different experience to use than Jeroni's. I'm not sure if I don't like it as much or not, I haven't nearly experimented with it as much. You certainly seem to have gotten the hang of it here in Adara, and you use it beautifully ! Starting from the beginning with my post, the immense detail that you manage to squeeze into the grid squares, especially by the farms, is just mindblowing; all the different flowers and weeds, as well as the ploppable power poles just make it look so realistic.

The flood channels are a very nice, very realistic touch. We have lots of those along the sides of rivers around here, and I've walked through quite a few in my time !  :D  I think that you've done an excellent job replicating them, and I'm certainly very impressed. Of course the large amount of trees that form a sort of barrier between the farms and the creek is so very resemblant of Adara, (however it most certainly is not boring ! :D).

The fences heading all the way to the creek is very common in Adara, and I find it very nice and realistic, as well as adding a little bit of a more open feel to it. I like the sheep that have been featured today, I recently picked up that plugin (BSC Plop an Animal, no?) and find it very nice in creating livestock farms.

Glad to see that Adara is back, and I can't wait to see what else you have in store for us now that we can expect weekly updates. :)

Ethan
Title: Re: Adara - Update 117 - July 5, 2010
Post by: djvandrake on July 05, 2010, 02:30:23 PM
Gald your back and had a good vacation.  :)  A beautiful update.  Your river is very, very nice and I really like the details you put around the bridge.  Great stuff.  &apls
Title: Re: Adara - Update 117 - July 5, 2010
Post by: ShultzCity on July 05, 2010, 02:42:15 PM
Wow!!  &apls &apls

What a great return update. Glad to hear you had a great holiday!

The river looks incredible. It feels incredibly tangible - as if I could walk right down to the river bank...

Great work, can't wait for more!
Title: Re: Adara - Update 117 - July 5, 2010
Post by: sumwonyuno on July 05, 2010, 09:17:56 PM
Glad that you're back, and the river area has turned out quite nicely!   :thumbsup:
Title: Re: Adara - Update 117 - July 5, 2010
Post by: threestooges on July 05, 2010, 11:20:59 PM
Welcome back, and I'm glad to hear you enjoyed your trip. Looks like you didn't pick up much rust on your skills here. The flood channels are one of those things you see along creeks all the time, yet never realized were missing from the game. Very nice touch with them. I thought the one at the bottom of 117-5 was a bit straight (especially considering the likely reason the natural path would curve like that would be due to a rise on the inner corner, making a cut of it a bit more difficult) but in floods, I don't think it really matters what's in the water's way. It'll make its own path. Plus, blended in with the trees like that, the linearity practically vanishes. Nice update for your return. Looking forward, as always, to what's next.
-Matt
Title: Re: Adara - Update 117 - July 5, 2010
Post by: Luke09 on July 05, 2010, 11:40:06 PM
Welcome back  ;),and nice detailing!The flood areas are a quite nice idea.I hope i see you soon.
Title: Re: Adara - Update 117 - July 5, 2010
Post by: TheTeaCat on July 06, 2010, 03:58:16 PM
I'm impressed. Very impressed.
Very nice work indeed, been a while since I been here and I see I got some catching up to do
but I really do like what I see.

Time for another cuppa and a few pages that I seem to have missed ::)
I'll be back for more of this

:satisfied:
TTC
Title: Re: Adara - Update 117 - July 5, 2010
Post by: Tomas Neto on July 09, 2010, 10:04:12 AM
Fantastic update, awesome work again!!!  :thumbsup:
Title: Re: Adara - Update 117 - July 5, 2010
Post by: io_bg on July 09, 2010, 02:41:14 PM
It's great to see you back! The last update is fantastic and the attention to detail (as usual) is on a high level ;)
Title: Re: Adara - Update 117 - July 5, 2010
Post by: metarvo on July 12, 2010, 09:16:53 AM
Nice work, Battlecat!  I like the way you connected the street to those farms in 117-4.  :)  The shorelines and the farm details look good, as well.

:thumbsup:
Title: Re: Adara - Update 118 - July 12, 2010
Post by: Battlecat on July 12, 2010, 12:21:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks very much!  I had a lot of fun putting this particular river together. 

nedalezz: Glad you like it!  I've got a closer shot of the town of Greenwood in today's update! 

Jordan (canyonjumper): Thanks for your kind words!

Ethan (ecoba): We went a very long way for our trip; we spent 3 weeks in Europe, travelling through Italy, France and England.  It was a bit of a whirlwind, but we really wanted to get a chance to see a lot of different things.  The Tahoe style water and the transparent water each have advantages and disadvantages.  I like using both varieties for diversity.  Glad you enjoyed the variety of plants on the river edge; I really like adding lots of diversity.  It takes longer but it's really worth the effort! 

The fences heading into the waterways are pretty common around my area; it really does save the farmers a lot of trouble that would come from installing water systems out into their fields.  Oh and yes, those sheep are from the BSC plop and animal pack.  They give some great options for expanding the number of animals on a live stock farm.  Thanks for all your comments and questions, glad you enjoyed your latest visit!

djvandrake: Thanks very much!

Jacob (ShultzCity): I'm really pleased with how that river came out.  While the flood channels were a bit linear, they show promise for more ideas I'm throwing around for the future.  Thanks for stopping by!

sumwonyuno: Thanks, glad you like how it came out!

Matt (threestooges): I was pretty glad to discover I could still find all my favored tools in that very complex plugins list of mine as well!  You're right about that bend being a higher point.  I probably didn't choose the absolutely ideal locations for those flood paths, but I consider them a proof of concept so to speak.  I'll be playing around with them more on future tiles.  Glad you approve of the results! 

Luke09: Glad to see you still stop by on occasion!  Thanks for your kind words!

TheTeaCat: Welcome to Adara!   Thanks for you very kind words, your work in Tales at Teatime certainly have provided a wealth of inspiration for Adara!  Hope you enjoy your trip through 

Tomas Neto: Thanks for your kind words!

io_bg: Thanks, it's good to be back!  Glad you enjoyed the update!

metarvo: I really enjoy connecting up the farms.  While the result isn't truly realistic, it's a lot less jarring than most of the alternatives!  Thanks for stopping by! 

Update 118
Greenwood – Prep for Game Water Detailing

Well I didn't get quite as far down the detailing road today as I had hoped.  I planned to finish a small section of the game water shoreline, but due to a game glitch and some modding challenges I only managed to do about half of what I tried for.  But on the bright side, I managed to put together a simple version of the water lowering mod for my purposes.  So, let's have a look at what I managed to accomplish this week!

118-1: This is the area I chose to focus on for my first testing.  It helps that the area is almost fully detailed already.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F1710%2Fadara11801.jpg&hash=b886848f64c707becb1035ffa9e7771f0d77ef95)

118-2: First things first, there were come comments regarding the retaining wall.  I've got a version of the wall that doesn't have the fencing which will make things much easier. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F4500%2Fadara11802.jpg&hash=2d5d81480593562581ff9edd2567ecb3df3d76ff)

118-3: I think this fence with the trees fits the area much better. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4982%2Fadara11803.jpg&hash=3273c8503b9f6fd33b0d61633083b2ffa8ebb02e)

118-4: The side road here is the site of a small number of waterfront homes.  I'll continue the theme through to the next tile someday in the distant future. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F5570%2Fadara11804.jpg&hash=d0c2e0ff4146fc9c80e600cf0a8df4110663e33d)

118-5: Here's the waterfront homes in place.  Next, I need to do some testing. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F8319%2Fadara11805.jpg&hash=b07029f045805db4d1bc328f259b33627e25b9ec)

118-6: I spent the next 45 minutes trying to figure out how to make the water level lower without destroying half the roads in the city.  Make a note, the cheat "setsealevel" works quite well, but all your land bridges and a random selection of wide radius curves will be destroyed when you load the game back in.  Finally, I made a copy of my terrain mod and lowered the water that way without any incidents. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F2820%2Fadara11806.jpg&hash=19fbaa4526f9d2a1872f24ef841aa51086cc6bec)

118-7: These little spots of gravel will be useful to identify where the shoreline is when I load the game up without any water.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F552%2Fadara11807.jpg&hash=7d97194558c709728e236b2627f4dc41d1989154)

118-8: After all, when the water disappears, so does the beach texture. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6213%2Fadara11808.jpg&hash=2290c7bd0a79e0b030557aadf8cf746be650ed8f)

118-9: This is highly experimental, and not at all representative of what my river bottom will look like in the long run.  My goal here was to identify how deep the transparency of the Brigantine water goes in my current setup.  Also, I've just dumped a bunch of random textures in to see how they look in shallow and deep water. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F2517%2Fadara11809.jpg&hash=1d780c9d5572231b825bacca7c30a10d93676913)

118-10: Well, as it turns out my water is quite opaque, which makes my life a lot easier.  I'll have to play around with adding in sandbars in a future update. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F9082%2Fadara11810.jpg&hash=b7b346065211a547bfc8b5828d4bf28790cb9ada)

118-11: Even better, the tahoe style water blends beautifully with the brigantine texture.  I'm thinking I might have to look into tweaking the beach though, I'm not entirely happy with its current appearance.  Any suggestions are welcome! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F5131%2Fadara11811.jpg&hash=61f4088e50aa4d5e2860045e626be7160255e11e)

118-12: I think these reef textures will be quite nice to add a bit of texture just at the edge of visibility.  I'll run them right up to shore on rare occasions, but this will mostly be underwater.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F6233%2Fadara11812.jpg&hash=82006d589f3a682c3238c9a3669903939b1b55fe)

118-13: These are a selection of new rock textures recently added by Heblem on the STEX.   There are 6 different styles textured to go with his various rock mods, but they'll be handy in a lot of locations.  Most of the work I'm going to have to do will be extending the beach foreshore and adding an extra layer of detail just under the water at the shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F1710%2Fadara11813.jpg&hash=b091ce4df56cce36c501826c71ef70f3c636de94)

118-14: Looking at it a bit further out, I quite like how the visibility falls off on the various textures.  Makes the water feel a bit less sterile than with no details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F3361%2Fadara11814.jpg&hash=9a88541b391b686b1f575a764b71e3726230bc74)


118-15: One last shot here.  Peg's sand and gravel textures should work quite nicely for blending in the beach with these odd bits of grass that extend down to the water.  I've still got a lot of work to do here, but at least I've figured out the mechanics.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F8543%2Fadara11815.jpg&hash=0d6e9a259a4ef10d3eb397342aa78fc4cd02f924)

If anyone has any suggestions about beach mods, and any thoughts on other textures that work well under game water just let me know.  This is uncharted territory for me, so any suggestions are greatly appreciated.  Just one thing to keep in mind, this is a river, not a seashore.  I'll be applying some fairly different treatments when I get out closer to the ocean, which will nudge onto the Adara region near the southern few tiles of the region and I'll probably build this out into an estuary as we move further downstream.  See you all later! 
Title: Re: Adara - Update 118 - July 12, 2010
Post by: djvandrake on July 12, 2010, 07:46:55 PM
 &apls  This update shows some of just how much effort goes into making your creations look so good.  Bravo.
Title: Re: Adara - Update 118 - July 12, 2010
Post by: RickD on July 13, 2010, 01:32:00 AM
Marking the shoreline with ploppable sand before lowering the sea level: so simple, yet I didn't think of it.  ::) This will make things much easier for me.  ()stsfd()
Title: Re: Adara - Update 118 - July 12, 2010
Post by: Cyclone1001 on July 18, 2010, 08:54:12 AM
Amazing, simply amazing.
Title: Re: Adara - Update 118 - July 12, 2010
Post by: Tomas Neto on July 18, 2010, 07:51:40 PM
Yeah, really amazing update!!!  :thumbsup:
Title: Re: Adara - Update 119 - July 19, 2010
Post by: Battlecat on July 19, 2010, 09:14:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

djvandrake: Thanks, it was a lot of work, but the results today make it well worth the time!

RickD: I'm pretty happy with how helpful that little line of sand has been.  Make the detailing a lot easier!  Glad you find the idea handy!

Cyclone1001: Thanks very much!

Tomas Neto: Thanks, glad you enjoyed it!


Update 119
Greenwood – The Real River Details

Now that I've figured out what need to happen to detail my game water, I'm getting started in the same area I tested out last time.  Hope you enjoy the results of today's efforts.  It's a pretty steep learning curve!

119-1: Now that I've cleared the decks of the detailing tests, here's the real thing.  First off, I've raised a section of land in the middle of the river.  This will become a sandbar. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F8366%2Fadara11901.jpg&hash=a75d69dff5268606105413b79448866fa9190754)

119-2: Exiting and reloading to drop the river level back down again. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F6200%2Fadara11902.jpg&hash=d53ea42c4b3fefa9a7555f3267ba114901948e8d)

119-3: This is a typical shoreline for this first attempt.  I'll be varying the detail quite extensively to give the feel of varying terrain heights.  Some areas flood yearly, others only flood rarely.  There will be more trees where there are lower flood impacts which will give the subtle feel of a shallow grade. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F3985%2Fadara11903.jpg&hash=19019a6352285603c8d3ec09b14eca4b552b285a)

119-4: The transition from plopable water to game water officially occurs between the highway and railway.  I've extended the transition right out to the main river though.  I'll develop this farm and a large additional block in the next update. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F2482%2Fadara11904.jpg&hash=bbeefaf65f1d325a4d048a07d8a8088b1b9ce5df)

119-5: This is the transition area in closer detail.  My plan here is to continue the standard detail style from the stream here through to the main river, although it'll be widening outwards leaving larger beaches due to flood impacts. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F4765%2Fadara11905.jpg&hash=1a95264d48555324d36dde901b67ee289f903fa5)

119-6: Here's the mouth of the river just prior to turning the water back on. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F1862%2Fadara11906.jpg&hash=7157764327d5784bc583686074e3468a94fd163f)

119-7: And then the mouth of the river afterwards.  You'll notice that I've tweaked the beach a bit.  I'm using the same textures, but I've increased the area they're permitted to appear a bit.  There's still another big pass of detailing to do here but it can be done while the water is in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F186%2Fadara11907.jpg&hash=e81c4d43185a7f36965e14712dd6b851541766ae)

119-8: Here's the plopable water to game water transition point.  Aside from the subtle wave, the transition is effectively invisible. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F9290%2Fadara11908.jpg&hash=3450f8ce8a411f0ba1591bc9038346bb465fc0fd)

119-9: Here's the fully detailed sandbar.   I used the sand colored reef rocks from Sorchin to achieve this effect. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F3631%2Fadara11909.jpg&hash=be9ed21255b8d6826d4610a0e0b3e4d6b82ca04f)

119-10: Naturally the shoreline isn't done without a batch of flora detailing to transition to the forest.  It's going to be a busy area with lots of different techniques blended together.  My goal here is to try a whole bunch of different looks in a small area to see what appeals.  I'm still going to make one more detailing pass here on the blank spaces. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F2148%2Fadara11910.jpg&hash=2c8847604e842e2188f371936ecbfd0f794faeeb)

119-11: This area in front of those homes is done now.  They're really pushing the floodplain construction laws here.  At their own risk of course. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F1747%2Fadara11911.jpg&hash=403164f517ad83f56f864c0242120026759a2df2)

119-12: Moving along, there is a swath of the riparian texture in here although it's a lot less dense than along the streams.  The straw texture from the RRP actually makes a really nice river grass effect when combined with this particular beach.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F3139%2Fadara11912.jpg&hash=c0cb89d26e707f55dbcfaa80bfefda89d91c50ae)

119-13: Here's the finished area next to the highway bridge.  I'm really happy with how this whole area turned out. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F3906%2Fadara11913.jpg&hash=b8d142620fab24a747b07cea6e96d342efcfd7d8)

119-14: And finally, one last look at the area now that all the details are in place.  I'm looking forward to hearing your thoughts on this! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F2016%2Fadara11914.jpg&hash=5f7562276fa6eff58e5285659cc0f0576b3b237f)

That's all for today, next time I'll be detailing some farms and some more riverbank!  See you later!
Title: Re: Adara - Update 119 - July 19, 2010
Post by: threestooges on July 19, 2010, 01:24:33 PM
Very interesting results. It looks like plenty of work went into this update. The shore portion of 119-11 look great, and the plants in the water are well done. The giant boulder on the other hand seems a bit out of place next to everything else. I think it might be the rock color in contrast to the sand, but it feels off there. Otherwise, I think it's one of my favorite images of the update. The shore has a great swampy/flood prone feel to it. The PW-game water transition is very smooth and borderline flawless. Even the wave isn't so out of place. It happens here where some rivers enter the ocean, it wouldn't be surprising to see it happen with a river and a stream. 119-14 though illustrates one area where the transition seemed a bit stark. Following the shore from the left of the picture, things disappear nicely into the obscurity of the water. However, further to the right, where the stream comes in, the rock plops end abruptly, and the water is well over them. The sudden loss of fading just seems to stick out a bit, and that may be one issue with blending the PW with the game water. Very nice work on this update though. It's a very interesting technique you're developing.
-Matt
Title: Re: Adara - Update 119 - July 19, 2010
Post by: ShultzCity on July 19, 2010, 02:51:45 PM
Great update BC! Wonderful work - considering it is a largely un-explored area of work.

I have tried using the extra cheats mod to lower the sealevel before, but it demolishes essentially half my city - maybe I was doing something wrong?

I remember seeing a while back on an older (inactive now I think) MD where Brigantine water was used in conjunction with the setsealevel cheat to create a simply amazing result. Wish I could find it again....

I especially like the way you didn't cover the whole coastline with flora, but let some of the underlying texture show through. I'll have to keep that technique in mind next time I'm detailing some coastlines...
Title: Re: Adara - Update 119 - July 19, 2010
Post by: Luke09 on July 19, 2010, 03:43:38 PM
Interestings results Battlecat!
QuoteThe shore has a great swampy/flood prone feel to it. The PW-game water transition is very smooth and borderline flawless. Even the wave isn't so out of place. It happens here where some rivers enter the ocean, it wouldn't be surprising to see it happen with a river and a stream.
threestooges said almost exactely what  i was thinking about your transition.It really looks like a real transition between river and stream water.I hope i see you soon  :thumbsup:
Title: Re: Adara - Update 119 - July 19, 2010
Post by: nedalezz on July 20, 2010, 02:02:57 AM
The transition, as stated before, is very realistic. Your work with shorelines, I think, has revolutionized the way we all do ours, and in turn, revolutionized a pretty important part of the game. Great update :)
Title: Re: Adara - Update 119 - July 19, 2010
Post by: Cyclone1001 on July 20, 2010, 11:14:10 AM
Like, woah. You need to make a career out of this.
Title: Re: Adara - Update 119 - July 19, 2010
Post by: canyonjumper on July 20, 2010, 11:28:03 AM
Wow BC! Your game water detailing looks great! Inspiration abounds in this thread ;D

           Your friend,
                          Jordan :thumbsup:
Title: Re: Adara - Update 119 - July 19, 2010
Post by: Tomas Neto on July 21, 2010, 12:44:41 PM
Fantastic development of this area!!! Great work!!!
Title: Re: Adara - Update 119 - July 19, 2010
Post by: Schulmanator on July 23, 2010, 06:19:55 AM
Your nature areas are terrific! Great use of the rural flora. Very very nice !  &apls
Title: Re: Adara - Update 120 - July 26, 2010
Post by: Battlecat on July 26, 2010, 09:07:46 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Matt (threestooges): Glad you enjoyed the update so much!  Thanks for pointing out spot you pointed out in 119-14.  It didn't turn out quite as nicely as it could have so I made an attempt at improving it today.  Hope it looks better now. 

Jacob (ShultzCity): Thanks!  As I mentioned via PM, I'm not using the set sea level cheat for the exact reasons you describe.  I'm using a modified version of my terrain mod with the sea level set to zero to make the change instead.  The underlying texture is another color to play with; we just have the restriction that we can't change the extents.  Glad you like how it turned out!

Luke09: Thanks very much!

nedalezz: Thanks!  I'm glad you like how it's turning out!

Cyclone1001: Wish I could, sadly there's not much money in it!  It makes a great hobby though!

Jordan (canyonjumper): Glad you enjoyed it and found the ideas useful!

Tomas Neto: Thanks for your kind words!

Schulmanator: Thanks, glad you enjoyed your visit!

Update 120
Greenwood – Still a lot of Farms Left

I'm going to be pretty busy next weekend thanks to an in-law family reunion, so I'm not sure when the next update will be.  Of course I also didn't get as much time as I would have liked this week as well.  Maybe I'll try to scrounge up some time mid week.  Anyhow, today I've got a large block of farms still to develop.  This map will be the longest thanks to my limited gaming time recently. 

120-1: Here's the large block of undeveloped land I still have to work on.  The two farms on the left would have been isolated by the highway development so the frontage road maintains access. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F5632%2Fadara12001.jpg&hash=be9d809afcddf631c0d99630ba1d3a32b887657f)

120-2: Here's the initial farms for this batch.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F9276%2Fadara12002.jpg&hash=38c08dd79d64ead29765984853e7ad091df8b3d7)

120-3: Before I develop the farms, Matt (threestooges) pointed out a flaw in the shoreline in this location.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F5397%2Fadara12003.jpg&hash=0e75693bc47ca82614484c77f250a4fae7511809)

120-4: The terrain here is problematic for detailing but I think this looks a bit better.  Let me know what you think.  Note that the right side of the image is not remotely close to being done yet.  Have to get the development finished first. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F9161%2Fadara12004.jpg&hash=f02b435de266479d59c948d612910a087b5e2964)

120-5: I prioritized the beachside farms today because next time I load the game I want to detail the next swath of shoreline.  The farmer here is using the land between the highway and frontage road for extra hay. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F4788%2Fadara12005.jpg&hash=b2ad432b15fcc88881b9927482a64e201da236bc)

120-6: Here's the finished area just prior to river details.  That's for next time though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F592%2Fadara12006.jpg&hash=da2fc860e44d32ac9f0fcb0a935f850e0419255b)

120-7: The farm with the hay bales is next, I've replaced it with my own style of farming.  This one is of course half cut.  I've left out the machinery in this case. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F8158%2Fadara12007.jpg&hash=bda7bfeba6ae5208396caf05c560e24ab17ce21c)

120-8: I really need to figure out how to tune my automata better, the colliding trucks annoy me greatly.  In this shot I'm playing around with a better transition from road to RRP texture.  An extra row of prop free tiles that match the road edge texture allows me to create a smoother transition from road to field. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F7968%2Fadara12008.jpg&hash=80fd0e71e3b25cfe4a06a8d2928b496e2fd09d9e)

120-9: I've also replaced all the other fields with the fences.  I just need to add the foliage next.  But that's a job for next time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F9617%2Fadara12009d.jpg&hash=b7634c9a0104fe0fef7c5c527ffff38d4f0b5aed)

120-10: This is the last thing I had time to do this weekend.  I spend a few minutes in the lot editor to finally get my diagonal clover field texture into the game.  This one isn't written in stone which is good because I see a few flaws in it.  I'd like to get your feedback on the texture before I alter it though.  I'll be creating filler pieces to go with this as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F140%2Fadara12010.jpg&hash=11bf2813c3d8d43c1678e6c5cae0d50dcbd33191)

Hope you like the results today!  Looking forward to hearing what you all thing. 
Title: Re: Adara - Update 119 - July 26, 2010
Post by: Skimbo on July 26, 2010, 09:55:41 AM
Your shorelines are just gigantic in detail, I love them!

And your feedback to the texture: It's nearly impossible to make it even a bit better, just great like this MD :)

&apls
Title: Re: Adara - Update 120 - July 26, 2010
Post by: Cyclone1001 on July 27, 2010, 07:30:42 AM
[move][move]Very Cool!
[/move][/move]
But you should be a city planner, just use Sim City to plan a real city :P
Title: Re: Adara - Update 120 - July 26, 2010
Post by: Tomas Neto on July 27, 2010, 09:23:28 AM
Very nice update again!!!
Title: Re: Adara - Update 120 - July 26, 2010
Post by: Une_ame on July 28, 2010, 04:24:46 AM
QuoteI see a few flaws in it

Which one ??
Title: Re: Adara - Update 120 - July 26, 2010
Post by: TiFlo on July 29, 2010, 03:33:47 PM
Those last few updates are a gold mine for inspiration on how to lay a proper looking shore. And as usual, excellent work.

Thank you!!  &apls
Title: Re: Adara - Update 120 - July 26, 2010
Post by: sumwonyuno on July 30, 2010, 03:17:06 PM
I really like that resulting sandbar, and I also like the mouth of the river!   :)
Title: Re: Adara - Update 120 - July 26, 2010
Post by: canyonjumper on August 08, 2010, 01:53:43 PM
Wow BC! Looking excellent! I can't wait for the shoreline details!

            Your friend,
                           Jordan :thumbsup:
Title: Re: Adara - Update 120 - July 26, 2010
Post by: ecoba on August 08, 2010, 03:01:11 PM
Wow, you've made some good progress here , my friend !  :)  The amount of detailing that is put into your work is simply amazing !


Ethan  :)
Title: Re: Adara - Update 120 - July 26, 2010
Post by: art128 on August 09, 2010, 10:12:23 AM
It's always good to stop by your MD, Battlecat ! The last update you've shown us is really great ! I like the general view of the farmlands, it's simply awesome how your way to make them is perfect and also they fit perfectly in this diagonal area ! Can't wait to see the fillers for the diagonal field, because the texture you made is simply awesome !  :)

take care,
-Arthur. :thumbsup:
Title: Re: Adara - Update 121 - August 9, 2010
Post by: Battlecat on August 09, 2010, 10:16:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Skimbo: Welcome to Adara!  Thanks very much, glad you like the details.  There's just one small touch up I want to make to the texture and it should be good!

Cyclone1001: Thanks!  Ironically, I actually work for the planning department of a city near Vancouver BC.  I do all the mapping work.  It would be a pretty huge challenge to recreate even a small city in Simcity 4.  Our population is about 15,000 but it's a farming community that covers a bit over 8500 hectares.  In fact, it would take 8 large map tiles to recreate the community.  Could be interesting to try some day though! 

Tomas Neto: Thanks very much!

Une_ame: Just the repeating pattern along the tile edge.  I just need to break up the repetition a little bit.  Other than that I'm pretty happy with it. 

TiFlo: Thanks!  Glad you like how it turned out!

sumwonyuno: I'm really happy with how it turned out as well, glad you like it! 

Jordan (canyonjumper): Thanks very much!  You should enjoy today's update then!

Ethan (ecoba): Thanks!  I'm having a lot of fun detailing the shorelines!

Arthur (art128): You just slipped in as I was preparing to post today's update!  Glad you like how everything is turning out!  Sorry I don't have the rest of the diagonal textures to show today, I forgot to bring the flash drive that has them with me this weekend.  I'll have them done for next week though.  Thanks for stopping by! 

Update 121
Greenwood – Shoreline and Farm Details

Here we go again!  If things go according to plan, I'll be back to the regular weekly updates for the foreseeable future.  This map tile is taking longer than any other I've done before, but there is less area given over to mountains on this map. 

Sadly, I left the flash drive with my texture folder at work for the weekend so I didn't get a chance to finish up the diagonal farm textures.  Those will have to wait until next week.

121-1: First I just need to quickly detail these farms. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F7241%2Fadara12101.jpg&hash=3669e40d4313a626ee689dc2debe2de4ea090318)

121-2: I've discovered that using grass to blur the edges of some farm types works just as well as diagonal fillers. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F6660%2Fadara12102.jpg&hash=aff790af0110a22220435797acce07d07a50a7bb)

121-3: This pair of farms needs some attention quickly as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F8474%2Fadara12103.jpg&hash=b95e71a1306c49e492eadfb65b4eb4a2b452c0f7)

121-4: I tried to create a subtly difference in style between the two farm fields here, mostly just for the sake of variety. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F2581%2Fadara12104.jpg&hash=d9fd5bb673270c51ac0b0fe7fbcee23f4121e197)

121-5: Here's an overview of the area of new farms now that it's done, well almost done anyhow.  Just ignore the incomplete diagonal farm for now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F5888%2Fadara12105.jpg&hash=4b02cca107b54dc013b485297927b2956a7e7c37)

121-6: Today's big job will be detailing the river shoreline from the river mouth through this entire shot.  It's not easy to take in progress shots of this type of detailing, so I'm just going to show you progressive shots of finished areas. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F4338%2Fadara12106.jpg&hash=c0c60ca2c351d0fb2681e4d9d4782880cf3c5375)

121-7: First of all, the stream delta itself.  I tried to mimic some of the styles on the other side while keeping it subtly different at the same time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F350%2Fadara12107.jpg&hash=f7192dea34cb5cc36185f75558f94c923b20d348)

121-8: Goldiva's rocks worked quite nicely.  They apparently place quite densely.  Combined with the brown terrain texture it actually looks quite good. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F9122%2Fadara12108.jpg&hash=ca8658f52dece777955aefc85564f4be588f21c5)

121-9: Just for a bit of variety I've added a grove of dead trees.  I ran the sand and gravel quite high up the shore for this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F678%2Fadara12109.jpg&hash=d86b390c7930de971c45d253fc83a43f0d98d6b9)

121-10: It's really tight to detail this run with the farm so close to the shore.  I'm really trying to squeeze in some variation in the width of the shoreline.  I'm also still experimenting with a variety of brushes to see how it all turns out. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F9485%2Fadara12110.jpg&hash=4a7b1684fd34fc17c8fb4127936a994a191bb0e6)

121-11: Just pulling out a bit further, here's the entire area in shots 9 and 10 above. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F6131%2Fadara12111.jpg&hash=e242a963fa635de3534f8e8ae60e1728aa57a379)

121-12: This area is further downstream near the end of the farm.  Cottonwood trees are an important shoreline tree in the climate I'm replicating.  It's pretty much the only tree that grows in any numbers near the Fraser River since it has a strong root system and tolerance to being flooded out. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F183%2Fadara12112.jpg&hash=d65e807d4f0103b49409bd23553da0fe0313d376)

121-13: This is where I ran out of time.  I think I'll push some cottonwoods right down into the water in a future update.  That of course will require dropping the water level. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F2384%2Fadara12113.jpg&hash=8d63a59ce5794c5c81fd28e429a60c79ed2d959e)

121-14: Here's an overview of the completed area.  Hope you like it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F8519%2Fadara12114.jpg&hash=934a7d0ad2bf55238670ce1bde56c0f1fc94d8d5)

And that's a wrap.  Here's an interesting tidbit for you all.  Everything you see in today's update can be done without changing the water level at all!  Thanks for stopping by, see you next week!
Title: Re: Adara - Update 121 - August 9, 2010
Post by: art128 on August 09, 2010, 11:21:19 AM
Awesome detailing my friend ! That river shore is simply awesome !

Take care,
-Arthur. :thumbsup:
Title: Re: Adara - Update 121 - August 9, 2010
Post by: ecoba on August 09, 2010, 05:13:17 PM
Again, the detailing along the shore is fantastic ! The differences in the groves of trees throughout the region really does versalitise (?) the area. :)

The farms are looking wonderful as well, I especially like the density of the farms in this plain.


Ethan :)
Title: Re: Adara - Update 121 - August 9, 2010
Post by: RickD on August 10, 2010, 04:22:51 AM
Great work. It is interesting to see the unfinished farm in the pictures. It shows what difference your detailing makes.
Title: Re: Adara - Update 121 - August 9, 2010
Post by: Skimbo on August 11, 2010, 04:11:50 AM
Your detailing is just fantastic &apls
Title: Re: Adara - Update 121 - August 9, 2010
Post by: ScottFTL on August 11, 2010, 10:40:39 AM
I'm always amazed by the level of detail in your work.  It is truly inspiring.   &apls
Title: Re: Adara - Update 121 - August 9, 2010
Post by: nbvc on August 11, 2010, 11:11:21 AM
Great work. &apls
Title: Re: Adara - Update 121 - August 9, 2010
Post by: Jayster on August 11, 2010, 12:22:21 PM
Wow! Your eye for detail in rural areas is fantastic!  :thumbsup:
Title: Re: Adara - Update 121 - August 9, 2010
Post by: kalvar on August 11, 2010, 01:48:59 PM
every time I see this region, but I like the detail you have, I look forward to the next update.
Title: Re: Adara - Update 121 - August 9, 2010
Post by: Cyclone1001 on August 11, 2010, 03:49:11 PM
That is one nice river... I can't believe you actually work and do stuff almost similar. Have fun with it!
Title: Re: Adara - Update 121 - August 9, 2010
Post by: canyonjumper on August 13, 2010, 08:19:51 PM
Wow Battlecat, you continue to stun and amaze with the amount of detail in your work! You were right, I did enjoy this update! Great work!

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 121 - August 9, 2010
Post by: Tomas Neto on August 15, 2010, 05:51:05 AM
Yeah my friend!!! Another great work here, very nice update, really awesome!!!  :thumbsup:
Title: Re: Adara - Update 122 - August 16, 2010
Post by: Battlecat on August 16, 2010, 09:01:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks very much! 

Ethan (ecoba): Glad you like the results on the shoreline.  I'm trying to keep a consistent theme while still adding local variety.  Seems to be working quite nicely.  I'm particularly happy with the farms in this area as well; it's been nice having a lot of space to work with. 

RickD: Thanks, glad you found it interesting!

Skimbo: Thanks!

ScottFTL: Welcome to Adara!  Glad you've been enjoying your visits!

nbvc: Thanks!

Jayster: Welcome!  Thanks for your kind words!

kalvar: Thanks for stopping by! 

Cyclone1001: It is a little disconcerting at times having similar hobbies to my work.  I certainly do have fun with it!  Thanks for visiting!

Jordan (canyonjumper): Glad to hear I was right!  Thanks for your kind words!

Tomas Neto: Thanks very much! 

Update 122
Greenwood – Final Farms for this Side

Today I'm going to get the last farms in place and detailed on the Greenwood side of the river.  There's still some detailing and a small patch to fill in up in the mountains but I'm getting close to finishing this one up.

122-1: First I thought you might like to see the results of the recent work on the diagonal farms texture.  I wound up having to scrap the first version and shift the textures a bit so it would be easier to make good diagonal fillers with consistent behavior.  This shot is from me testing how well the various pieces tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F5847%2Fadara12201.jpg&hash=23ad725d3b586355dedbabd0dc43abe9a3e15773)

122-2: So here's the farm, it's time to add the end and side fillers. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F5474%2Fadara12202.jpg&hash=ec911dcbf7e712f0eea6bf69ab2ab85b441be7f0)

122-3: Naturally, putting everything together reveals to me that I've forgotten another piece.  Unfortunately, my time is extra limited today so I'll have to finish that later in the week.  I'm still debating if I need to tweak the textures a bit more. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F9590%2Fadara12203.jpg&hash=1be94b3c32eaa0bf762a948b00396770ddc11039)

122-4: Moving on with the bulk of today's update.  This is the last block of farmland that needs development on this side of the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F3960%2Fadara12204.jpg&hash=0d605977fda6f7b7ef81089a62605fcdb8487d76)

122-5: Here are farm zones I'll be growing.  Well the initial layout anyhow.  I wound up amalgamating a couple of the smaller blocks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F5406%2Fadara12205.jpg&hash=6ccacfb08aa50f6eb6626016e0c1cc69c587347b)

122-6: And here we have the final block of farms that I'm happy with.  I had to demolish a bunch of inappropriate farms today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F9356%2Fadara12206.jpg&hash=9c236241b4f9d8137f548f80716666b727a0bc1e)

122-7: I've realized it's a lot easier to do all the fence work in one shot.  Then I only have to do the zoning view redraw once.   It makes life a lot easier especially since the redrawing takes a long time now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F9480%2Fadara12207.jpg&hash=10f79716c616ae247eb53e8cd7a5129d3e514196)

122-8: Time to move into the fine scale details.  And for your amusement I've got before and after pictures today.  I've already put the road edge cleanup into place here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F3575%2Fadara12208.jpg&hash=5d774e6f8a14a60e80799b0f9a51d849582a414e)

122-9: But the area looks a lot more alive now.  For those who are interested, the road at the top of the page goes into areas I worked on in updates 107 and 108. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F4720%2Fadara12209.jpg&hash=ef75c541e3695ba0c2a22525393dc0eaf98986d2)

122-10: Next I'll move over this way.  As you can see, I've already put the power poles into place.  It's another one of those things that's easier and faster to do in bulk. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F5043%2Fadara12210.jpg&hash=68d59df1ac23090e5f09aec3065f1c566a8424b4)

122-11: But there's still room for a lot more detailing.  My mouse was starting to act up at this point so I might go back for another cleanup pass here next week. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F2869%2Fadara12211.jpg&hash=8edcafb292c1e0751b0f304d439e10dfacf6f2a2)

122-12: The fields turned out quite nicely though.  I know the odd shaped fields aren't strictly realistic but I figure it still looks good and it allows me to be a bit whimsical on occasion. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F4465%2Fadara12212.jpg&hash=b552dd6ffaa44c1f3fd0f984a69bc33326dfa2a3)

122-13: Moving along, this is the third and final section of detailing I'm going to have time for today.  I've already tweaked the fields of the farm near the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F264%2Fadara12213.jpg&hash=0b895a22e09670127359a0172b129200c895c4d7)

122-14: Here we are afterwards once again fully detailed.   I really never get tired of this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F4247%2Fadara12214.jpg&hash=35f092d9f2044ed7c6504e6c30ea0763d31988fe)

122-15: Here's a close up shot of the gravel access trail.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F3972%2Fadara12215.jpg&hash=e93b3b36d3e025d304ae845a1a81dd88a611bee6)

122-16: Wrapping up today's update, here is a look at the entire area now completely detailed. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F281%2Fadara12216.jpg&hash=b0593bc1289b0333134f235502860a77a9ac5376)

That's a wrap for today.  I'm not sure where I'll be heading next time but I've got three options on my plate.  There's a patch of undetailed forest up behind the wind farm that I've got some ideas for, there's the shoreline right here by the farms I just finished and then there's the other side of the river which is a pretty big block of land as well.  Guess we'll see what happens next time.  See you later!
Title: Re: Adara - Update 121 - August 9, 2010
Post by: rooker1 on August 16, 2010, 09:02:08 AM
 Great update.
I may not post often here but recently I have been paying much more attention, trying to following along and collect as many ideas as possible.  Your country/river side looks great and I am trying to incorporate a few ideas from here.  
So thanks in advance.

Robin :thumbsup:

You posted just before me.  This update was fantastic as well!
Title: Re: Adara - Update 122 - August 16, 2010
Post by: Jayster on August 16, 2010, 12:45:41 PM
The way you do all your rural areas was the main reason why I deleted one of my cities. It was nearly all rural and I didn't like it. Once question though, are you using anything else besides the Rural Renewal Stuff along your streams? Besides the various rock sets. Great job as usual!  :thumbsup:
Title: Re: Adara - Update 122 - August 16, 2010
Post by: kodlovag on August 17, 2010, 01:59:15 AM
I just read Update 119 about how to make transition of ploppable water into the game water. I learn new techniques every day. Thank you for showing. I will apply it in my new region.
Title: Re: Adara - Update 122 - August 16, 2010
Post by: nedalezz on August 17, 2010, 02:02:58 AM
I really think they need to officially give you the title of Rural Development Master, because update after update, you continue to push the envelope in terms of developing realistic rural areas in SimCity. This update, ofcourse, was no exception. Great work!
Title: Re: Adara - Update 122 - August 16, 2010
Post by: canyonjumper on August 17, 2010, 06:53:49 PM
Quote from: nedalezz on August 17, 2010, 02:02:58 AMI really think they need to officially give you the title of Rural Development Master, because update after update, you continue to push the envelope in terms of developing realistic rural areas in SimCity. This update, ofcourse, was no exception. Great work!

Ditto ;D

             Your friend,
                            Jordan :thumbsup:
Title: Re: Adara - Update 122 - August 16, 2010
Post by: Skimbo on August 18, 2010, 03:29:47 AM
Another great update of this amazing MD! &apls

I've got some things to say:

122-3:The textures are good, a try to make them better as they are now would take a huge ammount of time for a nearly invisible result.
122-9:Very good detailing :thumbsup:
122-15:My favorite :)
Title: Re: Adara - Update 123 - August 18, 2010
Post by: Battlecat on August 18, 2010, 11:12:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Robin (rooker1): Thanks very much!  I'm very glad to hear you're finding your visits useful and inspiring.  Looking forward to seeing what you do with what you find here!

Jayster: As I mentioned in my PM, besides the RRP materials, I make a lot of use of Pegasus' Pond materials available on his site www.simpeg.com.  Here  (http://www.simpeg.com/forum/index.php?action=downloads;cat=13) is the entire set of materials he's created for river detailing.  From this list I mostly use the base kit at the bottom of the list and the PPond Terrain Prop Pack 1 about halfway down. 

Also I make a lot of use of the maxis rocks plop mod provided here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1887).  This version allows the rocks to be tightly packed.

kodlovag: Welcome to Adara!  Glad you found the transition discussion helpful!  Thanks for visiting!

nedalezz: Thanks for the high praise!  I'm really glad you are finding my work here so inspiring! 

Jordan (canyonjumper): Thanks very much! 

Skimbo: Thanks very much!  There is one small glitch that I missed.  When I modified them, they stopped tiling exactly right so there is a small glitch at the tile boundaries.  It should be pretty easy to fix though since I can just do a 1 for 1 replacement of the textures when I recreate them using SC4tool.

Update 123
Greenwood – The Other Side

It's odd that it's Wednesday, but here we are with a second update in the same week.  I actually managed to scrounge up some extra play time last night so here are the results!  I decided to get the rest of the development in place on the other side of the river.  Hope you enjoy it! 

123-1: Here's a quick look at the other side with no development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F7436%2Fadara12301.jpg&hash=1b9a06ff717d98d8667613a9b32eea9092b91e95)

123-2: My plan over here is to create a backwater area.  The road here isn't going to be a secondary highway unlike the one through Delmar Junction and Vavenby.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F8491%2Fadara12302.jpg&hash=1a31d9b2a383e8ddc2b0f0ea125bf21223a5f08e)

123-3: This whole area will be filled with farms once I'm done today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F8995%2Fadara12303.jpg&hash=fc6836c296cac94828793b463b1df9c9ddc92fd7)

123-4: Down here on the riverbank I'm going to create a small backwater community.  Welcome to the town of Poplar Grove. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg441.imageshack.us%2Fimg441%2F662%2Fadara12304.jpg&hash=eb28db9f20b5a4d9299cbafab9c371d17d96de50)

123-5: Even Poplar Grove needs to have a decent number of homes.  In this case I'm trying to make it feel a bit unfinished though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F2451%2Fadara12305.jpg&hash=411b92aa3da91e60bd79464e5242e1e8fb7abf83)

123-6: I've already done several passes selecting homes and businesses for this community.  I'm really trying to capture a small town feel. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3649%2Fadara12306.jpg&hash=a468ae0c08b184cb6efd3b45ede95173dae5545b)

123-7: In this shot I'm experimenting with filler pieces.  I'll be altering things a lot and I actually gave up on this idea because I found a better solution.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F3689%2Fadara12307.jpg&hash=55ef4d9e9415e4552b6864e09a10611eb1129621)

123-8: An undeveloped lot is a perfect touch for this town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F107%2Fadara12308.jpg&hash=350079de7c902897006aa9cc22db1de7c21e1e82)

123-9: I was thinking about putting a waterfront in here but I realized it wasn't really appropriate.  I'll be tweaking the shore into a more natural configuration. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F1659%2Fadara12309.jpg&hash=babc255489e9a027552b5b584f342032b9fe11e3)

123-10: One of the few things attracting people here is going to be a regional park on the foreshore.  The small parking lot in town should attract a few hikers to the area.  The trail will go in as part of the shoreline details. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F4111%2Fadara12310.jpg&hash=8de405cb2ece8df55b8573dc53521a419c1523ea)

123-11: Here's a look at Poplar Grove from further out.  The farms are fully developed and ready for detailing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2975%2Fadara12311.jpg&hash=2e1ae99f9949b81d10942399552b1455f7bca39b)

123-12: One last thing while I'm thinking about it, Here's the diagonal farm with the corner fillers in place.  I'm still going to touch this up just for my own sanity though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F2738%2Fadara12312.jpg&hash=4fb003cdbdf93fb69453babccecddbef11fe7bc4)

That's a wrap for this unexpected update.  Next one should be on Monday.  I'll be putting some time into the shoreline on the Greenwood side. 
Title: Re: Adara - Update 123 - August 18, 2010
Post by: canyonjumper on August 18, 2010, 02:38:32 PM
Poplar Grove looks awesome! It's nice to see two updates in the same week from you ;D I liked the undeveloped lot in 123-8, nice work!

                    Your friend,
                                   Jordan :thumbsup:
Title: Re: Adara - Update 123 - August 18, 2010
Post by: mattb325 on August 18, 2010, 03:41:41 PM
Lovely updates as always - there's been much happening since I was last here. Your work with ploppable flora and farr pieces is exceptional. The touches added in 123.8 are brilliant &apls
Title: Re: Adara - Update 123 - August 18, 2010
Post by: Lowkee33 on August 18, 2010, 03:58:53 PM
Excellent idea with the farm textures.  I will have to look at the rest of this thread.  I like work in progress pictures just about as much as the final piece.

The diagonal field looks great, although I have to say, I am getting a little optical illusion of plaid from it (maybe my monitor).  I wouldn't  bother mentioning it, but I know you have pretty high standards for this type of thing

I am also confronting diagonal road steps in my playing.  I have yet to get into Batting, but I have an idea.  What if these end pieces also had some offset/overhanging props on them.  I think it would be neat to see a fence that runs right along the road.

Anyway, don't mind me.  The update looks great and I will be exploring more in the future.
Title: Re: Adara - Update 123 - August 18, 2010
Post by: Jayster on August 18, 2010, 05:38:46 PM
Very nice update once again!  &apls

And thanks for the PM, that stuff has helped quite a bit  :thumbsup:

Jayster
Title: Re: Adara - Update 123 - August 18, 2010
Post by: ecoba on August 18, 2010, 06:15:03 PM
Again, looks wonderful, my friend !

Poplar Grove certainly is a quaint little town, I like the idea of the grass filler lots to indicate undeveloped space, however the traditional undeveloped lot is absolutely lovely as well.

Those diagonal farm fields look wonderful ! They are certainly very realistic. :)


Ethan
Title: Re: Adara - Update 123 - August 18, 2010
Post by: Schulmanator on August 20, 2010, 06:57:16 PM
It is coming along nicely and that diagonal farm makes me INTENSELY jealous!!!! :thumbsup:
Title: Re: Adara - Update 123 - August 18, 2010
Post by: metarvo on August 20, 2010, 07:52:06 PM
I haven't even had the chance to comment on your first update, so I must say that this one is a pleasant surprise.  :)  I like the FAR stuff it looks like you're putting in 123-3.  Oh, and how about those diagonals. :D  I've always liked good diagonals, which yours are definitely shaping up to be.  I myself once tried to build some diagonal farm fillers.  I agree with you about the tiling glitches: I had the hardest time getting things to line up at least satisfactorily.  Unfortunately, I lost them with an HDD crash, and they were never released anywhere.  &cry2  It looks like yours are much better than mine were, anyway.  Keep up the good work, BC!

:thumbsup:
Title: Re: Adara - Update 123 - August 18, 2010
Post by: Cyclone1001 on August 21, 2010, 08:56:07 AM
Aww, I missed an update &mmm Stupid computer virus...

But you still make the best rural shots, I'm sure of that. you need to be in the Hall of Fame.
Title: Re: Adara - Update 124 - August 23, 2010
Post by: Battlecat on August 23, 2010, 09:21:35 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jordan (canyonjumper): I enjoyed getting a second update out this week as well.  I'm particularly pleased with that undeveloped lot, glad you like it! 

It's not going to happen this week though since a game I've been looking forward to for ages comes out tomorrow!  Not to worry though, I still promise to keep up a minimum of one update per week!

mattb325: Thanks very much!  Glad you enjoyed your visits! 

Lowkee33: Welcome to Adara!  I was seeing the same optical illusions but I wasn't sure if I was being over critical since it's my work.  Thanks for confirming it for me!  I've posted an updated version today; I'll be interested to know if it looks any better to you! 

Actually, overhanging props wouldn't even be necessary.  All you really need are the RRP diagonals that connect from corner to corner along the road. 

Although, now that I think about it, there are overhanging diagonal pieces for the diagonals as well in the RRP, so it might be possible to push it right to the road.  Depends how the pieces are centered on the lot.  It might be possible to adjust the offset of the existing fence prop using one of the tools available here at SC4D.  I'll look into that this week and I'll let you know what I discover.  Thanks for the suggestion, glad you enjoyed your first visit! 

Jayster: Glad to hear you found it helpful! Thanks for your kind words!

Ethan (ecoba): Thanks!  The original idea with the grass fillers was always to put the grass and trail overtop.  The fillers would just help blur the edges along the roads better.  Unfortunately I discovered an interested effect.  The RRP trails actually disappear below the grass filler lots since they're flat with no dimensions.  So I had to remove the grass fillers and just carefully blur the edges with the RRP flora.  Glad you like how it turned out!

Schulmanator: Thanks very much, glad you like them!  If all goes well, I'll be releasing this set of lots once I'm happy with how they look.  I still have another series of lots I plan to add before I complete this project though. 

metarvo: Thanks, glad you enjoyed the surprise.  I discovered very rapidly that I couldn't simply rotate the orthogonal textures to create this new texture.  I wound up having to create it row by row using sections of the original texture overlaid onto a tiling friendly black and white template.  I'm plugging away at getting these up to release quality. 

I've also got some additional textures in this diagonal series planned which I'll need for the Poplar Grove side.  That puts a strict time limit on this so it'll be nice to finish it. 

Cyclone1001: Glad to hear you recovered from your computer virus!  Thanks very much for your praise!

Update 124
Greenwood – One Shore Wrap

This weekend I managed to wrap up the shoreline for one side of the river through Greenwood.  It's a smaller set of photos today but I hope you enjoy it!  Also I did some more work on the diagonal farms which I'll show you before I get started fully. 

124-1: First off, I've done some more work on the farm textures.  For the sake of comparison, here is the shot from last week side by side with the new version.  Let me know if it's an improvement.  Sadly some repeating patterns are pretty much unavoidable. 

Diagonal Field V2 from Wednesday's Update:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg62%2F9590%2Fadara12203.jpg&hash=163052478ce39aa56e626c628ce9998aed37f101)

Diagonal Field V3 from Today: 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F2140%2Fadara12401.jpg&hash=f3a72b034d87d43318699ccf495879dd96227498)

124-2: The bulk of today's update consists of detailing this section of shoreline right through to the tile boundary. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F720%2Fadara12402.jpg&hash=d8a696b4adb92313851fb0272126f8675ff4a0fe)

124-3: I'm mostly going to do completed shots but I'll also do some before and afters today.  This is the section I finished first.  Any thoughts on how to increase the lifespan of normal game automata?  I hate how quickly they appear and then fade out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F5632%2Fadara12403.jpg&hash=33dd0f1980ecebfdb81b02f1f02eb9daa697fcc9)

124-4: This area is going to get a quick residential development.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F2253%2Fadara12404.jpg&hash=3d5ec290aa99d2b9d8ef6cd5ba8d61b93c0cd54f)

124-5: I'm using the exurb style here again.  Nothing fancy, just some small waterfront cabins. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F226%2Fadara12405.jpg&hash=89183f3a3b4144962c29b604d7714996d0a12106)

124-6: Nothing like some beach details to really liven the area up! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F9497%2Fadara12406.jpg&hash=9b8835a472b3cdcf921dddc875a0bbae89931d41)

124-7: Right near to the residential development I've created a small island.  I'm shooting for a tidal flat/sandbar feel here.  This part of the river is very close to sea level, so it will be feeling some tidal influence.  In fact, anywhere you see game water in Adara it's either at or very close to sea level. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F2963%2Fadara12407.jpg&hash=fd76d745ab3ee184e2a54d015f0ca7d155fedfb2)

124-8: The real killer from image #7 is realizing I actually forgot to take the completed shot.  No time to do that right now, I'll include it as a bonus in the first shot of next update.   Moving along with some more shoreline.  Here I've mixed PPond and RRP style rushes to create an interesting result.  They actually work better together than I expected. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F4290%2Fadara12408.jpg&hash=b7b8174d0422d000d190fff8021bf2ad8c01b812)

124-9: That's actually all I've taken for today.  Let's have a look at the area now that it's done.  I think that added a lot of life to the shore here.  It'll look even better once the Polar Grove is done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F3319%2Fadara12409.jpg&hash=b46f95fce8f6a83becb57a6aa99e9a37b9631144)

124-10: Here's a look at the same area from another angle.  If you squint really hard, you can see the area I put together for image #7.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F6610%2Fadara12410.jpg&hash=236aa3f9294ec714531829c4971ec813df324d2b)

124-11: As one added bonus today, I've been playing around with traffic generators to liven the area up a bit.  Hope you like this interchange with the fresh bit of life. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg571.imageshack.us%2Fimg571%2F1659%2Fadara12411.jpg&hash=413039f9c862bf80cdd8385f6da099ed7a143dd7)

And that's a wrap.  I'd love to hear some feedback on those fields because once they're good I can move onto the next phase of texture development.  Have a great day! 
Title: Re: Adara - Update 124 - August 23, 2010
Post by: TiFlo on August 23, 2010, 10:45:06 AM
Regarding your frustration with automata, I've been using this little gem (http://www.simtropolis.com/stex/details.cfm?id=23362) for some time, and it does wonders.

Beautiful riverside detailing btw!
Title: Re: Adara - Update 124 - August 23, 2010
Post by: kwakelaar on August 23, 2010, 12:26:40 PM
It has been another inspirational visit to Adara, I really enjoyed looking at your extensively detailed farms and shorelines. The solution for transition from plop water to game water is looking great, something I will surely try to put to use myself.
The diagonal farm fields is another good idea and again it is looking very nice.

Gjermund/Kwakelaar
Title: Re: Adara - Update 124 - August 23, 2010
Post by: Lowkee33 on August 23, 2010, 03:45:20 PM
The fields look significantly better.  I would say the fields do not need anymore work.  The patterns are small enough that they dont make my eyes look at them :).  I dont know if anyone else notices this, but there is far less motion in the bottom field picture.   Nice job.
Title: Re: Adara - Update 124 - August 23, 2010
Post by: canyonjumper on August 23, 2010, 07:47:41 PM
Awesome details Battlecat! The fields look great! Nice LOTing! I'm looking forward to seeing that sand bar pic! And that exurb style looks like something I might have to try ;D

                 Your friend,
                                Jordan :thumbsup:
Title: Re: Adara - Update 124 - August 23, 2010
Post by: threestooges on August 23, 2010, 08:45:52 PM
Sorry it's been a while. I've been out of town for the past couple weeks, so I've missed a few updates. You've been busy, and as usual, your updates have been impressive. Two things in particular really stood out as stunning: the diagonal farm fields you've been working on, and the path cutting across the vacant lot (123-8). Those are two things for the game that I never thought about until I saw them.  I'm going to try that vacant lot effect myself. I've been looking for ways to convincingly leave space between buildings (and this MD is a great place to search). Just to check, for 124-9, was it Polar or Poplar Grove?

Version 3 of the diagonal farms looks much more uniform, though I kind of liked the regularity of V2 with the white stripe every several rows. For some reason it feels more like the farm is better tended to, being blocked off in sections, rather than one big mass (sort of like the track of the irrigation sprinklers rolling through), but then again, I've never done much farming, so I don't know.

However it works, it's a great addition, and I'm glad to see you're making progress with it.
-Matt
Title: Re: Adara - Update 124 - August 23, 2010
Post by: Cyclone1001 on August 24, 2010, 08:24:11 AM
Great, stuff... I'm running out of new lines to use... hmmm...
Title: Re: Adara - Update 124 - August 23, 2010
Post by: cubby420 on August 25, 2010, 10:03:39 AM
I love that interchange at the end of the last update. Great detail work on the shoreline as well.
Title: Re: Adara - Update 124 - August 23, 2010
Post by: bat on August 29, 2010, 11:01:25 AM
Really nice work on the farms and nature!
Your pictures are wonderful. :thumbsup:
Title: Re: Adara - Update 124 - August 23, 2010
Post by: Jayster on August 29, 2010, 11:59:23 PM
Very nice yet again!  :thumbsup: As always, looking forward to more.

Jayster
Title: Re: Adara - Update 125 - August 30, 2010
Post by: Battlecat on August 30, 2010, 09:55:22 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

TiFlo: Thanks for posting that link, that's exactly what I was looking for!  The traffic looks so much nicer now!  Glad you're enjoying your recent visits!

Gjermund (kwakelaar): Glad you found some inspiration!  Thanks for your kind words!

Lowkee33: Thanks for your feedback!  That's pretty much what I was shooting for.  It's time to move on to the next batch of textures.

Jordan (canyonjumper): Yeah, about that sandbar shot, I had such a busy weekend I completely forgot to grab that shot again!  Sorry about that!  I think I'll put together a mosaic including that sandbar for the next update.  I'm about due for a good one anyhow.  Glad you enjoyed the update!

Matt (threestooges): Thanks for stopping in!  The town is called Poplar Grove.  Glad you found the empty lot inspiring!  I'm looking forward to seeing your take on it. 

The issue with the V2 field is that it kind of created an illusion that tended to pull the eye along a grid created by that white texture.  I found it somewhat jarring which is why I went with the more uniform style.  If there was a way to make those white stripes slightly more random it wouldn't be such a big deal. 

Cyclone1001: No worries, glad you enjoyed the update!

cubby420: Welcome to Adara!  Thanks for stopping in!

bat: Thanks very much for you kind words!

Jayster: Thanks, glad you enjoyed your visit!

Update 125
Greenwood – Detailing Poplar Grove Farms

This time I got started on detailing the farms over in the Poplar Grove area.  Greenwood is getting very close to completion.  Probably only 3 or 4 more updates at the most and then it'll be on to the next project.  I'm going to be delaying a bit before going on to the next tile though.  There are a few things I need to take care of first but I'll reveal that when the day comes around. 

125-1: Before I get into the meat of today's update, I  thought I'd share the results of the mod TiFlo kindly pointed out to me.  The traffic looks so much nicer now! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F4091%2Fadara12501.jpg&hash=a30a7a0c09124d553cce47dacd81f8feb79953b3)

125-2: I also happened to be in the right place to spot a train crossing the rail bridge near Greenwood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F1222%2Fadara12502.jpg&hash=cfc74f24df89da74c1afaa47f7b1b4da81a8f0fc)

125-3: And one last bonus shot today, here's a quick look  at the quiet traffic in the town of Greenwood. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F4925%2Fadara12503.jpg&hash=d05dba23b1f624004271061c80d6ce71e6083f43)

125-4: On with the main task for today.  This is the area I'm going to detail first.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F5324%2Fadara12504.jpg&hash=ba01cb249c01a2c543dd24fd5433abd9da258d7f)

125-5: Jumping straight in, diagonal fillers are always vital to improving these areas.  Even without any additional work, this looks pretty good.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F145%2Fadara12505.jpg&hash=a8bc2ab6090b9e28269df4676c990d13b7fe7d5c)

125-6: I've never been one to stop there though.  Some trees and grass really do make a big difference. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F9498%2Fadara12506.jpg&hash=c878468052fd1ece90d9e33e411e8cff3733aea4)

125-7: Next up, the hill overlooking this area is going to be mostly forested.  At least on this side of the tile boundary.  That makes it perfect for a little walking trail.  This is the trailhead parking lot on this side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F5459%2Fadara12507.jpg&hash=b996aae66896d72bd47a00b36cde55b6a674615b)

125-8: The trail crosses the boundary into an undeveloped tile.  Sadly, I won't be sharing what's on the other side for many months.  Mostly because it simply doesn't exist yet. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F7964%2Fadara12508.jpg&hash=da877f1087276464e573378c5b7375bb1e7cd4ca)

125-9: Here's the forest in place.  The rock face will be detailed more in a future update.  I'll be adding a scree slope at the foot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F4282%2Fadara12509.jpg&hash=4d4555a8a82399f0e8c821ed0b1a3e6f3a1feaea)

125-10: Moving along, I've added some additional details  to finish up the whole intersection area.  The traffic is so much better behaved now! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F1638%2Fadara12510.jpg&hash=84ed3f07bbf251b6a06c66bfd6466c706f97c07e)

125-11: This area got a major makeover.  I went with a new farm texture and actually removed one farmhouse.  Instead I went with two separate fields associated with the farm in the upper right corner. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F9480%2Fadara12511.jpg&hash=dbfbec0a330e350b0b2317d1098238be45b29554)

125-12: I've gone with poplar trees along the edge of the fractional angle road.  Hopefully they'll make a good filler when they grow up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F386%2Fadara12512.jpg&hash=18d1e111318d2cfc076b420884edc88a05732a67)

125-13: This area is next along with the lavender farm in the lower right corner.  I'll actually start with the lavender farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F7161%2Fadara12513.jpg&hash=7b4347dddbc9782e7cf35cc492a9dfd6a52f582d)

125-14: I've converted the lavender farm over to green grass.  I don't have a FAR filler lot ready for this particular angle set but I think I've got a decent alternate solution.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F6120%2Fadara12514.jpg&hash=466d9b0913603f7ba45b95ad5bcbab113db07e6a)

125-15: Instead I've used the RRP grasses to soften the edges and some trees to help camouflage the edge along the highway.  This is actually the most painless FAR cleanup I've done to date and I think the results are decent.  I'll experiment with this more in the future. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F3027%2Fadara12515.jpg&hash=3fac5ff6334402c1647efac213238d33543a7ced)

125-16: That's all for today sadly.  Here's an overview of the completed details, including the fully grown poplar trees.  Hope you like it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F8200%2Fadara12516.jpg&hash=c1ad67545869e0fac552907650ba034d40565c5d)

And that's a wrap for today!  Next time it'll be on to the next batch of farms.  And hopefully I'll have a really neat surprise regarding those diagonal clover fields!  See you later!
Title: Re: Adara - Update 125 - August 30, 2010
Post by: Cyclone1001 on August 30, 2010, 01:43:20 PM
The FAR roads really look good there, very nice.
Title: Re: Adara - Update 125 - August 30, 2010
Post by: TiFlo on August 30, 2010, 01:59:38 PM
That last shot does indeed great justice to what nice layout you can achieve with the FAR roads.  &apls
Title: Re: Adara - Update 125 - August 30, 2010
Post by: bat on August 31, 2010, 05:50:17 AM
Beautiful new pictures of your work on the nice farms!
Great update. :thumbsup:
Title: Re: Adara - Update 125 - August 30, 2010
Post by: canyonjumper on August 31, 2010, 09:25:09 AM
Great update BC! Nice use of the FAR!

           Your friend,
                          Jordan :thumbsup:
Title: Re: Adara - Update 125 - August 30, 2010
Post by: Jayster on August 31, 2010, 09:04:05 PM
Great job! Amazing as usual.  :thumbsup:

Jayster
Title: Re: Adara - Update 125 - August 30, 2010
Post by: io_bg on September 01, 2010, 01:29:13 PM
Wow! Another awesome update! However, I think that MHW bridge doesn't look quite right... If I were you I'd use an avenue one since avenues blend better with RHWs ;)
Looking forward for more! :thumbsup:
Title: Re: Adara - Update 126 - September 1, 2010
Post by: Battlecat on September 01, 2010, 07:45:40 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Cyclone1001: Thanks!  FAR roads are still a bit of a challenge to detail, but the RRP texture seem to produce some of the best results!

TiFlo: Thanks very much for your kind words!

bat: Thanks for stopping by!  Glad you like them!

Jordan (canyonjumper): Thanks, glad you like it!

Jayster: Thanks!

io_bg: I agree.  I didn't know the avenue bridges worked better.  I'll give that a shot.  Thanks for your kind words and your suggestion! 

Update 126
Wednesday Night Technical Detour

Tonight isn't so much an update as it is a quick technical stop.  I've been working quite hard the last couple of days on a little project and I'm looking for a bit of feedback before I continue.  The extra eyes on the diagonal field textures was really handy so I'm hoping to get similar thoughts on this.  Feel free to be as brutal and honest as you like! 

I'll be using some of these new textures in Adara in the near future to finish part of Poplar Grove.   They're also the reason I haven't released the diagonal clover fields yet. 

126-1: Tonight's project is of course an outgrowth of the diagonal field textures.  Here are the textures I've shared so far.  They include the basic texture, corner fillers, edge fillers and the end fillers. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F5642%2Fadara4.jpg&hash=d33eef73ac79a5404648879cd043807062441cf3)

126-2: The first addition is what I'm calling a diagonal growth filler.  It allows for a clean corner that expands the field into an irregular shape. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3048%2Fadara3.jpg&hash=b4341bab7bd9d5ccd4606baf39f34b2ce66d5920)

126-3: This is the big project.  With all the revisions I did to the basic diagonal textures I had to rework the curves I presented many weeks ago.  I'd like to introduce Version 1 of the orthogonal to diagonal field transitions.  To make room for a nice clean curve the lots are 2x3 and need to be offset by one tile as you place them as shown in this image with the left handed turns. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F1158%2Fadara1.jpg&hash=bc0ed5a96f6a2d38ac62654fc083a044fd641582)

126-4: Of course what would the set be without fillers?  Here is the full set of lots in action with both inner and outer corner fillers making a wide 90 degree turn.  Also the two curve orientations are visible here, both left and right turns from the perspective of the orthogonal fields. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F6826%2Fadara2.jpg&hash=acfbf816b797095496d1fdd78a7ceaa17c4934ca)

I'm looking to see if anyone can see glitches where textures don't align right or if there are repeating patterns that hurt the eye.  I've been staring at these so long I'm going cross eyed which makes it rather hard to see glitches!  Thanks in advance for your thoughts! 
Title: Re: Adara - Update 126 - September 1, 2010
Post by: Jayster on September 01, 2010, 10:45:08 PM
As far as I can tell, they look great. I just think seeing the switch from orthogonal to diagonal is really weird because we haven't seen that before with farms in Simcity. IMHO I think you could leave out the transition and just keep the diagonal ones because those look GREAT!  :thumbsup:

Hopefully I wasn't too critical  $%Grinno$%

Jayster
Title: Re: Adara - Update 126 - September 1, 2010
Post by: threestooges on September 01, 2010, 11:01:36 PM
I think you have the basic diagonals down, and the diagonal growth filler is a good touch too. As for the transition pieces, the curves up close look fine, but farther out the suffer from the moiré patterns (http://en.wikipedia.org/wiki/Moir%C3%A9_pattern) that hit the CPI farms in 3RR. They're not that big of a problem, but they do draw in the eye. One other thing I thought seemed odd was the sharpness of the curves. Similar to what prompted the development of the wide angle curves, seeing a sudden turn in the field looks odd, especially at distances further out. One would expect the curve to follow the inner rings as it progressed out, like a ripple in a pool. However, that being said, this looks like a good way to transition the two field types. Trying to do smooth curves the whole way out would result in an unnecessarily large number of lots and textures. This is a good compromise.

As for textural irregularities, it's not as noticeable close up of the transition piece, but zoomed out you can see a regular patch of dirt that's a bit wider. It's slightly noticeable, but at the same time, it was likely plowed by a machine, and therefore it would have regular repetitions.

Nice developments here.
-Matt
Title: Re: Adara - Update 126 - September 1, 2010
Post by: Cyclone1001 on September 02, 2010, 04:25:33 AM
Wow, thats nice!
Title: Re: Adara - Update 126 - September 1, 2010
Post by: cubby420 on September 02, 2010, 10:25:32 AM
Up close they are fantastic. But a little farther zoom and I'll have to agree with threestooges. Its not so obvious, but the pattern can be distracting, especially when its been pointed out already  $%Grinno$%

This is a very cool project and I definitely hope you share the fruits of your labor when they are completed. I'm sure many rural completionists like yourself will be very excited.
Title: Re: Adara - Update 126 - September 1, 2010
Post by: bat on September 04, 2010, 01:24:43 AM
Nice work on these textures! And looking forward to the next update... :thumbsup:
Title: Re: Adara - Update 126 - September 1, 2010
Post by: kwakelaar on September 04, 2010, 02:06:45 AM
I would not have a problem settling for what you have got so far, but what I notice is a slight change in colour and bushiness from the curve to the straight part. It might be that the green rows are just that little bit "crispier" after the turn.
Title: Re: Adara - Update 127 - September 7, 2010
Post by: Battlecat on September 07, 2010, 09:52:31 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jayster: Thanks, I've got some ideas to improve the appearance. 

Matt (threestooges): Yeah, that's what I'm seeing as well but it should be fixable as it was for the basic diagonal textures.   Moiré patterns, nice to know the name for the effect I'm seeing there.  You're absolutely right that my choice of scale was primarily in the interest of avoiding the creation of hundreds of textures.  This has kept it down to an even 10, although I'll be modifying things a bit more for the transparent edges that I need. 

I did pretty much replicate identical curves for each part of the texture.  Fortunately, since it's a multi-tile texture I've got some opportunities to put some proper noise and irregularities in there which should help.  Thanks for the feedback! 

Cyclone1001: Thanks!

cubby420: Thanks for your thoughts, I'm in agreement especially now that I've had a few days to look at them!  I'll be fixing them this week. 

bat: Thanks very much!

Gjermund (kwakelaar): Yeah, I think the curves are a bit blurrier than the straight and diagonal textures.  I'll see about making those a bit crisper as well.  It also might help with the patterning.  Thanks for your thoughts!

Update 127
Greenwood – Poplar Grove Farms II

Thanks for your thoughts on those farms; I'll be doing the tweaks this week.  I would have done them over the weekend except that I didn't really have time to fix the textures and actually play the game.  In the meantime, maybe you'll get some ideas once you see what I wanted the transition for. 

127-1: This is the primary area I'm going to focus on today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F8513%2Fadara12701.jpg&hash=985a01e69ef8939071b8b215771debaa64b10c5e)

127-2: This sunflower farm is pretty much the reason I started developing the curve transitions.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F981%2Fadara12702.jpg&hash=275847c6736536cb2c2cee889ea58f9f4339f2aa)

127-3: Here they are in practice.  Keep in mind that they haven't been revised to version 2 yet.  I've also noticed a deficiency.  I need some transparent edge fillers to go with the road edge fillers. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F876%2Fadara12703.jpg&hash=0f1f7b01b52232e3742aee15e85e1a4d14ff80fc)

127-4: For now, I'll just use trees to disguise the edges a bit.  I'll polish this once I finish the next batch of textures.  Next I want to finish off this mountainside.  A steep mountain like this needs some special treatments. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F1200%2Fadara12704.jpg&hash=a0684781bfcf2b26491a8aefd172b64178716e4a)

127-5: This is a perfect spot for a few rockfalls.  I'm experimenting with some new rock options from Heblem.  They're a bit twitchy to use sometimes but they results are very nice. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5981%2Fadara12705.jpg&hash=7510f5175b2c9150fe0bf75d4be37ee63a179ba7)

127-6: I've finished up the edge of the mountain with several scree slopes of various ages.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F5460%2Fadara12706.jpg&hash=7c343d70fc2320281cc52e2a80df9262a14d7efa)

127-7: Moving along, this farm just needs one little detail. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F8646%2Fadara12707.jpg&hash=22f1fb2c55dd53cbca6de0fd4a9a49f17322ab6c)

127-8: It looks much nicer with a proper road connection, even though the textures don't match perfectly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F9104%2Fadara12708.jpg&hash=cad9f95bbebd51e11b6ca084dc3f61d13c4dd56f)

127-9: This farm needs a particularly extensive revision. The only thing that isn't changing today is the barn and the placement of the house that's zoned.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1535%2Fadara12709.jpg&hash=14a73da5348611879f2e58f551c2db9881f96980)

127-10: First, a gravel access trail will provide access to the back fields of this odd shaped lot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F3981%2Fadara12710.jpg&hash=9c6e0bd18b3337f464c1990858dbe95c769c17b2)

127-11: Instead of clover, this farm is growing carnations and tulips on two separate fields. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F2084%2Fadara12711.jpg&hash=914a4803a976ac472d8c0943866626252021e6ca)

127-12: The neighboring farm got the RRP treatment very quickly.  I've also added the power poles.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F1661%2Fadara12712.jpg&hash=34f2963fdc8ea4fad9c409e5241bf08f50e131b9)

127-13: In an unusual move, I'm actually going to leave the RRP fenced farm across the street as it is.  The RRP grass treatment is primarily for those farms that have partial fences that need blending in.  In this case, the farm cleanly merges with the field so I'm happy with it for once. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F210%2Fadara12713.jpg&hash=62dc1dc59ddc1a02117f689c4285f1ea0be6e5b2)

127-14: Next up is the addition of trees and rocks along the gravel trail.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F4307%2Fadara12714.jpg&hash=8a11eca16d169151ca391d579b5a73d67788ba02)

127-15: This area is where I'm going to wrap up work for today.  I'll be detailing the fields along the FAR edge using the RRP treatment again.  The honest truth is that while fillers look good in some places, they're very time consuming to make . . .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F5603%2Fadara12715.jpg&hash=058befe13e4d9c152369e8dfcb8e9f15b6d24fad)

127-16: . . . and the results with the RRP styling seems to work quite nicely without any additional help.  Especially since the FAR roads doesn't have any T21 effects. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F4669%2Fadara12716.jpg&hash=a1548ce1fd756591eb6f6fd6891c017b72895d7c)

127-17: Here's an overview of the area now that it's finished. Looking forward to hearing your thoughts!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F1127%2Fadara12717.jpg&hash=96bc2f4659f16e5946a5d117a0bebaf5be2895db)

That's a wrap for today.  I've already got an update for later this week.  I'll be posted a large mosaic including the promised sandbar on Thursday or Friday this week.  I might also include a preview of the revised field textures if I get a few spare moments.  See you later! 
Title: Re: Adara - Update 127 - September 7, 2010
Post by: TiFlo on September 07, 2010, 10:09:38 AM
Me think there is going to be enough material to release a (several?) filler lots pack at some point, you must start having quite a collection!
Those angled fields especially look really good.  &apls
Title: Re: Adara - Update 127 - September 7, 2010
Post by: Jayster on September 07, 2010, 10:18:11 AM
Very nice update! I always enjoy seeing how you add the final touches in.  &apls

Keep up the great work!  :thumbsup:

Jayster
Title: Re: Adara - Update 127 - September 7, 2010
Post by: rooker1 on September 07, 2010, 11:24:20 AM
 Here we have the Master of farm feilds and FARR pieces. &apls
Those diagonal farm textures are to die for....extremely well done. 
If it wasn't for you and your step by step guide to making farms, I highly doubt I would have tried making them again. 

Thanks!
Robin  :thumbsup:
Title: Re: Adara - Update 127 - September 7, 2010
Post by: nbvc on September 07, 2010, 01:16:18 PM
I like the fields. :thumbsup:
Title: Re: Adara - Update 127 - September 7, 2010
Post by: canyonjumper on September 07, 2010, 02:34:00 PM
Great work with the fields BC! Your RRP treatment looks great as always.

                             Your friend,
                                            Jordan :thumbsup:
Title: Re: Adara - Update 127 - September 7, 2010
Post by: ecoba on September 07, 2010, 04:42:23 PM
Very nice work here, my friend ! Your work with farmland is simply stunning as always.  :)

I especially enjoyed the farm that you've replaced with your own diagonal fields, it really does blend well with the road and the trees along the edges are very nice. The farm with the large mansion (near the road corner, not quite sure what the crop is :P) is very nice once it's all 'touched up' as well.

Sorry I haven't been around the past few updates, still getting into the swing of a normal posting schedule. :)


Ethan
Title: Re: Adara - Update 127 - September 7, 2010
Post by: cubby420 on September 07, 2010, 11:57:36 PM
Quote from: rooker1 on September 07, 2010, 11:24:20 AM
Here we have the Master of farm feilds and FARR pieces. &apls

The master indeed. I barely even use FAR and FARR pieces but you implement them so effortlessly - well relative effortlessness  $%Grinno$%

Love the way the mountain turned out. Those rocks really blend well into the mountain face.
Title: Re: Adara - Update 127 - September 7, 2010
Post by: Cyclone1001 on September 08, 2010, 04:53:04 AM
Diagonal fields FTW! :thumbsup:
Title: Re: Adara - Update 127 - September 7, 2010
Post by: penguin007 on September 08, 2010, 06:52:31 AM
Great work and progress here can't believe what I've missed!! The diagonal fields look to be a significant brainwave for us rural gamers!!

Will
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Battlecat on September 09, 2010, 09:04:13 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

TiFlo: It's funny but I actually don't have as many as you might think.  I've got bits and pieces of packs, but not anything complete.  This diagonal clover set is my first attempt at actually creating a comprehensive set of textures for release.  Glad you like them!

Jayster: Thanks, glad you find the final touches helpful! 

Robin (rooker1): Thanks very much!  I'm planning on releasing these but I need to clean them up to make them easier to use.  I've still got a bit more work to do on the transition pieces, some more lots to design and then some polish to add.  Glad you found some inspiration to work on farms again! 

nbvc: Thanks!

Jordan (canyonjumper): Thanks very much! 

Ethan (ecoba): Glad to see you stopping in again!  The dark green fields by the mansion are peanuts, a Simgoober crop.  Also, I'm glad to hear you're enjoying the blending methods I'm playing with.  I'm very pleased with the results. 

cubby420: Thanks very much.  It might look effortless, but it can be challenging sometimes.  Especially when a misplaced bulldozer kills a section of road.  But it's worth a bit of pain!  I really like these new rocks as well, they look great even if they are a bit of a challenge to use. 

Cyclone1001: Thanks!  Glad you like them! 

Wil (penguin007): Thanks very much!  I'm looking forward to putting these into a decent form for release! 

Update 128
Greenwood – The Joy of Mosaics

Hello everyone!  Texture work takes time that I haven't had for the past few days so for today's update I've got our first large scale mosaic on the Greenwood tile.  As promised, this mosaic includes the small experimental game water sandbar that I kept forgetting to post an image of. 

128-1: Be patient, there are 18 pictures in this mosaic.  It extends from near the point where the plopable water stream enters the Greenwood tile, past the town of Greenwood, the first diagonal clover farm along the shore to the far border.  Enjoy!


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F3908%2Fadara12801a.jpg&hash=879d45d94e3e70208eefb7268a19cebbc71f6dd5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F3460%2Fadara12801b.jpg&hash=9a9753f3be88dcafb303619b8fbac0df30bb329d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F2476%2Fadara12801c.jpg&hash=07b6b9e20ab57b857e61b7a1cdf7c62d50246540)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F7131%2Fadara12801d.jpg&hash=42ec94e69def5d29bf46aac56f4f51a2d5966325)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F5307%2Fadara12801e.jpg&hash=788aa22f5baa084373e2cc8194461b14cfeaacb8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F1144%2Fadara12801f.jpg&hash=a0cda6f3e8b2f2855a037cf244ae44a4e236ec4e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F5770%2Fadara12801g.jpg&hash=573f8580dac1ce901559bb331dd496b19bb7ad99)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F1521%2Fadara12801h.jpg&hash=0abd172b6d56dbf3d5a02cff03c64763f89b65a2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg704.imageshack.us%2Fimg704%2F6898%2Fadara12801i.jpg&hash=5839566464bee6153eb709c022d42a8e65c92c26)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F5359%2Fadara12801j.jpg&hash=64d6f7f9598824fdc9f82f919214cce8ac86be40)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F782%2Fadara12801k.jpg&hash=0ca13a9a6219484b8cdeb490b6eb43e44b12340b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg839.imageshack.us%2Fimg839%2F8199%2Fadara12801l.jpg&hash=8df85ff222386c21e93a5893351694821bf71476)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F741%2Fadara12801m.jpg&hash=159b4a52423de60012634db882fd68f02bf301fa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg186.imageshack.us%2Fimg186%2F9572%2Fadara12801n.jpg&hash=49961b82b384b7d6f30c076de8973e4409295a04)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F5905%2Fadara12801o.jpg&hash=83abba77a63059e696bc6e47139c02dd9680b8ff)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F3252%2Fadara12801p.jpg&hash=e32fc1407630e005e97ae4ff5c73b8350644c06f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F6361%2Fadara12801q.jpg&hash=59eeaf4705ec96a86bf80ef761f5c64ca15b90ea)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F3064%2Fadara12801r.jpg&hash=4241944886169cc31d7883e0387ea7d418a9d41c)

And that's a wrap for today.  See you all soon! 
Title: Re: Adara - Update 128 - September 9, 2010
Post by: art128 on September 09, 2010, 09:37:36 AM
Wow, that's a FANTASTIC mosaic for a update with the same number as in my nickname..  $%Grinno$%

The shoreline is just awesome my friend, I really love how it turned out in the last updates, it reminds me a bit of the pictures I saw about rural Russia. Farm lands are always incredibly realistic, you're truly a master with that, and I think all will agree with me ! The only thing I can reproach is about the railway line, when the STR is making its second curve (from the top, first from the bottom), I think you should use the smooth curve as you did with the other curve away on the line. But if you can't put it here, I understand, you know sometime SC4 is really stupid.. (says "you can't build there" when there's actually nothing on these tiles.. )  :D Anywya, you did a fantastic job my friend !

Take care,
-Arthur.  :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: cubby420 on September 09, 2010, 02:40:25 PM
Quote from: art128 on September 09, 2010, 09:37:36 AM
But if you can't put it here, I understand, you know sometime SC4 is really stupid..

Understatement of the year art128!  :D

Fantastic mosaic and so huge and all encompassing. Great stuff! I hope someday you consider releasing some of the farm filler lots you have created, not to mention the diagonal fields and the such). Your definitely one of the best rural builders out there and we could all benefit from a bit of your magic  ;)
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Cyclone1001 on September 09, 2010, 03:54:24 PM
Words can only begin...
Title: Re: Adara - Update 128 - September 9, 2010
Post by: ecoba on September 09, 2010, 04:12:44 PM
Fabulous mosaic here, my friend !

Just to see the wide variety of farms and landforms across such a small distance really is amazing. :)


Ethan
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Girafe on September 09, 2010, 05:31:12 PM
Some interestings things, I really like the pasture pictures, the trees mix is well done  &apls
and farms are ok.
Phone / electrical poles are good idea and welcome  ;)

you paid attention to breack the linear style of the game with curves in the road and in the railway it's very appreciate
What a pitty fields are like square but with last development you showed I am sure you can do interesting improvment.

Anyway very good job  &apls &apls &apls
Title: Re: Adara - Update 128 - September 9, 2010
Post by: mightygoose on September 09, 2010, 05:51:17 PM
not bad eh....
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Jayster on September 09, 2010, 06:11:38 PM
Amazing! Sorry I didn't comment on the last update, don't know why... Anyways, awesome! Just awesome!  &apls

Keep up the great work!  :thumbsup:

Jayster
Title: Re: Adara - Update 128 - September 9, 2010
Post by: canyonjumper on September 09, 2010, 06:48:01 PM
Consider this comment all of the above comments multiplied by 5. Yes, that's how awesome that mosaic is ;D

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: RickD on September 10, 2010, 02:05:13 AM
Impressive Mosaic. (Just in case you didn't know by now)

Your new farm textures are awesome, too. I''m gonna need those. ;)
Title: Re: Adara - Update 128 - September 9, 2010
Post by: bat on September 11, 2010, 02:11:27 AM
This is a really beautiful rural area! Fantastic work on it... :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: kwakelaar on September 11, 2010, 02:23:36 AM
A really good looking mosaic,and like others have said; the shoreline looks fantastic.
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Tomas Neto on September 15, 2010, 10:34:06 AM
Awesome mosaic my friend, great work!!!
Title: Re: Adara - Update 128 - September 9, 2010
Post by: kodlovag on September 17, 2010, 06:34:28 AM
Wow, extremely detailed. I really like it.
Title: Re: Adara - Update 128 - September 9, 2010
Post by: marsh on September 17, 2010, 06:43:54 PM
Amazingly massive mosaic! Looks awesome. I love the ruralness.

,marsh :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Nardo69 on September 18, 2010, 04:34:45 AM
*sigh*

Another topic on my failure-list: a large scale mosaic of any Urland map ...  /wrrd%&

Great work, I must admit your shores are much better than my feeble tries ...! A small hint:There's a double switch puzzle piece that allows changing from one track to the other within DTR tracks. I would put that just before the switch where the STR branches of in order to let the trains use the "right" track that goes/come from the STR line. ;)

Take care my friend!

Bernhard  :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: Skimbo on September 18, 2010, 12:51:48 PM
Good use of STR, Unbelievable good coastline design, a lot of things to see, great mosaique :thumbsup:
Title: Re: Adara - Update 128 - September 9, 2010
Post by: TrebuTa on September 18, 2010, 01:58:19 PM
My first reply here and all I can say is wow! I've been reading this journal since it started over a year and a half ago and I can not stop enjoying reading and watching at the pictures. I love it! Keep up the great work!
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Battlecat on September 20, 2010, 09:04:56 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks, that was a pretty nice coincidence eh?  About that curve, it really does come down to the SC4 is stupid problem.  For some reason I can't squeeze the curve into that space.  I think there's some sort of shallow slope in there which doesn't tend to place nicely with some of the wide radius curves. 

cubby420: Thanks very much!  There's a lot of stuff on my list to release after I get the diagonal field project under control.  The other filler lots are very incomplete so I'll have to spend some time on filling in the gaps for them before I can contemplate release.  Glad you're looking forward to getting your hands on them! 

Cyclone1001: Thanks very much!

Ethan (ecoba): Thanks!  I'm quite amazed at how much I've squeezed into this particular tile.

Girafe: Welcome to Adara!  Thanks very much for your kind words!  It's quite hard dealing with the grid some days but there are more and more solutions coming up every day. 

mightygoose: Thanks!

Jayster: No worries!  Glad you enjoyed the last couple updates!

Jordan (canyonjumper): Thanks very much for your enthusiasm.  I love it when a good mosaic comes together! 

RickD: Thanks!  I'm working on polishing them a bit more as you'll see today.  I think I'm getting close to release quality on the textures.  I still have to add orientation props and proper icons to the mix though. 

bat: Thanks very much!

Gjermund (kwakelaar): Thanks!

Tomas Neto: Thanks for your kind words!

kodlovag: Thanks!

marsh: Thanks very much!

Bernhard (Nardo69): It would certainly be something nice to see in Urland someday!  Don't worry too much though, they do take a lot of time to prepare!  Glad you enjoyed the mosaic.  Good call on the double track switch piece, I'll add that in shortly in a couple locations.  Thanks for stopping by!

Skimbo: Thanks very much!  Glad you enjoyed it!

TrebuTa: Welcome to Adara, officially at least!  Glad you've been enjoying your lurking all this time! 

Update 129
Greenwood – Shoreline Detailing

Sorry for the delay in this last update.  Yesterday was my first chance for a brief round of gaming in two weeks.  Today I've got revision four of the diagonal farm textures and a lot of time spend on one section of shoreline.  Hope you enjoy it!

129-1: First things  first, here are the slightly revised textures.  I've added a lot of noise to the curves and sharpened them a bit.  Let me know what you think!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F2864%2Fadara12901.jpg&hash=7cf80729c9c8c2b912a43d6321cabcab90ab58d9)

129-2: I also revised the textures a bit, turning them into overlay textures so I could build these without having to create a second set of textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F7691%2Fadara12902.jpg&hash=c3a4a7e727bac7e4f5f94f194a472e7ed6362b51)

129-3: Putting them into practice quickly, here is the farm I built in the last update just accepting the jagged edges. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F523%2Fadara12903.jpg&hash=650595868123e7879e5be00da599862e5a157b98)

129-4: The effects of the revision are subtle since I did a decent job of hiding the jagged bits before, but it does clean things up quite nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F5460%2Fadara12904.jpg&hash=be7a59873e6e9297cc351b0878ea4f9e2be77ecc)

129-5: It occurred to me that I didn't post a detailed shot of the scree slopes from last time.  This one is my favorite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F5607%2Fadara12905.jpg&hash=4f372f4a0ed92e4d986636fa268e3f356d6422cf)

129-6: This area is my focus for today.  I looked at this when I started working and asked myself one simple question.  Why is the road so odd?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F6978%2Fadara12906.jpg&hash=ceb3481e97855c791c5dae8a22dea27e2a18299c)

129-7: I think this is a decent answer.  A small flood channel pushing up against the road would necessitate some creative road construction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F8560%2Fadara12907.jpg&hash=464d263e6fafe690631f6fec3a6069900fef249f)

129-8: I've had plans for a waterfront trail through the area all along.  The Poplar Grove Greenway will wind all through the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F7513%2Fadara12908.jpg&hash=efda8825ce7a674a7cf566e91e41c3dc4070626b)

129-9: First I added the various rock textures along the channel.  I actually obliterated the trail in areas where it would be washed out every year.  During flood you could follow the road to bypass the blocked channel. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F5678%2Fadara12909.jpg&hash=2c04cc1847c5a6443d16d890e2433b5d7f2da809)

129-10: The reed grass texture is a nice detail to use right along the edge of the scoured channel.  I'm trying to avoid putting too many plants in the center of the channel.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F1858%2Fadara12910.jpg&hash=13a52cc8696f8489364f6ce4ccf398c0bb81fe9c)

129-11: The center of this islandish area is quite stable so I've added a nice thick grove of trees in the middle.  The edges are more variable depending on the characteristics of the flood each year. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4827%2Fadara12911.jpg&hash=8718e1d79dfe45711f22915e56e4f43bda89822b)

129-12: A nice think bank of scrub and grass covers most of the shore.  This area would be scoured clean about once every 10 years or so, preventing large trees from taking hold. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg180.imageshack.us%2Fimg180%2F5426%2Fadara12912.jpg&hash=2e62f9188da90864b39a1664c239483c5851bd68)

129-13: This is one of the spots where the trail crosses the channel, now fully detailed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F2859%2Fadara12913.jpg&hash=00834fa09e69bda120cf7bd1cd98998ee183a25b)

129-14: Moving down the channel, this area has a nice large pool of game water.  I've used the straw texture underneath the scrub to act as smaller grasses and plants pushing through them mud.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F5071%2Fadara12914.jpg&hash=fa7ca7c93e3e6a0440f6129aa134a7a8b08839f0)

129-15: This is the other point where the trail crosses onto the island.  I've also scattered a few rocks up higher on the shore, deposited by really high floods in the past. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F6256%2Fadara12915.jpg&hash=a40da7f3c818c841829442f262a2c576401106b9)

129-16: Just a quick overview of the island as it stands now.  I ran out of time due to family commitments but I think I made good progress today.  Hope you enjoyed it! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F3346%2Fadara12916.jpg&hash=caf57f1635463f9f63d312715e3ca187aa119e8e)

That's all for now.  Hopefully I get more time next weekend! 
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Lowkee33 on September 20, 2010, 02:22:25 PM
Wow, very nice trail.  All those maxis rocks must have been expensive :)

Btw, in the ChrisAdams fence set there is an off-set 45 degree fence that fits quite nicely in the steps.
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Cyclone1001 on September 20, 2010, 02:27:24 PM
 :'( Its so good! :P
Title: Re: Adara - Update 129 - September 20, 2010
Post by: cubby420 on September 20, 2010, 02:31:56 PM
Very nice. The fields are coming along nicely  :thumbsup:

The flood channel is superb and looks so realistic.
Title: Re: Adara - Update 129 - September 20, 2010
Post by: marsh on September 20, 2010, 04:42:47 PM
I love what you did with the coastline! It looks awesome!  &apls

,marsh  :thumbsup:
Title: Re: Adara - Update 129 - September 20, 2010
Post by: canyonjumper on September 20, 2010, 08:07:35 PM
Awww, BC, you made Cyclone cry :P

Well done, the flood channel looks great! The trail adds a nice touch as well.

                  Your friend,
                                 Jordan :thumbsup:
Title: Re: Adara - Update 129 - September 20, 2010
Post by: TrebuTa on September 21, 2010, 01:26:28 AM
Another great update and a very good looking coastline !
Title: Re: Adara - Update 129 - September 20, 2010
Post by: io_bg on September 21, 2010, 01:49:39 AM
Fantastic work as always. Love the way you've detailed the island. Looking forward to more! :thumbsup:
Title: Re: Adara - Update 129 - September 20, 2010
Post by: penguin007 on September 21, 2010, 09:30:20 AM
Great innovative update as always!! Your coastlines and rockfaces are as beautiful as eachother!!

Will
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Schulmanator on September 22, 2010, 03:54:43 PM
Great details - looks awesome. And curved fields... BEAUTY!  &apls
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Jayster on September 22, 2010, 05:36:57 PM
Very, very nice!  &apls

Jayster
Title: Re: Adara - Update 129 - September 20, 2010
Post by: djvandrake on September 23, 2010, 01:08:01 PM
Brilliant!  That shoreline area looks fantastic.  &apls
Title: Re: Adara - Update 129 - September 20, 2010
Post by: rooker1 on September 24, 2010, 07:13:04 AM
 Very nice work.
The other night while I was playing the game, I had your MD open in the background taking some notes. ::) ;)

Robin  :thumbsup:
Title: Re: Adara - Update 129 - September 20, 2010
Post by: editfish on September 24, 2010, 08:12:09 AM
 &apls  &apls  &apls Beautiful!  You are a wonderful landscaper!   :thumbsup:

I also love your diagonal farm textures! 
Title: Re: Adara - Update 129 - September 20, 2010
Post by: kwakelaar on September 25, 2010, 12:22:28 AM
Some great natural creations being put on show here, you have done a wonderful job of making this look like the real thing.
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Skimbo on September 26, 2010, 07:57:51 AM
Great texture "tuning" on thoose fields!

And the area with this channel is - as usual - stunning!
Title: Re: Adara - Update 129 - September 20, 2010
Post by: Tomas Neto on September 26, 2010, 10:17:32 AM
Another fantastic update! Great work!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: Battlecat on September 27, 2010, 10:57:16 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Lowkee33: I'd have to check but I don't think the version of the maxis rocks I'm using actually costs anything.  Chris Adam's fences would work nicely as well for filling the gaps, but it's nice to have alternate options in spots where the fences don't fit. 

Cyclone1001: Thanks!

cubby420: Thanks very much, I'm extremely happy with how the flood channel turned out as well.  I expect I'll be doing a lot more of that in the future since this river is loosely based off the Fraser River in the lower mainland of BC. 

marsh: Thanks very much for your kind words! 

Jordan (canyonjumper): Thanks, I'm so happy with how this came out.

TrebuTa: Thanks very much!

io_bg: Thanks!

Will (penguin007): Thanks so much!  Glad you like how they're coming together!

Schulmanator: Thanks very much for your kind words!  Glad you like the curved fields, I'm hoping to release those in the near future. 

Jayster: Thanks!

djvandrake: Thanks very much!

Robin (rooker1): :) Thanks, that's pretty high praise!  I'm looking forward to seeing what you've got in the works!   

editfish: Thanks!  I'm really looking forward to actually getting those farm textures released.  If they're well received I may do similar work to some of the other simple field styles. 

kwakelaar: Thanks very much!  I've found that to make things look realistic I need to work in small pieces.  It means switching brushes regularly but it helps me avoid long linear patterns.   

Skimbo: Thanks, glad the field textures look better.  If I have some spare time this week, I'm going to see about putting some proper menu icons together

Tomas Neto: Thanks very much!

Update 130
Greenwood – Details . . .

Boy I wish for the days when I had copious amounts of free time.  :-)  Of course the level of detail I'm putting into these shorelines slows things down as well.  Greenwood tile is slowly inching towards completion.  Today I'm going to work on the shoreline in front of the town of Poplar Grove.  I got caught up in things today so there aren't a lot of pictures.

130-1: I'm going to pick up where I left off last week working on the island formed by the flood channel.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F4025%2Fadara13001.jpg&hash=fdabb7fda7d6943233b15f7fcaa0033f0ee4c925)

130-2: My primary goal is to carry the style of the island around from the flood channel but while also replicating the established style for the riverbed.  I've added a bunch of stumps that would have been left by recent flooding.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F7225%2Fadara13002.jpg&hash=a4a9ca95a81f8b3d56afe44159f953f8582f0e4c)

130-3: The island is now finished.  I think it turned out pretty nicely if I do say so myself. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F803%2Fadara13003.jpg&hash=43f66b401a5f9f5afaae795d45bb65b987c2ab7b)

130-4: Now it's time to move downstream towards town.  I'm still playing around with a variety of different mixtures for the shoreline.  I'm trying to avoid getting stuck into any one single style. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F2083%2Fadara13004.jpg&hash=7f3ad0c94bb575735ab586ea9a9c81f3c17cfd59)

130-5: Poplar Grove used to have a minor fishing industry but that's long gone.  A couple docks still remain in variable condition.  The riverbed here is no longer ideal for boats, the area is slowly filling with sediment and plant life. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2203%2Fadara13005.jpg&hash=a72d1831ccd63086f90c8b74c2a8bb491e0a350e)

130-6: A short distance downstream, I've tried adding another swampy area.  I'm reasonably happy with this although I probably could add another small island to the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F5481%2Fadara13006.jpg&hash=05bb67dec6573a73478a8d79f4c3c627d8047881)

130-7: Pulling out a bit, here's the shoreline in front of town. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F8247%2Fadara13007.jpg&hash=5f536ba4a18a96b2de099848bd29c668ae38218b)

130-8: And even further out, the extents of the area I detailed today.  I wish I could have gotten further, but that's life for you! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F5810%2Fadara13008.jpg&hash=1258210fe02476eb181a59def08db16fe09bee0f)

That's a wrap for today!  See you next time!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: HotChocolate on September 27, 2010, 11:00:53 AM
Wow... Looks great!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: nbvc on September 27, 2010, 11:13:52 AM
Great updates.  &apls Nice piers you have chosen. ;)
Title: Re: Adara - Update 130 - September 27, 2010
Post by: TiFlo on September 27, 2010, 02:05:00 PM
Your shore line detailing is gorgeous. It will be interesting to see what it looks like when you have gone through several tiles with shared shore lines.
Title: Re: Adara - Update 130 - September 27, 2010
Post by: Cyclone1001 on September 27, 2010, 06:01:57 PM
Nice stuff.
Title: Re: Adara - Update 130 - September 27, 2010
Post by: Schulmanator on September 27, 2010, 06:21:55 PM
Lookin good!  :thumbsup:
Title: Re: Adara - Update 130 - September 27, 2010
Post by: Gringamuyloca on September 27, 2010, 06:28:31 PM
 &ops

hard to believe I've been lurking for 594 days... yes, I have been here since day one...
I was going to say something that first day... and I have replied to every update... in my mind... but what can I add that hasn't already been said by much more experienced 'players"?

Being a 'Wet Coaster" myself, I love how you have taken the time to be so 'honest' in your portrayal of 'our' region of the world. I also
enjoy how you impart your knowledge/ experience that you so willingly share...sharing seems to be the heart of this 'Sim Community'!

A good friend once told me "There's no sense in guilt! Feeling guilty makes you feel 'bad/sick' but can't change anything, or fix anything...do something, do anything but DON'T Do guilt!"
So in the spirit of 'doing something' rather than 'feeling guilty'... I make my first of many posts to your awesome contribution!

Cheers...
Title: Re: Adara - Update 130 - September 27, 2010
Post by: sumwonyuno on September 30, 2010, 11:06:33 PM
I have simply missed out on so much stuff!   :'(

For the more recent stuff, I am in awe of diagonal farms!  (Even if they're just ploppable filler lots)

For the previous update, I think the change in your choice of ploppable items make it all look a bit more textured (rather than somewhat homogeneous) at zoomed out shots.   The sporadic, yet clustered look for the placement of flora is something that I have been trying to experiment with, and your results look great!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: threestooges on October 01, 2010, 12:16:28 AM
It's been a while since I've posted here, but in that time I took a fishing trip up to Washington. The actual fishing was done up near the northwestern tip of the state (with occasional views of Canada through the fog), and it really reinforces what gringamuyloca said. The dense green wetness up there is very well reflected in your MD. The details like the unused, and in some cases deteriorating, docks are excellent. I know I've asked this in some form before, but how much do you plan out what goes where before starting to build? Were those docks always there, or did you find that spot for them as you went?
-Matt
Title: Re: Adara - Update 130 - September 27, 2010
Post by: nedalezz on October 01, 2010, 01:43:27 AM
Absolutely gorgeous as usual. You make it seem so simple, but the reality of the details you put in, I doubt anyone can replicate. You are a true master of coastal/river bed work.
Title: Re: Adara - Update 130 - September 27, 2010
Post by: kalvar on October 01, 2010, 08:06:46 AM
beautiful landscape in your region, I really like.
Title: Re: Adara - Update 130 - September 27, 2010
Post by: marsh on October 01, 2010, 11:35:38 PM
     Looks very nice! You put alot of work into that coastline.  &apls

,marsh  :thumbsup:
Title: Re: Adara - Update 130 - September 27, 2010
Post by: kwakelaar on October 02, 2010, 01:25:42 AM
Your wrap up looks great, only little comment I may add is that it might look more like a salt water coral reef than a fresh water riverbed when you start zooming out. Up close I think it is looking perfect.
Title: Re: Adara - Update 130 - September 27, 2010
Post by: Tomas Neto on October 03, 2010, 01:57:09 PM
Yeah..., you do impressing again!!!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: TrebuTa on October 06, 2010, 02:19:11 AM
Impressive once again!
Title: Re: Adara - Update 130 - September 27, 2010
Post by: canyonjumper on October 15, 2010, 06:48:02 PM
Awesome job Battlecat! The island looks cool, and the shoreline detailing and the use of nbvc's piers is great!

                            Your friend,
                                           Jordan :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Battlecat on October 20, 2010, 09:58:51 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

HotChocolate: Welcome to Adara!  Thanks very much!

nbvc: Thanks!  I've been looking forward to trying out your piers ever since they were released!

TiFlo: I'm looking forward to that as well.  I'm even just looking forward to putting the composites together!  Thanks!

Cyclone1001: Thanks!

Schulmanator: Thanks very much!

Gringamuyloca: That's a long time to lurk, let me officially welcome you to Adara then!  Glad you've been enjoying your regular visits all this time!  I don't think the SC4 community would be as strong as it is without the sharing of knowledge and creations.  I find huge amounts of inspiration from everyone's work here and sharing my ideas helps keep that up. 

Heh, Wet Coast.  Truer words were never spoken.  I'm just glad I don't live in the Bella Coola area right now.  They're getting seriously hammered by rain.  Thanks for de-lurking to comment! 

sumwonyuno: No worries, life happens to us all.  Glad you enjoyed getting caught up.  I've been playing around a lot with textures and the mixed style does seem to look more realistic.  I really enjoyed creating the diagonal farms, now if life would just let me package them up for release. Thanks for stopping by!

Matt (threestooges): Nice to hear you had a great time fishing.  Green wetness is the perfect description for the west coast.  Glad you think the style of Adara matches the reality.  Granted, the Olympic style textures and trees from Cycledogg really help!

I don't do a lot of planning ahead with my MD.  I have plans for the large scale details but I tend to create the details pretty much on the fly.  In the case of Poplar Grove, I had this idea that it was a small fishing community and the location was pretty much picked out as soon as I created the tile, but the details pretty much come into existence exactly as writing in my updates.  Sometimes I'll place them once or twice to see how they look in various spots first though.   

nedalezz: Thanks!  I think the best advice I can give is to change brushes often, even if you want to use a texture throughout the region.  Changing often helps keep me from getting trapped into repeating patterns.  I'm glad you like how things have turned out here!

kalvar: Thanks very much!

marsh: Thanks, it has indeed taken me a lot of time to put together.  The results have been worth it though.

Gjermund (Kwakelaar): Yeah, I'm not 100% happy with the rocks underwater.  I'm not going to go back and change it but I'll probably phase it out upstream and downstream in favor of some other styles of rock.  We'll just call it a quirk of the local terrain.  Thanks for your thoughts!

Tomas Neto: Thanks very much!

TrebuTa: Thanks!

Jordan (canyonjumper): Thanks for your kind words!

Update 131
Greenwood – The Final Days

Sorry for the long delay in this update.  I was unavoidably tied up during several recent weekends.  Long weekends always seem to give me less time than normal.  Plus being distracted by a new game never helps things either!  Anyhow, I'm back with another update.  Today I'm putting the final touches on Greenwood. 

131-1: There are two areas left  that haven't been filled in yet.  This section of riverfront in the Poplar Grove area is one of them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg130.imageshack.us%2Fimg130%2F7987%2Fadara13101.jpg&hash=5feb099ed8ea389b2bb4a8f0a3d3bb1a78d9e70e)

131-2: The other one is the valley behind the wind farm.  Funny enough, I just haven't gotten around to treeing this area.  I'll start here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F6470%2Fadara13102.jpg&hash=c21962a006bbbf8d296d3326e7ae821ec22f01d3)

131-3: A gravel road winds down into the forest behind the wind farm.  I'm not adding any buildings here, it's just an old forest service road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F784%2Fadara13103.jpg&hash=ec374151ec4af7353be21cbbf65980d7f70b0ad8)

131-4: Once the trees are added there's not much to see.  I've only added the first swath of trees in this view.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F3787%2Fadara13104.jpg&hash=d95aeda606e146988dc99c1c9cb0ab989457ba7c)

131-5: It's a subtle change, but adding the larch trees in among the other trees gives a nice, denser feel to the forest.  Now back to the riverfront. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F4555%2Fadara13105.jpg&hash=9682369b23573f27dda15a5ff2331034895de4a7)

131-6: Adding the power lines is always the first priority.  The grass helps prevent plopable trees from flooding into the powerline allowances.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F699%2Fadara13106.jpg&hash=7a13a8b6a655c5a6be762a55fc30d73ea90d02cf)

131-7: The riverfront trail extends all the way to the map border.  It's not as long as you think, keep in mind that the large maps are only 4 Km x 4 Km.  This trail may extend across several tiles in fact. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F5195%2Fadara13107.jpg&hash=1df9485fc39be4a3522138e01e25e8ab6402e6f9)

131-8: Now for some trees.  Oak forest drifts down into the riparian style forest that I use along all my riverbanks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg686.imageshack.us%2Fimg686%2F6117%2Fadara13108.jpg&hash=d0de8f208923d35bd22cf0d8bbd59ca2dde79262)

131-9: The shoreline detailing is great fun but it's also time consuming.  I'm still having a lot of fun experimenting with different mixtures.  This is a rockier beach.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F3195%2Fadara13109.jpg&hash=64c5db791d6356c4e21b7836be376b99cda45a47)

131-10: And this area is almost entirely covered in plants. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg2.imageshack.us%2Fimg2%2F2670%2Fadara13110.jpg&hash=add68155c611799794058b3f59d35f1898897d80)

131-11: A wide sandy and gravel beach wraps things up near the tile border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F6316%2Fadara13111.jpg&hash=4f45af8bb1f84909120a6b97fde8259e94c12a8a)

131-12: Along the farm I've gone with a mixture of textures.  I kind of like how this turned out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F2185%2Fadara13113.jpg&hash=ddfc886d8e31191c094b49c7e743acec511e2ab5)

131-13: Here's an overview of the finished shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F7784%2Fadara13112.jpg&hash=0456ae05dbf7d9408bd5442e02356e1314c46253)

131-14: And to wrap things up, a zoom 5 composite of the Greenwood tile. As always you can click the image to see a larger verision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F6860%2Fgreenwoodcompositesmall.jpg&hash=00007270924779e79020f6c112cfd97666d95319) (http://img101.imageshack.us/img101/1442/greenwoodcompositelarge.jpg)

That's all for today!  I'm not sure when I'm going to get around to the composite and mapping work.  Given a choice, I'll prioritize the composites, I like them better and they're relatively less work.  I've got an idea what I'll be working on next though.  See you later!
Title: Re: Adara - Update 131 - October 20, 2010
Post by: turtle on October 20, 2010, 11:03:11 AM
Wow, amazing work on that tile, Battlecat!

Seeing that overview it's difficult to imagine just how much work you've put into it. So I read back a few pages to the first update on Greenwood, and guess what - it's 28 (Twentyeight!) updates and 25 (Twentyfive!) pages back, posted on the 19th of march (here (http://sc4devotion.com/forums/index.php?topic=6976.msg315886#msg315886)). I guess that figures with that result. Thanks for letting us join in  :thumbsup:

Looking forward to see what's up next.

Thomas

Title: Re: Adara - Update 131 - October 20, 2010
Post by: MattyFo on October 20, 2010, 01:31:22 PM
WOW! great work here!  I stared into that Zoom 5 shot for quite a while ;)

I'd sure love to see a full region shot, however considering how long I looked at that Zoom 5, I may be out of commision for hours with a whole Region. :D
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Cyclone1001 on October 20, 2010, 01:38:39 PM
Shore good looks yes  ::)
Title: Re: Adara - Update 131 - October 20, 2010
Post by: io_bg on October 20, 2010, 01:50:33 PM
Great update as always. Love the way you detail the shorelines. Looking forward to more! :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: metarvo on October 20, 2010, 02:39:59 PM
Good as usual, Battlecat.  It looks like Greenwood is going green with the wind farms.  As far as the strategy you're using with the power lines goes, I admit that I've started experimenting with that myself.  Not only does it keep trees out the power line right-of-way areas, but it adds flavor to these otherwise clear-cut zones.  I know you'll have no trouble with the trail, since you do city borders so well.

:thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: TiFlo on October 20, 2010, 03:22:16 PM
This has become quite the open area ! Although I've kind of lost track, where would that patch of land be located inside your entire region? It looks as if we're getting out of the mountainous forested area and are coming closer from mainland and a big city.
Title: Re: Adara - Update 131 - October 20, 2010
Post by: canyonjumper on October 20, 2010, 04:48:25 PM
Awesome update Battlecat! It's sad to see Greenwood go, but it's calmed by the fact that you're starting a new tile soon ;D

                      Your friend,
                                     Jordan :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: calibanX on October 20, 2010, 08:22:12 PM
I love the shorelines Battlecat. You have honed your skill at both game water shorelines and plopped shorelines. Nice work as usual. Sorry for not posting for a while. I'm still checkin' things out from time to time though. Keep up the great work!

Geoff
Title: Re: Adara - Update 131 - October 20, 2010
Post by: RickD on October 21, 2010, 02:37:30 AM
The tile overview is amazing. Great to see how all the work from the last updates comes together.
Title: Re: Adara - Update 131 - October 20, 2010
Post by: TrebuTa on October 21, 2010, 03:51:05 AM
I love it! I'd absolutely love to live there!  $%Grinno$%
Title: Re: Adara - Update 131 - October 20, 2010
Post by: kalvar on October 21, 2010, 07:04:54 AM
combination of valley and beautiful landscape, I like how you armonisa with eolic turbines.
Title: Re: Adara - Update 131 - October 20, 2010
Post by: djvandrake on October 21, 2010, 12:27:41 PM
 &apls  You make some of the best shorelines I've ever seen.  Bravo.
Title: Re: Adara - Update 131 - October 20, 2010
Post by: bat on October 22, 2010, 04:50:15 AM
That is looking really beautiful!!!
Fantastic work on that part of your region... :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Nardo69 on October 22, 2010, 01:29:59 PM
Nice one. We seem to have the same soft spot for the larch because of the same reasons.  :satisfied: Thinking of the larch trees at my parents' village in autumn I just wish MM trees could be seasonal ...  ::)

I am really envious about your shores. Wish mine would be half as marvelous as yours. And that overview is - as always I might say - great.

Take care my friend!


Bernhard  :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: marsh on October 22, 2010, 03:18:52 PM
Looks great! I love the shoreline's (as always)

,marsh  :thumbsup:
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Schulmanator on October 23, 2010, 06:17:50 PM
Wow! It's all good but the shorelines are super-duper-good. Excellent work  &apls
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Tomas Neto on October 27, 2010, 02:12:25 AM
Great update!!! Fantastic again!!!
Title: Re: Adara - Update 131 - October 20, 2010
Post by: kwakelaar on October 31, 2010, 12:33:28 AM
The Greenwood overview is a nice one, and busy weekends can indeed be a problem for all plans concerning SC4. :D
Title: Re: Adara - Update 131 - October 20, 2010
Post by: FrankU on November 11, 2010, 02:13:43 AM
I may be kind of late wih my reaction, but I must add: this has always been a marvelous project. And it still is, so keep on plopping! &apls
Title: Re: Adara - Update 131 - October 20, 2010
Post by: Gayowulf on November 14, 2010, 08:24:54 PM
Wow.  I've finally managed to make it through all 73 pages.  This is one impressive MD - all those details!  I take off my hat to you and your incredible patience.  Or I would, were I wearing a hat. ;)
Title: Re: Adara - Update 132 - November 15, 2010
Post by: Battlecat on November 15, 2010, 10:14:28 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Thomas (turtle): Thanks very much!  Wow, hard to believe it's been that long.  Guess it's been a pretty busy summer!  I'm sure hoping the next tile doesn't take me 8 months to finish!

MattyFo: MattyFo: Glad you like it!  I'll be posting a pair of regional composites sometime in the next week or two.  I think you'll particularly enjoy the zoom 2 series.  Hope they don't take you out for too long! 

By the way, when I say zoom 2, I'm thinking that zoom 1 is the furthest out zoom.  Zoom 5 and 6 are the close zoom levels when I'm talking about them.  It really just depends on where you start counting I suppose! 

Cyclone1001: Thanks!

io_bg: Thanks for your kind words!

metarvo: Yeah, the whole region is pretty green between the hydro electric dam and wind energy!  Glad to hear you like the grass under the power lines, I really do primarily use it to keep trees under control.  Besides, that's what the power companies do in reality as well! 

TiFlo: This patch of land is directly north of Alexandria.  The river that flows through Vavenby and Delmar Junction exits into a much larger valley at Alexandria.  The large game water river flows just to the West of Alexandria in fact.  It'll be much clearer when I post the regional composite images and maps in a week or so. 

Jordan (canyonjumper): Glad you enjoyed it!  I will indeed be started a new tile, but not quite as soon as you might expect.  I've got some itches to take care of before I build the next set of regional composites.  I think I'll be moving to the tile directly south of Alexandria next though.

Geoff (calibanX): Thanks for stopping by!  I'm really pleased with how the shoreline turned out on this tile.  There are still some things I'm going to do differently moving forward but it's working nicely.

RickD: Thanks very much, glad you enjoyed it!

TrebuTa: Thanks, glad you like it!

kalvar: Thanks!

djvandrake: Thanks very much! 

bat: Thanks!  I'm really hoping it fits in with the rest of the region nicely. 

Bernhard (Nardo69): I just started using the larch recently after seeing how they looking in Urland!  Thanks for the inspiration on that!  It would be really cool if they were seasonal, there's nothing quite like the color of a Larch forest in the fall.  Thanks for stopping in, glad you enjoyed the update.

marsh: Thanks very much!

Schulmanator: Thanks, I'm really exciting about how the shoreline turned out. 

Tomas Neto: Thanks!

Gjermund (kwakelaar): Yeah, and the last few have been particularly busy!  Glad you enjoyed the overview of Greenwood!

FrankU: Thanks very much!  Glad to see you're still stopping by! 

Alafel: Welcome to Adara!  I'd take my hat off to your patience in reading all 73 pages if I was wearing one as well!  Glad you enjoyed the read! 

Update 132
Adara Rapid Fire Revisions - Delmar Junction

I finally got in a good/frustrating round of Simcity 4 this weekend.  The frustrating part can entirely be blamed on clumsy and foolish decisions on my part resulting in having to reload and repeat some work.  4 times in one case.  :(   

Granted it turned out fine in the end, but it was still a pain.     

Anyhow, as indicated by the title, we're making a brief return to Delmar Junction.  Ordinarily, this would be the final update for Greenwood and it would be ended with the presentation of the newest regional composite.  However, in looking at the older composites, I finally got tired of some of the glitches left behind by my early work.  I also want to clean up a couple details that were left out by the absence of technology released over the past months as part of the NAM. 

Fresh zoom 1 and 2 tile composites of all three will be posted at the end of each update, culminating in a pair of regional composites including the Greenwood tile.  Each one will be relatively short but I hope to have everything done this week.  Hope you enjoy! 

132-1: This image was taken from the most recent zoom 2 composite of the region. You are looking at the joining of four separate tiles.  Specifically this is the corner boundary between Delmar Junction, Vavenby, Jackson Pass and Winfield. The problem really stems from the inconsistent placement of trees by the god mode controller way back near the beginning.  It's gotten a lot better since I started using the Mayor Mode controllers. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F842%2Fadara13201.jpg&hash=78754b15076f424c8bc2af738dc7db6fb58d3840)

132-2: So starting with Delmar Junction, this mountain side is the worst offender for a shortage of trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F4007%2Fadara13202.jpg&hash=fe73cc96af9ebf0aab3e60c4c02c80163d89e2b9)

132-3: Once I splice the tiles back together again, this will look much nicer.  But I'm not stopping here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F830%2Fadara13203.jpg&hash=79f164a51cbb5f71c20b4813faacb932af8d11f1)

132-4: Way back near the beginning of work on the Vavenby Tile, FrankU made a comment about the tulip farms.  I created a series of non-random plopable lots so I could do proper rows with my tulip farms.  Sadly, that technology came into being after Delmar Junction and Alexandria were completed.  An issue which I am going to correct now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F4245%2Fadara13204.jpg&hash=f74a8815a4bb22c431c9a062988c6053d7ce7eda)


132-5: It really makes all the difference in the world.  There are two other tulip farms on this tile, but I'm not going to revisit them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F6696%2Fadara13205.jpg&hash=e4330b73f38c12a0225357991164f077c56e55d9)

132-6: The other big issue I can fix now is the distress caused to farms by the air pollution from heavy traffic on my highways.  Back when I was working on this tile, I hadn't found the plopable farm fields yet. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F518%2Fadara13206.jpg&hash=63d943d60fe6d2de90a8a8dd88c966e09bc9e6b7)

132-7: It just adds a nice bit of polish to the area by getting rid of that annoying black distressing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg257.imageshack.us%2Fimg257%2F3922%2Fadara13207.jpg&hash=b416a991cd87bd0a1585a395357288f5897904d6)

132-8: What's old is new once again.  Here's the zoom 1 composite looking North West.  Before you say anything, that mountain in the upper right corner actually does match up fine with the reduced tree cover.  I actually was pretty careful matching up that part of Jackson Pass. As usual, you can click the image to see a larger version of the composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg602.imageshack.us%2Fimg602%2F6061%2Fdelmarjunctionzoom1smal.jpg&hash=f60c21c050711353abfce808fc64e53415fb1c7d) (http://img337.imageshack.us/img337/3167/delmarjunctionzoom1.jpg)

132-9: And the zoom 2 composite looking South East. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F9193%2Fdelmarjunctionzoom2smal.jpg&hash=7ad41f80f6591c2ad38aa7a4ac9c0a1d13535c61) (http://img573.imageshack.us/img573/8862/delmarjunctionzoom2.jpg)

That's all for today but stay tuned, because I'm not going to take a month to do this.  We'll be returning briefly to Alexandria sometime in the next two days.  See you soon! 
Title: Re: Adara - Update 132 - November 15, 2010
Post by: Jayster on November 15, 2010, 05:45:43 PM
Very nice update, I would love to see some sort of region view from you  :thumbsup:

One quick question though, how did you manage to get rid of the pollution by the roads affecting the farms?

Jayster
Title: Re: Adara - Update 132 - November 15, 2010
Post by: cubby420 on November 16, 2010, 06:43:08 AM
Hey Jayster, I'm pretty sure he's using ploppable fields, which are available here and there around the community though I can't sem to find them right now. Now what's really gonna be a thing is when battlecat gets around to packaging up his field filler lots for use by the unwashed masses  ;)  :P I'll be cleaning up messy old farm creations for weeks!

Really a great update! The composite shots show just how realistic and natural your creations look from high vantage points.
Title: Re: Adara - Update 133 - November 16, 2010
Post by: Battlecat on November 16, 2010, 08:37:10 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jayster: Thanks!  There will be a new regional composite coming very soon!  Cubby 420 is right, I replaced the distressed fields with the equivalent fields from uroncha's plopable farm field pack (http://www.simtropolis.com/stex/details.cfm?id=17233) which can be found on the STEX.  Since the simulation doesn't apply that pollution effect to parks, the plopped fields are unaffected by the pollution.  Hope this helps!

cubby420: Thanks for answering Jayster's question.  The field pack is on simtropolis and is usually most easily found by using the STEX google search.  It's usually a bit more efficient than the default version.  Glad you enjoyed the update!

As for the fields I'm working on, I'm hoping to have them done soon.  I managed to get a rough set of guide markers working, I just need to create some decent icons for the set so we can tell them apart.  I'll probably post them on the STEX but that remains to be seen. 


Update 133
Adara Rapid Fire Revisions - Alexandria

I wasn't kidding when I said rapid fire!  I really want to get this job done.  Today I'm giving Alexandria a bit of polish.  The problems are pretty much the same as the ones from Delmar Junction except for the scale.  The entire boundary with Delmar Junction needs more trees.

133-1: This image is from the zoom 1 composite.  The boundary between Delmar Junction and Alexandria runs through here.  It's not as bad as the previous border, but the big issue here is the abrupt change in the quantity and quality of trees across the border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F1710%2Fadara13301.jpg&hash=f6b016c803803a07789f3325e1163aca82bb7836)

133-2: Here's a typical swath of Alexandria forest before the revision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F3056%2Fadara13302.jpg&hash=381298613f0ffc21713ce280fa5d2c55692a8d88)

133-3: And the same area after adding a lot more trees.  Again, this is to improve the consistency of the cross border images. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F4536%2Fadara13303.jpg&hash=29665d17e82bd7eacdf546c4f3828d87aab35a96)

133-4: The other issue is once again the tulip farms.  These are the only two tulip farms on this tile.  There are also some flower farms that also use the random field setup but I'm just going to leave those alone. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F9348%2Fadara13304.jpg&hash=74ab9927390d931851b3cc6675e920586e86a1f5)

133-5: Here's one of the farms after the revision.  It really does make a big difference. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F6116%2Fadara13305.jpg&hash=c364fa96645ae78a952ae5dde128573a6e9dfef0)

133-6: I also did some distress prevention work but I don't really need to go over that.  Here's the zoom 1 composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F8178%2Fadara13306.jpg&hash=4d6502570e17c027893fdb9568daeae701234a52) (http://img831.imageshack.us/img831/1205/alexandriazoom1.jpg)

133-7: And the zoom 2 composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F6848%2Fadara13307.jpg&hash=17c5939d67111e30c6fc650ab6b7ebdece9b9a32) (http://img264.imageshack.us/img264/3253/alexandriazoom2.jpg)

That's all for this update.  I've got three more tiles that need brief visits.  Vavenby, Jackson Pass and Winfield all need a small amount of attention.  Tommorow we'll be visiting both Vavenby and Jackson Pass since there wasn't a lot of work to do on either of those tiles.  Then on to Winfield on Thursday and if all goes according to plan, the new and improve region composite images will be up on Friday!  See you tomorrow!
Title: Re: Adara - Update 133 - November 16, 2010
Post by: canyonjumper on November 16, 2010, 03:44:24 PM
Awesome updates Battlecat! Keep up the 'rapid-firing' ;D

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 133 - November 16, 2010
Post by: threestooges on November 16, 2010, 06:19:40 PM
I like the revisits. It's always interesting to take a look back at where things have been and what can be done with the state of developments these days. Looking at those pictures, I would have thought they were excellent, but you've found ways to continue to improve them. That's part of the reason I enjoy your updates. You're always pushing the limits of what can be done with the game.
-Matt
Title: Re: Adara - Update 133 - November 16, 2010
Post by: Gringamuyloca on November 16, 2010, 08:06:34 PM
Quote from: threestooges on November 16, 2010, 06:19:40 PM
.....Looking at those pictures, I would have thought they were excellent, but you've found ways to continue to improve them. That's part of the reason I enjoy your updates....

I agree... your 'tweaking' is one of the reasons I keep coming back!  ;D  It has been enlightening to watch your 'voyage'.

Always looking forward to more..
Title: Re: Adara - Update 133 - November 16, 2010
Post by: Cyclone1001 on November 17, 2010, 04:06:15 AM
Nice, I always like composites.
Title: Re: Adara - Update 133 - November 16, 2010
Post by: cubby420 on November 17, 2010, 07:06:52 AM
Looking great! Your tweaking is making great pics even better.
Title: Re: Adara - Update 134 - November 17, 2010
Post by: Battlecat on November 17, 2010, 12:06:09 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Jordan (canyonjumper): Rapid fire for one week, then we'll be back to one or two updates a week.  I really didn't want these tweaks to take a full month or two. 

Matt (threestooges): Thanks, glad you're enjoying the revisits!  There are probably a lot more things I could do if I started mass replacing things but I'm really trying to just apply a bit of polish to the regional views.  That combined with some photo editing seems to be doing the trick quite nicely in the first steps of building the new region composites. 

Gringamuyloca: Glad to hear you are enjoying the tweaks.  I was worried that it would be a bit boring.  I'm really hoping the next stage of the 'voyage' takes less time than Greenwood did!

Cyclone1001: Well this will be an enjoyable week for you then!  I'm pretty much redoing all the composites except for Ellison Flats, the only tile that doesn't need any tweaks at the moment! 

cubby420: I certainly hope so!  I've been working on some other small details to improve the final regional composites as well.   

Update 134
Adara Rapid Fire Revisions – Vavenby and Jackson Pass

Day three and we're on to Vavenby and Jackson Pass.  Even if it is later in the day than I usually like to post.  I'm running behind on assembling the composite images!  Vavenby was so easy it was hardly worth taking a screenshot since all I had to do was add trees.  Jackson Pass has some more interesting additions that I'll be featuring today though

134-1: Since Vavenby was so easy, let's start off with a bang!  Here's the revised zoom 1 composite of Vavenby.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F4535%2Fadara13401.jpg&hash=489235852fd3579066718f7e821fb1cebc1e41b7) (http://img694.imageshack.us/img694/1817/vavenbyzoom1compositela.jpg)

134-2: And the revised zoom 2 composite of Vavenby! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F9958%2Fadara13402.jpg&hash=2d0d86db5a5e6567f764916dab083e85792596e3) (http://img198.imageshack.us/img198/5012/vavenbyzoom2large.jpg)

134-3: Now on to Jackson Pass.  Other than updating the trees which I won't show here, this is my main focus.  Way back when I was working on this area there were several comments that I should use roads instead of RHW2 for this scene since there weren't wide radius curves for RHW2. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F5430%2Fadara13403.jpg&hash=5bfe9c06facd9bba565db1b35765ebdce0686ec4)

134-4: Well that was way back before the most recent release of the RHW project.  So many more options, I've hardly scratched the surface so far! The intersection made it necessary to shift the highway one tile to the right but otherwise there aren't any major changes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F4003%2Fadara13404.jpg&hash=c4d4d62d5d5918e1346a0b807de4328c4de2287b)

134-5: Once the trees are re-instated, here's the updated scene.  It looks a lot cleaner now! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F5493%2Fadara13405.jpg&hash=e526c3de5af80a06898af018fa31b7b3f53f22e8)

134-6: With those details out of the way, here's the revised Jackson Pass Zoom 1 composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F933%2Fadara13406.jpg&hash=83fb71f23c98196f0deb06e7c33d2acecfc3bcf2) (http://img339.imageshack.us/img339/6176/jacksonpasszoom1large.jpg)

134-7: And the revised zoom 2 composite as well!   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F6951%2Fadara13407.jpg&hash=f40804f3ec3a294f2ca0e49d853e2068a38f26af) (http://img812.imageshack.us/img812/2941/jacksonpasszoom2large.jpg)

That's a wrap for today.  Tomorrow we'll stop in and revisit Winfield.  Friday we'll move on to regional composites including a review of Greenwood's context in the region.  I also have at least one surprise ready for Friday! 
Title: Re: Adara - Update 134 - November 17, 2010
Post by: nbvc on November 17, 2010, 12:23:36 PM
Nice landscapes with the winding river. &apls
Title: Re: Adara - Update 134 - November 17, 2010
Post by: Girafe on November 17, 2010, 12:25:56 PM
I like the trees  ;D mix of rural and natural landscapes is really good and water reserve is a good idea  &apls
Title: Re: Adara - Update 134 - November 17, 2010
Post by: canyonjumper on November 17, 2010, 04:05:55 PM
Awesome stuff Battlecat! I like the use of RHW-2 there, it works really well.

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 134 - November 17, 2010
Post by: Cyclone1001 on November 17, 2010, 05:29:11 PM
Very nice, a guy could get used to this.
Title: Re: Adara - Update 134 - November 17, 2010
Post by: Schulmanator on November 17, 2010, 06:49:20 PM
Looks great... reminds me of home :)
Title: Re: Adara - Update 134 - November 17, 2010
Post by: calibanX on November 17, 2010, 08:39:29 PM
Wow, I love how you're going back and revisiting your tiles with the new game tweaks and tricks. I've thought about going back and rounding out those sharp corners with the RHW or applying some of the tricks I've learned along the way to the tiles I started on way back when....but alas, I'm far too lazy! I'll just enjoy watching you do it. Keep up the great work!

Geoff
Title: Re: Adara - Update 134 - November 17, 2010
Post by: TiFlo on November 18, 2010, 05:04:30 AM
Nice and sweet, as usual. Great to see you managed to squeeze some gaming time in there!
Title: Re: Adara - Update 134 - November 17, 2010
Post by: Tomas Neto on November 18, 2010, 06:11:45 AM
Wow..., awesome update again my friend!!!  :thumbsup:
Title: Re: Adara - Update 134 - November 17, 2010
Post by: cubby420 on November 18, 2010, 08:08:25 AM
Woot! More rapid fire updating!  %BUd%

Great overviews again - can't wait to see more.
Title: Re: Adara - Update 135 - November 18, 2010
Post by: Battlecat on November 18, 2010, 10:00:50 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

nbvc: I really like the winding rivers as well.  Someday soon I'll be working on another tile with that type of terrain.  Thanks for stopping in!

Girafe: Thanks very much!

Jordan (canyonjumper): The new curves really make all the difference for the RHW2.  Thanks!

Cyclone1001: Glad you're enjoying it!  Wish I could keep it up beyond Friday, but next week we'll be back to a slower update schedule. 

Schulmanator: Thanks, glad you like it!

Geoff (CalibanX): Initially I mainly intended to fix the tree issues along the boundaries but I figured since I was already working on the area, I might as well do a few other things.  There are a lot of other things I could change, but I'm pretty satisfied with the general look of the older tiles, especially now.  Glad you're enjoying these quick revisits!

TiFlo: Yeah, I was pretty lucky this week!  I'm hoping to have more time in the coming weeks so that the next tile doesn't take quite so long.

Tomas Neto: Thanks very much!

cubby420: Yup and there is one more rapid fire update after this one.  It's easy to do this stuff relatively fast.  Getting the next tile off the ground is a bit more time consuming.  Glad you enjoyed it!

Update 135
Adara Rapid Fire Revisions – Winfield

Welcome to day four of rapid fire revisions.  Today I'll be putting the finishing touches on Winfield.  Trees and highways are the order of the day today. 

135-1: This image is a pretty good example of the problem.  The trees just aren't consistent along the border and the density drops off too close to the boundary as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F7703%2Fadara13501.jpg&hash=70b27eb777321552db6464aa00d13faca2c8bde0)

135-2: Liberal use of the tree controllers fixes things up pretty fast.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F7821%2Fadara13502.jpg&hash=f723ff4c11e6c690850e53fa36e2edc45a321fff)

135-3: The highways are the other change.  The wide radius curves are actually quite challenging to place when you've already developed an area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F1157%2Fadara13503.jpg&hash=c3c6b4da2474cea3f8e27e46a16a8d89b2372c43)

135-4: The road intersection needed to be shifted on tile over as did the point where it widens to RHW4. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3792%2Fadara13504.jpg&hash=f1b2913931a9ea015a73ba9a0b89df329e50ecc7)

135-5: This farm was particularly challenging.  Here's a shot after I finally managed to get the wide radius curves stuffed onto the map.  It should give you an idea of how much needed to be bulldozed to make the space. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F8483%2Fadara13505.jpg&hash=ccfaaaa4f904684094799e8850998ee3e3b41cd3)

135-6: A quick bit of polish and details added back in and it's as good as the day it was first created once again! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F7176%2Fadara3506.jpg&hash=daffb86b5a9e8ae970d27070a804502213aaa5b0)

135-7: The rest of the tile is under control by the standards I'm using for this project.  So without any further ado, here's the zoom 1 composite of Winfield.  Click as always for the larger image!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg502.imageshack.us%2Fimg502%2F4968%2Fadara13507.jpg&hash=d2e81bd713402f8a0d2dd9581462bc50a367cd3e) (http://img100.imageshack.us/img100/5224/winfieldzoom1compositel.jpg)

135-8: And here we are with the zoom 2 composite!  By the way, if you look at the left and top edges of these composites, you might notice another change I've made to the composites.  Like I've done in the past with cross border mosaics, I'm removing all the fragments of the black background showing through the trees.  There won't be a single fleck of the black background when I stitch together the regional composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F1613%2Fadara13508.jpg&hash=75fd65fbdcd3de4d9af5de4e91366ffb01fbd00c) (http://img521.imageshack.us/img521/2629/winfieldzoom2compositel.jpg)

And that's it for Winfield!  Tune in tomorrow for the final payoff of all the work this week!

135-9: Wait, I think there's one more thing missing to finish this up.  Ahh yes, the zoom 2 composite for Greenwood.  It's ready; I might as well post it today.  Wouldn't want it to get lost among the regional composites tomorrow!  So here you go as a bonus: 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F5393%2Fadara13509.jpg&hash=3a6094b5cc4fe3450f609d6167f6cc225eedbff3) (http://img192.imageshack.us/img192/9131/greenwoodzoom2composite.jpg)

Also you might be interested to know that I've reduced the preparation of these zoom 2 composites to less than 15 minutes.  It's been an educational week to say the least!  See you tomorrow!
Title: Re: Adara - Update 135 - November 18, 2010
Post by: cubby420 on November 18, 2010, 10:22:45 AM
Well now I'm really excited to see how things are gonna wrap up in the regional composite  ;D
Title: Re: Adara - Update 135 - November 18, 2010
Post by: Cyclone1001 on November 18, 2010, 02:57:38 PM
Wow, Greenwood is amazing.
Title: Re: Adara - Update 135 - November 18, 2010
Post by: canyonjumper on November 18, 2010, 04:02:21 PM
Awesome composites Battlecat! I'm looking forward to the region shot, I'm sure it will be very interesting ;D

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 135 - November 18, 2010
Post by: calibanX on November 18, 2010, 06:08:01 PM
Keep up the rapid fire format. I'm liking it. I'm really looking forward to that big region shot.

Geoff
Title: Re: Adara - Update 135 - November 18, 2010
Post by: RickD on November 19, 2010, 04:57:50 AM
Your work was awesome before but the revisions make it even more perfect. Especially at Jackson Pass. It looks so much better with the wide radius curves.

Your composite images are stunning as always.  :thumbsup:
Title: Re: Adara - Update 135 - November 18, 2010
Post by: Tomas Neto on November 19, 2010, 05:44:09 AM
Fantastic, really awesome!!! Great work my friend!!!   :thumbsup:
Title: Re: Adara - Update 136 - November 19, 2010
Post by: Battlecat on November 19, 2010, 09:43:25 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

cubby420: Well you won't have to wait long!  Here are the composites!

Cyclone1001: I have to say I feel that Greenwood is my best work to date.  Glad you like it!

Jordan (canyonjumper): Thanks!  I'm really happy with the new and improved regional composites.  The zoom 2 image is huge though! 

Geoff (calibanX): Sadly, today is the last day for rapid fire updates.  I'm hoping to put together more consistent regular updates in the coming weeks though.

RickD: Thanks very much!  I've been looking forward to those wide radius curves for a long time now.  It was nice to implement them on my older tiles.  It also means I'm more likely to use the RHW2 for regional highways now!

Tomas Neto: Thanks very much for your kind words! 

Update 136
Adara Rapid Fire Revisions – Wrap Up

Well, like many good things, this week is coming to a close.  And so today marks the final day of daily updates.  But fear not, I fully expect to be moving onwards with the next tile of Adara starting next week.  But for today let's have a look at the payoff for all the work this week.  Only three images, but what I lack in quantity today, I make up for in sheer mass! 

136-1: Without any further ado, here is the revised Zoom 1 composite.  Greenwood is pretty easy to spot since it has that nice line of wind farms.  It's in the upper left corner, directly north of Alexandria.  The top of the image is North East.  This image is 2 megabytes in size. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1210%2Fadara13601.jpg&hash=8b5bf779e74dddeb153dedb3dca7b4c0c3890efb) (https://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/Adara-Zoom1RegionalComposite-7Tiles.jpg?attachauth=ANoY7cpiQ4KnifOuRc5Av-SOYcvvirnvUJMV-rYdMw3-wlTChTozmCfa0yXi8B51ddQrJCvPIwEf_d_QyyS__OXYlN7A8_oK8wgSh6v9Q4GaVbkOzNZoUe7iKQiVAa31qbbADW9lbZ_V7fb07XLyJtU2P0hQpy-nO6OENhUW4E8Rjrpx0HncGmjQQXLI1HDOoxJj5HZbjwwF1aiTmtENnv7IHj_Wvwb16tr_PiAvd14i7pOoVI8cI9sSc5alwXyeNUly9pAcvTaO&attredirects=0)

136-2: Here's the really monster in the room.  The zoom 2 composite is linked below at a massive 12 megabytes in size and just short of 10,000 x 10,000 pixels!  On this image, Greenwood is in the lower right corner.  The top of the image is South West.  By the way, you might want to use this download link instead of clicking the image. (https://sites.google.com/site/adarawebproject/adara_3_tiles/Adara-Zoom2RegionalComposite-7Tiles.jpg?attredirects=0&d=1)  Some browsers and computer might get twitchy trying to load the image directly.  You can also right click the image and save the target for the same result. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F7114%2Fadara13602.jpg&hash=279399f663269ae49d5659ef52e9f15698bdc5b2) (https://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/Adara-Zoom2RegionalComposite-7Tiles.jpg?attachauth=ANoY7cohl7NHNrlvOcnmpI_hWh1IQsoAxx4cxXv3kTR_m6BGzFi-l3YFSCCc8IGFQb1aOAYnzqcUUgFQVn6Ltk4YBvzMt0nx-qM8LZjvteAxykEtJBbY92mTjHGUCI0Yv4L4fm0dQqVG3a29BcWyreg5qDKydE5f3hTauSDMZWuq5AkJvOPibinEf4-VkH7rn-PziYfu_efeOkOAprwbRS668x3_-_COQ0AUCFY53USIAassyLXwpuLe-zafe9JEkbsgpjRs6We8&attredirects=2)

136-3: I promised at least one surprise for today.  I was hoping for two, but time hasn't allowed for it today.  This is a preview of where we're heading over the next several tiles.  To give you a bit of context, the two fully visible tiles at the bottom of this image are Delmar Junction (Left) and Alexandria (right).  Some of the terraforming here is done, some of it is incomplete.  But it's coming along next. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F8415%2Fadara13603.jpg&hash=3eb8e8fbe9bab3d2f076a5fb3710f67a0c68359e)

My goal over the next several tiles is to fix a problem with the large regional composites.  They are getting quite large and unwieldy with large gaps in the developed region.  My first goal is to fill in the region so there is one tile that does not have any undeveloped tiles next to it.  Vavenby is the target of this goal since there are only three undeveloped tiles adjacent to it.  Plus, they're tiles I'm interested in working on right now. 

I even have tentative names for the next two tiles.  Dunster Bend and Lehman Valley are my next two stops.  Both of them are visible on the third image posted today.  Next week we'll get started on Dunster Bend.  I've got some fun plans for this tile!   See you later!
Title: Re: Adara - Update 136 - November 19, 2010
Post by: Gringamuyloca on November 19, 2010, 10:43:11 AM
75 pages of  awesomeness! The region overviews are so absolutely fantastic!  &apls 

I remember reading your first Adara post and wanting more...

...the way you have showed us what can be done... and sharing how you do it has kept me hooked!

QuoteNext week we'll get started on Dunster Bend.  I've got some fun plans for this tile!

yay!  Looking forward to what you come up with next!   ;D
Title: Re: Adara - Update 136 - November 19, 2010
Post by: metarvo on November 19, 2010, 10:46:15 AM
It looks like there are lots of diagonal farms in the composite, and those smooth curves help to break the grid even more.  Keep up the good work, Battlecat!  Rapid-fire has been quite enjoyable, but a new tile will be just as good.

&apls
Title: Re: Adara - Update 136 - November 19, 2010
Post by: noahclem on November 19, 2010, 12:22:16 PM
I really like the look of your composites! The diagonals and curves present everywhere give the region a very organic feel. I would be thrilled if I could create rural areas anything like that  &apls
Title: Re: Adara - Update 136 - November 19, 2010
Post by: Girafe on November 19, 2010, 12:32:11 PM
Impressive Region shot what a job made on this area  &apls &apls &apls

if I had something to tell, I will change the square shape of the fields

Note: the tiny lake is splendid  :thumbsup:
Title: Re: Adara - Update 136 - November 19, 2010
Post by: TrebuTa on November 19, 2010, 02:20:43 PM
Very impressive as usual! Lovin' it!
Title: Re: Adara - Update 136 - November 19, 2010
Post by: Gayowulf on November 19, 2010, 06:04:49 PM
Spectacular!  I especially love the detailing on the shore along the game water river in the composites.  It also really shows off the contrast between the farms on the valley floor and the forested hills.  It all looks very smooth and natural.

Very well done, Battlecat!
Title: Re: Adara - Update 136 - November 19, 2010
Post by: canyonjumper on November 19, 2010, 08:47:15 PM
A stunning conclusion to the rapid-firing! That zoom 3 composite made my browser crash :P I love how all the details make it all seamless, and I can rarely tell where a border is. Your attention to detail is excellent as always and I look forward to Dunster Bend next week!

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 136 - November 19, 2010
Post by: io_bg on November 22, 2010, 01:26:42 AM
This is probably the most awesome region view I've ever seen! &apls And I'm secretly hoping for some more urban development ::)
Title: Re: Adara - Update 136 - November 19, 2010
Post by: art128 on November 22, 2010, 05:51:21 AM
WAOW ! That's all I have to say !  &apls
Title: Re: Adara - Update 136 - November 19, 2010
Post by: bat on November 22, 2010, 08:26:18 AM
Congrats for 75 pages and almost 1500 replies...

And the region looks great! Also beautiful work on terraforming... :thumbsup:
Title: Re: Adara - Update 137 - November 22, 2010
Post by: Battlecat on November 22, 2010, 11:45:09 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Gringamuyloca: Thanks very much!  Glad you've been enjoying your visits!

metarvo: 75 pages, wow it's hard to believe.  I'm still having trouble wrapping my head around the number of updates I've posted!  There are a few diagonal farms in there and they do seem to have an interesting effect on the look of the composites!  Glad you like the results!

noahclem: Thanks!  I love working with the wide radius curves! 

Girafe: Thanks very much!  While I like keeping my farms very organic, as we move down onto the valley bottom there are going to be areas where square and rectangular farms will make sense.  But I do prefer to avoid it if possible! 

TrebuTa: Thanks for stopping in!

Alafel: Glad you like it!  I really wanted to give my game water shorelines the same quality of treatment that the plopable water gets.   Glad to hear it turned out so nicely! 

Jordan (canyonjumper): That image is a pretty big monster.  Even my photo editor is having trouble with it.  I've been pondering an alternate solution for displaying that image but I haven't come up with anything yet.  There are only a couple spots where I can reliably find the border in these new composites.  And I'm the one that put them together!  Thanks for your kind words, glad you enjoyed the update despite the difficulties!

io_bg: Thanks!  It was a lot of work (16 images stitched together per map tile) but the results were well worth it!  I'd love to get some more urban development underway sometime in here but I don't see anything extensive in the near future!  Suburban development is coming up in Dunster Bend though.

Arthur (art128): Thanks very much for your enthusiastic response!

bat: That number is still making my brain break a bit.  Thanks very much, glad you enjoyed the latest update!

Update 137
Dunster Bend – Welcome to Tile 8

Welcome to Dunster Bend, the 8th tile up for development in Adara!  This tile is located directly south of Alexandria.  I'm taking a different approach in taking the pictures for this tile, one that I hope will have an interesting pay off when I do the wrap up!  So let's get started on this and I'll explain my plans.

137-1: Here is Dunster Bend in its complete and untouched form.  I'll be applying a few in game terrain modification tools to this shortly but it's always good to start with the raw look.  Oh hey look, it's a zoom 1 tile composite.  The border with Alexandria is at the top of the image!  From the terrain on the tile, you'll probably be able to figure out where it is on the terraformer screenshot from update 136.  Go ahead a click to see a full sized version. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F3326%2Fadara13701.jpg&hash=54bc6a5f74120b9953917a3200fc5679e3cdbc4f) (http://img257.imageshack.us/img257/7873/adara13701large.jpg)

137-2: Alexandria is only contributing two transport networks across the border to Dunster Bend.  We have a railway line and a RHW4 to run through the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F6181%2Fadara13702.jpg&hash=e1df1a0097ad9d98bda6dd170eba203f1081e545)

137-3: I've concluded it's best to start with the railway network.  It has so many more limitations than any other network.  In the case of this tile, the railway just runs through without any stops.  It winds along the edge of the mountains as you can see in this image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F4407%2Fadara13703.jpg&hash=53b96c5179cf8f2ad2f0c3af9a9a5d63973d3e78)

137-4: Here's an overview of the rest of the railway through the tile.  I used a lot of fractional angle pieces; I feel I'm getting quite proficient at placing them!  Of course, by normal standards, this railway is a bit, umm drunk what with winding along the edge of a flat plain like that!  As I said, I've got plans here!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F342%2Fadara13704.jpg&hash=94dbbd7783eb27e833d8c8161c4b0e0637fc4441)

137-5: And the plot thickens with the RHW running along a berm that cuts of the route between the flat plain and the main river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F1585%2Fadara13705.jpg&hash=2a85786febc3bfd355251a6839215aeba364d0d4)

137-6: I was having a rough time making this section of highway look right until I realized the existence Fraction Angle RHW pieces that were added in the latest release!  They allowed me to make a fairly organic looking transition from one tile between the highways to fully adjacent. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F3919%2Fadara13706.jpg&hash=8ea7ee6a8ed09053bdb029292b9d11fe3dc1340a)

137-7: This is the north interchange for the town of Dunster Bend.  Dunster Bend is going to be a mixture of recreational community and small suburb to a much larger city that exists somewhere in the distance! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F6056%2Fadara13707.jpg&hash=c0cb966b019602e68bf7911cc6b21e6e8fb1d33c)

137-8: A large section of fraction RHW leads to the south interchange of Dunster Bend. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F152%2Fadara13708.jpg&hash=0e90f6152211ba0d34427eaefd298a30de1ad3ea)

137-9: At last the secret of the plain has been revealed.  Dunster Bend is built along a small semi-artificial lake.  This area was a swampy marsh when the area was first settled.  It was a former branch of the main river that was abandoned by the main river.  It's effectively similar to an oxbow lake (link for those interested) (http://en.wikipedia.org/wiki/Oxbow_lake).  When the area was settled, it might have been mined for peat and then flooded for recreational use.  What you see here is just a quick scribble to rough out the area budgeted for the lake.  There will be some more stuff downstream at the south edge of the tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F4590%2Fadara13709.jpg&hash=2b99a785c485e4869087bfc3596e9f378ffb2e01)

137-10: Of course, accessing the farms over near Alexandria will also be vital.  There aren't any farm roads that extend across the border from Alexandria, so obviously access has to be from here.  In this particular case the roads on the east and west sides of the highway probably connected as an intersection where the highway is now.  The interchange provides bypass connections to both roads. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F5752%2Fadara13710.jpg&hash=e60415ae9b1af50cfbb6c5c7d28c61fb9dc589ca)

137-11: The winding road paralleling the lake is the former main highway through this area.  The RHW4 is the new highway and it bypasses the town of Dunster Bend, making it a rather pleasant and quiet community now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F7522%2Fadara13711.jpg&hash=2c1c96dacea8adfc1a4f5b64ca8ac9710c48048a)

137-12: And finally we'll wrap up the day in the same way we started.  Since I've reduced assembling the zoom 1 composites to a 5 minute job, I intend to post a composite after every one or two updates on this tile.  The exact rate will depend on how often I make dramatic enough changes to the look of the tile. 

A few unlisted changes have been made since the first composite.  I've done some polish on the tile terrain, getting rid of some of the rocky textures.  Another interesting thing to note on this composite is the powerlines that were built way back in Vavenby.   They cross through a relatively low pass and drop down into the edge of Dunster Bend.  I think I'm going to be rerouting their path though.  As always, you can click the image to see a larger version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F2536%2Fadara13712.jpg&hash=abe7719f799b2716b336cbdb097d279b6ac82fd2) (http://img683.imageshack.us/img683/261/adara13712large.jpg)

I'm really hopeful that showing the large composites every few updates will help provide context for the development of this tile.  Looking forward to hearing what you all think!  That's a wrap for today!
Title: Re: Adara - Update 137 - November 22, 2010
Post by: turtle on November 22, 2010, 12:31:50 PM
Nice work on that rough transportation layout. Interesting terrain and what a great idea with the lake, it looks like it will be a very scenic area. You got me with that winding rail-line. Though it looks cool, I'm not sure it's that realistic. It looks like it takes a few unnecessary turns and bends. Maybe you could straighten it a bit more out in some places. Either way, I look forward to see where you'll take us from here :)
Title: Re: Adara - Update 137 - November 22, 2010
Post by: cubby420 on November 22, 2010, 01:52:44 PM
Thorough start to a new tile.  :thumbsup: Looking forward to seeing where you go from here. 
Title: Re: Adara - Update 137 - November 22, 2010
Post by: canyonjumper on November 22, 2010, 05:46:47 PM
Great start! I look forward to seeing how the town will be laid out. Any inspiration for the idea?

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 137 - November 22, 2010
Post by: Jayster on November 22, 2010, 08:58:23 PM
Very nice last few updates! I love the region view, making a realistic region is something that I dream off a lot.  $%Grinno$%

Looking forward to what is in store in the next few updates!

Jayster
Title: Re: Adara - Update 137 - November 22, 2010
Post by: noahclem on November 22, 2010, 09:38:46 PM
I like the winding rail route a lot  :thumbsup:  I thought it made sense just to keep the rail out of the way of prime development in the flatter area but avoiding wetlands (later reservoir/lake) is an even better excuse for a pleasant, winding route. Have you considered FAR-MIS for your interchanges? I think they'd fit the grid-breaking, organic feel your transit networks tend to have  ;)

Look forward to more!
Title: Re: Adara - Update 137 - November 22, 2010
Post by: bat on November 23, 2010, 05:24:29 AM
Nice start on this part of your region!
And great work on the RHW...
Title: Re: Adara - Update 137 - November 22, 2010
Post by: kwakelaar on November 23, 2010, 05:58:44 AM
Fantastic to be able to have a close look at such large areas in one go. The overviews are really great.
Title: Re: Adara - Update 137 - November 22, 2010
Post by: FrankU on November 24, 2010, 03:04:50 AM
This is fantatic work! I am realy jealous about the time you seem to have that you can spend on the game. Mine is sooo limited!
But hte quality is what really matters and that is top notch every time I take a look at your images. Great work, and I will be following your MD.  &apls
Title: Re: Adara - Update 137 - November 22, 2010
Post by: Nardo69 on November 24, 2010, 03:18:27 AM
Well, kind of my way of beginning a map, too. First railways, then highways (still Maxis in my case  ::)), major roads, etc as they define my map. Usually I have decided then where to put the settlements, fields and forests.

That lake looks interesting. Former swampy? Well, then you can either create a short, artificial shore line with grass until the shore line or a flat shoreline, a bit swampy, with lots of cattails and some bushes / trees in / at the water. Going to be interesting what you do.

Take care my friend and don't forget to make backups!


Bernhard  :thumbsup:

Title: Re: Adara - Update 137 - November 22, 2010
Post by: Skimbo on November 25, 2010, 12:45:15 AM
I missed a lot since my last visit, You've shown a huge ammount of great stuff since then. Great work!
Title: Re: Adara - Update 137 - November 22, 2010
Post by: penguin007 on November 27, 2010, 07:13:30 AM
Nice development pictures there cant wait to see the lake finished

Will
Title: Re: Adara - Update 137 - November 22, 2010
Post by: scott1964 on November 27, 2010, 01:31:57 PM
Good job  ;)
Title: Re: Adara - Update 138 - November 29, 2010
Post by: Battlecat on November 29, 2010, 11:45:05 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

turtle: Thanks for your thoughts!  I might see about smoothing out a couple of the kinks in the railway line.  I was mostly focused on getting it across the map smoothly.  I know I used at least one or two unnecessary S-curves that I could clean up. 

cubby420: Thanks!

Jordan (canyonjumper): Thanks very much, I'm looking forward to putting it together.  In fact there is a specific inspiration for the lake.  It's based directly off Silvermere Lake (http://www.google.ca/maps?ie=UTF8&ll=49.178113,-122.409325&spn=0.039444,0.096302&t=h&z=14), located at the border between Mission and Maple Ridge in the Fraser Valley. 

Jayster: Thanks very much, glad you enjoyed the region view!  You're certainly off to a good start on realistic looking regions with Tepoto! 

Noah (noahclem): That's pretty much what I was thinking.  Also, I was thinking that the flat lands would have a high flood risk from the main river in the region.  Plus as a bonus it gave me an excuse to get the railway out of the way of the town I'm planning. 

bat: Thanks very much!  The latest NAM release in general has been a real pleasure to work with.  So many excellent options!

Gjermund (kwakelaar): Thanks!  Glad you enjoyed the overviews!

FrankU: Thanks very much!  It's funny, I actually wish I had more time.  I usually only get a few hours in on Sunday morning.  I'm going to be trying to scrounge up a few hours during the week in the future though.  It would be nice to finish this tile in less than 6 months. 

Bernhard (Nardo69): Thanks very much for stopping by!  Exactly what I was thinking.  Also it's a lot easier to place the rail first since it has the strictest slope restrictions.  Plus, in North America at least, the rails were built well in advance of any other major transportation network. 

The lake is going to be an interesting challenge.  It's based directly off a semi-artificial lake on my drive to work called Silvermere Lake (http://www.google.ca/maps?ie=UTF8&ll=49.178113,-122.409325&spn=0.039444,0.096302&t=h&z=14).  The link leads to a google maps shot of the area.  I'll be doing a lot more development around the lake though and it's going to have its own interesting quirks downstream.

I actually just got a 1 terabyte external hard drive which I'll be making regular backups to.  It'll be great for my peace of mind! 

Skimbo: Good to see you, it's been a far more productive time of late.  Thanks for stopping in!

Will (penguin007): Thanks, it's going to be a little while before I develop the lake fully.  Due to the quirk of plopable stuff disappearing when lots grow nearby, I'll have to wait a bit before finishing the lake.  I'm looking forward to finishing it as well though.

scott1964: Thanks!

Update 138
Dunster Bend – Straight to the Border

Today before anything else happens I'm going to get the border matching done between Alexandria and Dunster Bend.  This is always fairly picky but in this case the border is pretty simple. 

138-1: First let's have a look at what there is to see in Alexandria.  There isn't anything too fancy, just a few farms and some lines of trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1944%2Fadara13801a.jpg&hash=3b2404ad7206ace0ac862bd3b9e432be51077cf6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F3295%2Fadara13801b.jpg&hash=fe393cf7a365b0c1a996847bc5d98d3cfca44579)

138-2: Just one more token picture here to do some mosaic work with later!  This is the point where the highway crosses the border. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F8225%2Fadara13802.jpg&hash=8bbea5a02975b9ad08a77a14a7826989417a57bd)

138-3: Straight across the border, I've very quickly laid out the matching set of farms on the far side.  In theory if my counting was right, everything should match up when I assemble this mosaic together with 138-1. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F1968%2Fadara13803a.jpg&hash=3bd8e2bbeed6ca0f5b4022a3122483d30a16ce10)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F2591%2Fadara13803b.jpg&hash=f04ad813eca9f58314a17c654f0f52d2dd1ab1f5)

138-4: So let's see if they match up.  Hey look, I think it worked!  Where oh where has the border gone? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F9429%2Fadara13804a.jpg&hash=9caf1d469b730e827239d748bbff8b76be9e5d93)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F7597%2Fadara13804b.jpg&hash=c6d7b025878a7c69d08d0c252be2d51158240dd5)

138-5: As for the highway crossing, on closer examination it works as well as it always has. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F3571%2Fadara13805.jpg&hash=35d1c0d2538ce2d56d10d3e70a20d8acf02ecff4)

138-6: Now I have to make a decision.  I could post all the rest of the stuff from this weekend right now, or I could hold off until later in the week.  I think in the interest of actually getting this MD back to more than one update per week, I'll post the rest of this past weekend's work on Wednesday or Thursday.  In the meantime, here's a quick look at the area I'll be working on in the next update!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F6905%2Fadara13806.jpg&hash=d92a25aa1b6d765744ca855a1243739369318731)

See you next time for some farm detailing and a new composite image!
Title: Re: Adara - Update 138 - November 29, 2010
Post by: Skimbo on November 29, 2010, 12:08:43 PM
I really like your rural style =)
Title: Re: Adara - Update 138 - November 29, 2010
Post by: art128 on November 30, 2010, 09:08:28 AM
Good luck developing this area my friend ! &apls
Title: Re: Adara - Update 138 - November 29, 2010
Post by: Tomas Neto on November 30, 2010, 12:18:52 PM
Nice update again!!!  :thumbsup:
Title: Re: Adara - Update 138 - November 29, 2010
Post by: noahclem on November 30, 2010, 01:48:22 PM
Looks good as always, nice mosaic work :thumbsup:
Title: Re: Adara - Update 138 - November 29, 2010
Post by: io_bg on December 01, 2010, 03:30:50 AM
Great work with "hiding" the borders between the city tiles, can't wait to see more! :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: Battlecat on December 01, 2010, 08:51:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Skimbo: Thanks very much!

Arthur (art128): Thanks!

Tomas Neto: Thanks!

noahclem: Thanks, glad you enjoyed it!

io_bg: Glad you like the hidden borders.  I'm looking forward to getting this tile in context already! 

Update 139
Dunster Bend – Farming First

Welcome to December, hard to believe how quickly this year has flown by!  But in Dunster Bend it must be summer because I'm getting going on the farming!  I like starting with farming on tiles these days because of the quirk when other development will actually reduce the demand for farms.  This area is going to be completed over the next couple updates.  In fact, I'll be posting yet another update on Friday!  Three in one week, when was the last time I managed that? 

139-1: Last time you got a first look at the zoning layout for this area.  Today we'll start with a look at the initial batch of farms.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F6266%2Fadara13901.jpg&hash=95822b69c902cb7dfd83e18ba3cc6e3256a3f573)

139-2: As usual, several of these farms aren't going to stay in their current form.  I've dezoned areas that will be getting the RRP treatment.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3756%2Fadara13902.jpg&hash=9c94814cf65cd4f3b4772a69dc8389ca027825fd)

139-3: In the top of the previous image the road leaves the map.  Here's the last farm on the road, it will be a ranch extending up into the valley.  But I'm not starting my detailing here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg709.imageshack.us%2Fimg709%2F4960%2Fadara13903.jpg&hash=b5d9f98a0dd4a3099c2ee14488365d2703f5a34e)

139-4: I'm actually going to get started here.  As usual with the oddly shaped farms, we get oddly shaped zones that think they can't reach the road.  Fortunately, this leaves me an excellent opportunity.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F792%2Fadara13904.jpg&hash=1385d921bb9839b0d9c9896c3e45b2af74b4d637)

139-5: So I decided to use the curved fields.  Of course then I discovered a couple of glitches in the nearly ready release versions.  I missed converting one tile to transparent and for some reason the main left corner piece is also missing.  Turns out I made a typo when I was setting its location on the menu.  I'll have that remedied for the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F9498%2Fadara13905.jpg&hash=5cebcf44ffab6f5b7fffa4689c4a56f6165820c7)

139-6: Moving along, this farm is well on its way to completion.  Just some edge detailing left to take care of.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F9346%2Fadara13906.jpg&hash=e4dbabbe31f0c3e36dacfe8d511b3fa5973ab8b8)

139-7: It's still a bit jagged but you really have to squint to spot it.  It takes a while to redraw to fix the black glitch and I didn't have a lot of time.  It'll be fixed in a future shot of this area once the surrounding farms are done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F7536%2Fadara13907.jpg&hash=872505c6f6fd79450cbd348cb725ccd04a561356)

139-8: This one I had a lot of fun with.  It was a hay farm before, now I've just converted it to the in progress version I've used in several places in the past.  I think this is the tidiest one yet though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F3217%2Fadara13908.jpg&hash=1024a6dcb2f3c161293129c109db180d62a416cd)

139-9: Here I'm just playing around with ways to end off the diagonal fields with an orthogonal end.  I'm debating whether a proper end piece is needed or whether I should just use grasses to blur the end. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F1328%2Fadara13909.jpg&hash=96e133d3e363580fcc7b0f688a0c1fdd893e3c5a)

139-10: That's all for today.  Here's a composite with the latest updates to the map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F2244%2Fadara13910small.jpg&hash=59e2355f86d7c930e1f80c6632bb32097f087894) (http://img262.imageshack.us/img262/1284/adara13910large.jpg)

That's a wrap for now.  I fixed up the glitches with the curved field lots last night and I also started adding the proper menu icons to them as well.  Next time I'll wrap up detailing on this swath of farms so we can move on to outlining the town of Dunster Bend itself in Monday's update.  See you Friday! 
Title: Re: Adara - Update 139 - December 1, 2010
Post by: cubby420 on December 01, 2010, 09:02:23 AM
Dunster Bend is coming along nicely.  :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: mightygoose on December 01, 2010, 12:12:33 PM
curved fields 0_0 bravo sir...
Title: Re: Adara - Update 139 - December 1, 2010
Post by: Tomas Neto on December 01, 2010, 12:18:06 PM
Yeah my friend, fantastic farms!!! Great work!!!
Title: Re: Adara - Update 139 - December 1, 2010
Post by: turtle on December 01, 2010, 02:02:04 PM
Nice work on those farms. Those curved fields look great  &apls
Also, from the looks of the last update the tile borders will fit perfectly.

Overall, I gotta say that the way you've setup the tile is very interesting  :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: canyonjumper on December 01, 2010, 04:21:50 PM
Loving the curved fields ;D Awesome job Battlecat!

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: marsh on December 01, 2010, 07:12:51 PM
Coming along great! &apls

,marsh  :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: threestooges on December 01, 2010, 07:53:47 PM
More of the classic Adara beauty. I like the little farm leading up into the valley in 139-3, and the little line of trees leading up along the road to it just adds to what I'm expecting the final image will look like. I'd also like to see how you put together your highways next time you get ready to go through that. I've been trying to get into the RHW, but there are so many features to it. You seem to use everything fairly well, and to good results. Any tips or tricks?
-Matt
Title: Re: Adara - Update 139 - December 1, 2010
Post by: noahclem on December 01, 2010, 09:44:03 PM
Really cool curved fields and fields with orthagonal and diagonal sides! Wish I could do that!
Title: Re: Adara - Update 139 - December 1, 2010
Post by: Jayster on December 02, 2010, 03:31:43 PM
Looking very nice so far. I'm interested in the size of Duster Bend, whether it will be a really small rural village or a larger more developed rural city.

As always, looking forward to more!  :thumbsup:

Jayster
Title: Re: Adara - Update 139 - December 1, 2010
Post by: Schulmanator on December 02, 2010, 06:55:52 PM
Wonderful rural areas!  :thumbsup:
Title: Re: Adara - Update 139 - December 1, 2010
Post by: RickD on December 03, 2010, 03:10:29 AM
Always interesting to see how you build up a new tile. I am especially curious how you will detail the ranch.
Title: Re: Adara - Update 140 - December 3, 2010
Post by: Battlecat on December 03, 2010, 08:53:12 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

cubby420: Thanks very much!

mightygoose: Glad you like them!  I'm very close to having the fields polished and ready for release actually.

Tomas Neto: Thanks for your kind words!

turtle: Thanks, I think I'm finally happy with the field textures.  Just have to finish the touch ups on them now. 

Jordan (canyonjumper): Glad to hear it, they've been a long time coming.

marsh: Thanks!

Matt (threestooges): I'm really happy with the start on that road, I certainly hope the final image meets your expectations!  I'd be happy to take a more detailed tour through highway construction next time I start a tile.  More likely, I'll put together a separate tutorial since the next tile I plan on detailing won't have a RHW network.  In the meantime I sent you a PM that might provide some help.  Assuming the wordiness doesn't melt your brain.  :)

noahclem: Glad you like them!  You should be able to do that yourself shortly.  I expect to be releasing them very soon!

Jayster: I'm pretty curious what Dunster Bend will look like as well.  At this stage, I'm still not sure.  Although I will mention that a golf course is a possibility I am considering.  I'm not sure where it will go yet though. 

Schulmanator: Thanks very much!

RickD: Glad you're enjoying it.  The ranch detailing is coming right up! 

Update 140
Dunster Bend – Finishing Farms

As promised, a third update this week!  I can't promise to keep this pace up forever but I'm still aiming for at least two updates per week!    Today I'm going to put all the finishing touches on the farms I grew in the last update.  On another note, as I've hinted in the replies above, those curved fields are imminent, assuming I can do the final modding and testing this weekend. 

140-1: First off, here is the curved farm all polished up and completed.  It's not perfect but it makes for an interesting looking area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg573.imageshack.us%2Fimg573%2F1575%2Fadara14001.jpg&hash=cccb8c64edff322d7284e165173420551706e019)

140-2: This area is ready for detailing now.  The windmill you see is actually the town power plant so far, neatly disguised as a farm windmill. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F4453%2Fadara14002.jpg&hash=c1205087d68b3d6ecf400e3b19e327cab2389447)

140-3: I just relocated the windmill up one tile and added a whole swath of details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg808.imageshack.us%2Fimg808%2F2336%2Fadara14003.jpg&hash=9539d4dcfbc50658078006cc40c25c4d90aaf810)

140-4: This farm is down near the tile border.  I've actually done the tweak to make the street styled border crossing.  But I want to do something else to make this farm stand out a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F7009%2Fadara14004.jpg&hash=ebf1159948e2573dcd3db016a955df661c95e09d)

140-5: How about a line of spruce trees along the fenceline?  I think this worked pretty nicely actually.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F1574%2Fadara14005.jpg&hash=5d29eb777767917e3ff70c4d58db2d31950db31a)

140-6: These two RRP farms are the next targets.  The large one at the bottom is first.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F4082%2Fadara14006.jpg&hash=fc8c06491ab5faa5cb63f83dfe5fc78270c30eed)

140-7: For something different, I went with pigs as the animal of choice here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F791%2Fadara14007.jpg&hash=53b38d23acf5488bc222387100c9a7ce34995f15)

140-8: On the north side, we're looking at the remnants of an old farm.  The fruit farms on either side and the pig farm on the other side of the highway were once all part of this farm.  Now it's just a minor hobby farm with a couple cows and a couple horses.  The elderly owner of the farm lives in the house at the top of the image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F9655%2Fadara14008.jpg&hash=4eee3e0fcec119318642138f5bc660fa87807772)

140-9: Here's a look at the layout so far.  I've got a stream coming down the mountain as indicated by the trees.  I'm thinking about transitioning it to a ditch along the railway track for something different! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F7309%2Fadara14009.jpg&hash=8b9f66839abfa39cc87ca5079863659735475aa0)

140-10: Last item for today is this farm up at the end of the road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F6294%2Fadara14010.jpg&hash=353fc2739daccb9599c0b78a23a00e225d49a303)

140-11: The catch here is that this isn't really the end of the road.  An old gravel road goes through the farm and through a gate on the far side.  It's not actually an active road anymore. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F8210%2Fadara14011.jpg&hash=b0d69f47a61cc9719befc95dc5ae9987606aa4ba)

140-12: The old road goes up into a valley that is visible on this latest composite image.  There willbe a middle aged clearcut or two in the valley just to keep up with the regional theme.  Oh and this is the latest in the growing series of Dunster Bend composites.  Click as always for the full sized version! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F3881%2Fadara14012.jpg&hash=4ec35b913fb7c37089b7cd263dbb4f5af019654a) (http://img228.imageshack.us/img228/6462/adara14012large.jpg)

That's all for today.  Next time I'm going to start growing the town of Dunster Bend. 
Title: Re: Adara - Update 140 - December 3, 2010
Post by: io_bg on December 03, 2010, 08:58:57 AM
Great stuff as always. Love that curved farm! :thumbsup:
Title: Re: Adara - Update 140 - December 3, 2010
Post by: rooker1 on December 03, 2010, 09:33:58 AM
 Your ability to make realistic farming communities is making me jealous.

Robin  &apls
Title: Re: Adara - Update 140 - December 3, 2010
Post by: threestooges on December 03, 2010, 11:53:28 AM
I got your PM, and it certainly wasn't too wordy. I'll look forward to whatever tutorial you put together too, but comparing what you wrote to a few pics from Adara gave me a good start.

That valley farm is shaping up nicely. It's always fun to take that less traveled path to see where it leads especially where it's some narrow road like that that opens to a "hidden" valley or some place you didn't expect. Those nooks and crannies of Adara always seem to provide those, and their done well.
-Matt
Title: Re: Adara - Update 140 - December 3, 2010
Post by: Tomas Neto on December 03, 2010, 12:09:38 PM
Another great and fantastic rural area!!! Awesome!!!  :thumbsup:
Title: Re: Adara - Update 140 - December 3, 2010
Post by: canyonjumper on December 03, 2010, 05:47:48 PM
Beautiful! It really reminds me of the areas here in BC (which makes sense, seeing as you're from here too :P ). Excellent job!

                   Your friend,
                                  Jordan :thumbsup:
Title: Re: Adara - Update 140 - December 3, 2010
Post by: calibanX on December 03, 2010, 09:09:21 PM
Excellent Battlecat. I love the curved fields. I've basically abandoned farms in my journal because I'm just not excited about them. I'm curious to experiment with these though. Dunster Bend looks great. Keep up the great work!

Geoff
Title: Re: Adara - Update 140 - December 3, 2010
Post by: nbvc on December 03, 2010, 09:13:45 PM
Great work with the fields and flora. :thumbsup:
Title: Re: Adara - Update 140 - December 3, 2010
Post by: Gringamuyloca on December 03, 2010, 10:53:11 PM
well.. you blow me away  :thumbsup: ... I start composing my reply to one update... and before I know it I'm 3 or 4 behind!   :'(

I love what you are doing/showing.. and envy the fact that you have time to be so consistent (in this day and age)... and yet I find myself hoping that somehow you will find the time to share your treats that you have 'antagonized' the community with.. not complaining..  (there is a lot to be said about ' Due Diligence' these days)

I look forward to where your creativity takes us next!.. and hope to make more 'timely' replies...

t
Title: Re: Adara - Update 140 - December 3, 2010
Post by: penguin007 on December 04, 2010, 10:25:48 AM
Nice pics as usaul that map is coming along nicely can't wait to see the lake finished!!

Will
Title: Re: Adara - Update 140 - December 3, 2010
Post by: rhizome21 on December 06, 2010, 12:10:19 AM
WOW

I didn't stop here in a month due tu work commitments and spent nearly one hour this morning to browse through your recent updates. What a busy month it was in Adara ! I really like your recent shorelines, and your swampy areas, and maybe most of all, the kind of thought you put in "advance planning" for a tile that makes Adara looks like a real-world, organic and cohesive place rather than a game experiment...
so, as always, bravo !!!!
Title: Re: Adara - Update 140 - December 3, 2010
Post by: RickD on December 06, 2010, 01:32:32 AM
The ranch turned out very well. The spruce trees along the fence are only a small detail but it looks wonderful.
Title: Re: Adara - Update 140 - December 3, 2010
Post by: nedalezz on December 06, 2010, 07:09:00 AM
Spectacular as always! The sideways farms have turned out great, and your work taking care of the minor details (like that farm powerplant and its surroundings) are second to none.  &apls
Title: Re: Adara - Update 140 - December 3, 2010
Post by: Skimbo on December 06, 2010, 07:35:46 AM
I think you need a custom label: "Simcity Farm Professional" :D


As usual: great work!
Title: Re: Adara - Update 141 - December 6, 2010
Post by: Battlecat on December 06, 2010, 12:28:02 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

io_bg: Thanks, I'm glad it turned out in the end. 

Robin (rooker1): Well I'm glad you like them!  Hopefully when I get the clover fields out you'll be able to put them to good use! 

Matt (threestooges): Nifty, glad to hear it wasn't too overwhelming!  I love putting the little nooks and corners in, they really add depth to the map.  Glad you like them!

Tomas Neto: Thanks!

Jordan (canyonjumper): Glad to hear it, I'm certainly shooting for some familiar scenes from the lower mainland! 

Geoff (calibanX): Hopefully those fields will be available soon, I've got news about them today!  Glad you're interested in giving them a shot!

nbvc: Thanks very much!

Gringamuyloca: Well, it has been a busy week, it's not always easy to get that many updates composed in one week!  Glad you've enjoyed getting caught up!  As for the treats I've been posting, there's some news on the future of the diagonal clover field pack.  I'm hoping it will be available soon!

Will (pengin007): Thanks, I'm looking forward to getting to work on the lake as well!

rhizome21: Yup, busiest month is quite some time!  Glad you enjoyed getting caught up on recent events and that you're enjoying the detail I've been putting in!  Thanks very much for stopping in!

RickD: Thanks!  I wasn't sure on the trees, but they looked really good after placing them!

nedalezz: Thanks very much!  The real world has a centralized power grid, so I prefer to avoid having obvious power plants on every tile. 

Skimbo: Thanks, that could work since I've certainly done a lot of focus on farming.  One of my friends mentioned the phrase "obsessive levels of detail", which I have to admit is also the case.  :)  Glad you enjoyed your latest visit!

Update 141
Dunster Bend – Urban Start and Something Extra

Today I'm getting started on the urban layout for Dunster Bend.  I expect this will undergo several revisions before I'm happy with it, but I really need to get the city's budget balanced soon!  I'm pretty close by the end of today's update.

Today's update is very short because of another task I spent most of my time on the weekend working on.  The curved farm fields are pretty much done.  I've already submitted a version for LEX candidacy.  I prefer to go through the LEX in this case because it's an excellent formalized beta process and the feedback is usually very helpful! 

141-1: Most of today's pictures aren't terribly exciting.  The bulk of the past weekend was used getting the street network in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F9901%2Fadara14101.jpg&hash=8cfaf91b4fe50ed10208f5b5272a1aff41792bbc)

141-2: It's been really challenging winding it along the lake front like this.  Some of the puzzle pieces are quite finicky!  But they're nice to have. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F1139%2Fadara14102.jpg&hash=978626c44156cf95a5460ab6dafea3ce3b63b371)

141-3: I was about halfway done when I realized that the AVE2 from the Network Widening Mod would be perfect for the main street through this town!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F9941%2Fadara14103.jpg&hash=d58d5b63579e71876752924781a244fc3efd4f55)

141-4: Unfortunately, that resulted in me having to revise the street network, apparently the version I currently have doesn't do diagonal Street-AVE2 intersections.  No big deal though, it was fixable! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F6548%2Fadara14104.jpg&hash=bb3509f74407f734da6766724cdf5fc10ba8e239)

141-5: Laying out the houses I have a pretty specific plan.  Larger homes are going to be down on the waterfront with regular gaps in between lots to allow for beach access.  Smaller 1x2 lots will be up on the land further from the lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg139.imageshack.us%2Fimg139%2F3213%2Fadara14105.jpg&hash=ffce328f3ac817cc23ccc6f5d0aab02fbd9fb860)

141-6: This is the commercial core of the town after I did several rounds of growth.   I still haven't detailed and it turns out there wasn't time.  I'll be laying out the rest of the lots for the town before I add any details to the area.  I've also downloaded a median mod from the STEX which will be applied next time I play. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F8148%2Fadara14106.jpg&hash=67ec67b2e6347466e06f0609ff422b590d55c982)

141-7: As it was, I ran out of time right about here.  Still lots more details to go in to the area.  There's a school and church in the middle of town that I'll show you next time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F6900%2Fadara14107.jpg&hash=d82e2e59872c8b1e1d2a2ea480c47fa429b4b02e)

141-8: To wrap things up, here's the town in context in the 5th update to the Dunster Bend progressive composites!  Click for a larger version as always! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F8333%2Fadara14108.jpg&hash=a7907f977f584989ac1e677e28df769e773371f5) (http://img69.imageshack.us/img69/7673/adara14108large.jpg)
Before I wrap things up for today, I have a question to ask the community.  As you all may know, I don't tend to put large high school and universities on all my tiles.  As it stands in the real world, a town like Dunster Bend would bus the high school students up to Alexandria High school.  A college or university like the one in Winfield would serve the entire region.

The problem is, the effects don't translate across tile borders.  So, are there any small lot highschool, college and university lots that could be placed unobtrusively in a small town to provide the effect without breaking the overall composition?  They would still have a cost obviously but they wouldn't take up the visual space of the normal versions.  If there isn't something like that, I'll just create some of my own.  Thanks for your help! 

I'm not sure how much gaming time I'll have this week, but I plan to shoot for at least one more update by Friday.  See you all later! 
Title: Re: Adara - Update 141 - December 6, 2010
Post by: noahclem on December 06, 2010, 01:23:57 PM
The town's coming together really nice! I like the wide-angle curves everywhere and ave-2. I look forward to seeing how the lakefront turns out.

Glad to here you intend to release those diagonal/orthogonal farm lots soon!

For your small town high school needs I believe Mattb325's Bourke Street public school on the LEX teaches primary and secondary school (and looks nice in a small town environment). I think there might be a similar college lot from him but not sure.
Title: Re: Adara - Update 141 - December 6, 2010
Post by: TiFlo on December 06, 2010, 01:45:00 PM
It is always such a pleasure to drop by and see that you've provided us with another of your delightful updates (I'm in a good mood today, can you tell?).

As for your request, I'd suggest Deadwoods schools: small (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=490) / "big" (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=489).
Title: Re: Adara - Update 141 - December 6, 2010
Post by: canyonjumper on December 06, 2010, 04:59:39 PM
Great stuff Battlecat!

For the school, you could try this (http://csgdesign.com.au/CSGf/viewtopic.php?f=62&t=199). You'll have to register though.

                   Your friend,
                                  Jordan :thumbsup:
Title: Re: Adara - Update 141 - December 6, 2010
Post by: eldaldo on December 06, 2010, 10:06:43 PM
I have been lurking for months.  I basically consider you the expert on playing rural and small town areas.  And when you commented on my MD I have to say I was a little flattered, and then realised that I had never told you what a wonderful job you are doing.  You have a simply excellent region, Battlecat!
Title: Re: Adara - Update 141 - December 6, 2010
Post by: penguin007 on December 07, 2010, 07:47:31 AM
That village is really shaping up nicely there I love the curves and the mini avenue you have created

Will
Title: Re: Adara - Update 141 - December 6, 2010
Post by: Jayster on December 07, 2010, 08:43:30 PM
Very nice update yet again! Looking forward to the progression of Duster Bend!  :thumbsup:

Jayster
Title: Re: Adara - Update 141 - December 6, 2010
Post by: Tomas Neto on December 08, 2010, 01:43:40 AM
Nice village, fantastic update!!!
Title: Re: Adara - Update 141 - December 6, 2010
Post by: art128 on December 08, 2010, 03:38:43 AM
Wow, that is just awesome my friend, that town looks wonderful, can't wait to see it finished.

Take care,
-Arthur. :thumbsup:
Title: Re: Adara - Update 141 - December 6, 2010
Post by: calibanX on December 08, 2010, 11:46:31 PM
Nice work as usual Battlecat. You might want to look at JBSimio's school pack volume 1 for that school. There is a one room school house that might meet your needs.

Geoff
Title: Re: Adara - Update 141 - December 6, 2010
Post by: TrebuTa on December 12, 2010, 06:04:54 AM
Stunning work to watch yet again that's for sure!
Title: Re: Adara - Update 141 - December 6, 2010
Post by: Skimbo on December 16, 2010, 07:33:33 AM
another nice little startup for a nice town... I can't wait to see it finished =)
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Battlecat on December 20, 2010, 09:36:52 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

noahclem: Thanks very much!  I'm very excited to finally have a chance to play with the NWM!  I'm really looking forward to hearing the results on the farms from the scruitineers but I'm not expecting to hear anything until January.  It's a busy time of year for everyone!  Thanks for the school suggestion as well!

TiFlo: You certainly seem to be in a good mood!  Thanks very much for stopping in!  I do have Deadwood's schools, but I hadn't thought of those ones.  Thanks!

Jordan (canyonjumper): Thanks!  Nifty suggestion there, that one should be very handy!

eldaldo: Well let me officially welcome you to Adara!  Glad you've been enjoying your visits to Adara all this time.  Thanks for stopping in!

Will (penguin007): Thanks, I went a bit nuts with the curves in this town, but I think the results will be worth it! 

Jayster: Thanks very much, I'm looking forward to making progress as well! 

Tomas Neto: Thanks!

Arthur (art128): Thanks!  It's going to need a lot of work before it'll be done.  At least I managed to balance the budget. 

Geoff (calibanX): Thanks for the suggestion and your kind words!  I'll see about tracking that pack down. 

TrebuTa: Thanks very much!

Skimbo: Same here, I really am going for one of my most organic feeling towns yet.  Glad you enjoyed the start!

Update 142
Dunster Bend – A Touch of Detailing

Sorry for missing last week's update.  I was looking forward to trying out my brand new gaming rig on SC4 Sunday as usual, but instead I spend the next two days in bed with a nasty flu.  Ah well, I'm back and the new computer makes SC4 fly once again.  It takes less than 2 minutes to load the game now and it runs much faster.  Anyhow, due to the hazards of the season this is probably the last update until the New Year.  Now, on with the update!

142-1: Today I'm going to work mostly in this little area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F1984%2Fadara14201.jpg&hash=c3662d9b1fe77d7f170d557ffc79bc851d72cfc8)

142-2: First thing on the list is relocating the grocery store a touch.  It'll leave more room for parking lots at the front while still leaving room for access at the rear.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F3694%2Fadara14202.jpg&hash=a22d76874aa9e96f6e6f51626ff430f724f62db9)

142-3: This new road is going to provide access to the loading dock of the complex.  I'm also adding some homes on the street. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F4074%2Fadara14203.jpg&hash=f81496b222db1210ad816c512c0c9f4caf948145)

142-4: It is a new installation of Simcity 4 on my new computer so by default the day night cycle progresses naturally.  It was unexpected but it gave me a chance to make sure the night lighting patch was working.  Looks like the lights are on!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F6795%2Fadara14204.jpg&hash=758503d7e1530ef05580f14e2ea53aba97c2ede3)

142-5: During the day you can clearly see the finished neighbourhood.  Lots of screening between the store and the homes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg375.imageshack.us%2Fimg375%2F6790%2Fadara14205.jpg&hash=f1c3e146e3caed3464d9b8db41abae0951492f52)

142-6: Next two pictures I'm just trying to sort out the path of the shoreline.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F9742%2Fadara14206.jpg&hash=ee29073ecbcb368562b0c690ef313c8ff64ae921)

142-7: As I was working on it, I realized that this dam created by the highway would be a good place to start detailing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F6816%2Fadara14207.jpg&hash=2c3518e01adbbf88316703d3752c3e583473e751)

142-8: Here's the section I'm testing the detailing on.  It's a mixture of peg's rocks and maxis rocks just to give it some character. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F5121%2Fadara14208.jpg&hash=7c75f10a245b4962e30d15a2c608579314d63c56)

142-9: A little bit of greenery polishes it up quite nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F3456%2Fadara14209.jpg&hash=29ff2ccdaebacb1d42dcc48624be718a7c9cfbcd)

142-10: So I've applied the details right across the dam now.  I think it worked out quite nicely.  Now on with the first segment of shoreline.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F7136%2Fadara14210.jpg&hash=3279c5b7c4276abe4d3e6224b424e3193d4ac2d3)

142-11: In this case I'm going for a very narrow gravel/sand beach, followed by grass very quickly.  The idea here is that the water level of this lake is not natural, so there aren't any natural beaches.  The small bit of gravel beach is formed by rapid erosion of the soil in the wave range.  Given several hundred more years, a wider beach would eventually form.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg602.imageshack.us%2Fimg602%2F8311%2Fadara14211.jpg&hash=00dadc45b3a867f2282677c7e8dd5746b8c734c9)

142-12: Last shot for today, just a quick look at the finished portion of the lake.  I don't have an updated composite today since I really didn't get a large area done. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F5385%2Fadara14212.jpg&hash=aa49e53ade935354204cef22d86917d33f59725d)

And that's a wrap for today!  I wish I had gotten more done, but time was a big constraint yesterday due to a big dinner gathering in the afternoon.  Have a Merry Christmas season everyone!  I'll be back with more in January for sure! 
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Tomas Neto on December 20, 2010, 09:59:31 AM
Hi my friend, I hope that you stay better, about the flu!!! I really liked the rocks along the river and the highway!!! Wonderful job in another nice update!!! Merry Christmas to you too, and a happy new year!!!
Title: Re: Adara - Update 142 - December 20, 2010
Post by: io_bg on December 20, 2010, 10:05:00 AM
Merry Christmas to you, too :) And I wish you a quick recovery.
The last update is great as usual, I love all these small details you put. I'm eagerly awaiting for more!
Title: Re: Adara - Update 142 - December 20, 2010
Post by: marsh on December 20, 2010, 10:30:19 AM
Just love how you did those rocks on the highway.  :)

,marsh
Title: Re: Adara - Update 142 - December 20, 2010
Post by: ecoba on December 20, 2010, 11:39:49 AM
It's been a long time for me here.

You've certainly gotten a lot accomplished during my abscence of commenting, and I've recently read through quite a few pages of your MD catching myself up. The progression of work throughout the end of the Greenwood tile (I think my last comment was at the beginning of that one) and starting of this tile has been a good leap and you haven't lost a bit of your touch.

The detailing is still immaculate and pays off greatly. The grocery store you started us off with is a good example of this, you think to give space for additional parking in the front, but a loading dock in the back at the same time; exactly like it would be in real life. Your shorelines are still perfect, and your mix of trees and other mayor-mode flora creates an exceptional natural setting for the town.

I'll be back.


Ethan :)
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Terring7 on December 20, 2010, 12:03:45 PM
Very beautiful &apls . Plenty of lovely details and a very nice layout of the town :thumbsup: . Quick recovery from me too :)
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Aaron Graham on December 20, 2010, 04:01:21 PM
Love the town. Can't wait to see more from you.  :thumbsup:
Title: Re: Adara - Update 142 - December 20, 2010
Post by: cubby420 on December 20, 2010, 10:04:07 PM
Quote from: marsh on December 20, 2010, 10:30:19 AM
Just love how you did those rocks on the highway.  :)

^^
What he said...

Little touches as simple as adding a few sparse bushes to those well placed rocks set your rural work apart. I wish I thought of stuff like that  ???
Title: Re: Adara - Update 142 - December 20, 2010
Post by: canyonjumper on December 21, 2010, 02:13:24 AM
Beautiful Battlecat! The detailing is looking excellent! Glad you liked the school!

                 Your friend,
                                Jordan :thumbsup:
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Jayster on December 21, 2010, 04:27:25 PM
Keeps looking better and better. Keep up the GREAT work!  :thumbsup:

Jayster
Title: Re: Adara - Update 142 - December 20, 2010
Post by: TiFlo on December 21, 2010, 09:37:57 PM
Quote from: Battlecat on December 20, 2010, 09:36:52 AM
I was looking forward to trying out my brand new gaming rig on SC4 (...).  Ah well, I'm back and the new computer makes SC4 fly once again.  It takes less than 2 minutes to load the game now and it runs much faster.
I hear you. Having gotten a pretty decent new computer a month ago, I was in the same spirit as you. Until I realized I could now play much more power hungry games than ever before. As a result, my SC4 gaming time has been somewhat on hold... Talk about a smart move.  $%Grinno$%  &apls

PS: I love that dam.That's a great idea you had there!
Title: Re: Adara - Update 142 - December 20, 2010
Post by: mave94 on December 24, 2010, 05:01:41 AM
Woow
Your region is really nice.
You have great details!
I like to see your maps; I wish I had that program to do that...
Keep up the good work :thumbsup:

Matthijs
Title: Re: Adara - Update 142 - December 20, 2010
Post by: dedgren on January 07, 2011, 01:27:17 AM
Quote142-10
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F7136%2Fadara14210.jpg&hash=3279c5b7c4276abe4d3e6224b424e3193d4ac2d3)

You could not have done anything in this pic except lay the straight stretch of two-lane road in the "vanilla" game.  It is incredible what has been developed by the community, and then incredible2 what happens when a master at the game gets his or her hands on it.  Every one of these pics deserves second (third and fourth) looks to catch all the detail that has gone into them.

Quote142-12
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F5385%2Fadara14212.jpg&hash=aa49e53ade935354204cef22d86917d33f59725d)


And that's a wrap for today!

Heh!  Don't you mean rip-rap?

It's always great to spend some time in Adara.


David





Title: Re: Adara - Update 142 - December 20, 2010
Post by: noahclem on January 07, 2011, 05:22:04 AM
Nice work with the lake and dam! The rocks form a great & realistic-looking barrier and you've done a nice job with the narrow "beaches" as well. After using the PEG ploppable water for a long time I've pretty much converted to Jeronij's transparent stuff. You make the PEG stuff look so good it tempts me to switch back though, especially with it's other advantages (compatible canals and not being raised a couple meters above the terrain). I also like the way you've developed the area near the interchange with that nice parking lot, diagonals etc.

Congrats on the new computer and I'm glad your feeling better now!

-Noah
Title: Re: Adara - Update 142 - December 20, 2010
Post by: CSGdesign on January 10, 2011, 04:19:18 AM
You sure go to a lot of effort!  Very nice!
Title: Re: Adara - Update 142 - December 20, 2010
Post by: penguin007 on January 10, 2011, 09:07:50 AM
I'm sorry I havn't made an appearance here for awhile my friend but great progress being made here again!!

Particually the shoreline looks very detailed and realistic and great point by dedgren there vanilla SC4 has been made incumbent

Will
Title: Re: Adara - Update 142 - December 20, 2010
Post by: Battlecat on January 10, 2011, 10:41:00 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much, glad you enjoyed this update!

io_bg: Thanks very much, I'm feeling just fine now!  Sorry for the delay on this update, but I'm glad to be back.

marsh: Thanks!

Ethan (ecoba): Good to see you're around once again!  Thanks for stopping by, glad to hear you're still enjoying what you see here!

Elias (Terring7): Thanks very much for your kind words and good wishes! 

Aaron Graham: Thanks!

cubby420: Thanks!  Glad you enjoyed the look.  Feel free to annex the idea, I'd be interested to see how you would approach it.  Just make sure you use Chrisadam's version of the mod here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1887).  It allows the maxis rocks to pack much closer together. 

Jordan (canyonjumper): Thanks!

Jayster: Thanks very much for your kind words!

TiFlo: Fortunately, I haven't really bought any new games lately but I did resub to City of Heroes with my wife which is eating a small amount of my time lately.  Glad you like how the dam turned out, I'm quite happy with it as well.  Thanks for stopping in!

MrMAvE94: Thanks very much for your kind words!  I'm fortunate to have access to very expensive mapping software.  I only use those tools because they are what I'm most comfortable with.  A lot of people do even better work than me with Photoshop and other simple graphics software.  thundercrack83 posted an excellent tutorial using photoshop here. (http://sc4devotion.com/forums/index.php?topic=6977.0)

David (dedgren): Heh, rip rap.  :)  Good point about that first picture, we've gotten so accustomed to the amazing mods available, it's easy to forget how much has been contributed by our community.  At the rate you're going with your Real Roads mod we might not even have the straight normal maxis road in the long run! 

Thanks for stopping in!

Noah (noahclem): I've found that both types of water have their places, although interfacing between them can be challenging.  I played around with that a bit back in Winfield.  You've pretty much summed up the challenges between the two.  Another item is that the transparent water is harder to place near game water.  Thanks for your thoughts and kind words!

CSGdesign: Thanks very much, glad you enjoyed it!

penguin007: No worries, it's been a while for me as well due to real life!  Funny enough, you just slipped in before I posted this update!  Thanks very much for stopping in and for your kind words! 

Update 143
Dunster Bend – Back from an Unexpected Holiday

Sorry about the extended holiday everyone.  Real life concerns were far more time consuming than I anticipated this Christmas.  As such, I didn't get a single minute of Simcity game time since the last update.  Yesterday was my first chance!  Fortunately, I'm back and ready to go with Dunster Bend once again!   

143-1: Today is going to be a fairly simple update as I try to recall what I was working on.  First up is the remaining empty spot by the interchange here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F2899%2Fadara14301.jpg&hash=26cf8ecc79fed779b127f29ae30dcdc1b9057b0d)

143-2: I'm just going to keep it as an empty spot, a lot ready for development. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F2980%2Fadara14302.jpg&hash=c50dfd9f935624d57fb4b3adc63b71844b34709c)

143-3: Now a series of before and after pictures as I start putting finishing polish on my suburbs in Dunster Bend.  As part of my program of residential style control, the homes already visible here are historical to keep mansions from randomly growing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F2743%2Fadara14303.jpg&hash=04301d05eccf30aad70808002cb4b849ad33a404)

143-4: This shot was taken in early fall.  I'm really looking forward to the plopable seasonal trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg89.imageshack.us%2Fimg89%2F5731%2Fadara14304.jpg&hash=cc6cb1e098116411faed58b7ea2a7c0cd63832e3)

143-5: Moving along to another neighbourhood.  This area is right next door to the school.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F627%2Fadara14305.jpg&hash=52ca61d28f5265d6f4a4d1cd2ab3c7eb37b8f068)

143-6: I added one more cul-de-sac in.  I actually ran into some trouble trying to connect up streets.  My elegant winding roads are challenging to connect up!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F3354%2Fadara14306.jpg&hash=a238eb6023b3ba0dc8dc8e5f93c01f3d1d73ffd2)

143-7: But the results are excellent.  I really like how this neighbourhood is turning out.  My wish right now would be to find a way to add sidewalks to the wide radius curves but only for the black asphalt and traditional street curves.  It doesn't have to have context since I don't use those two street styles in farmland.  Any thoughts?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F3576%2Fadara14307.jpg&hash=dbfbd87b80efe471fd63eb0214856c25ef96caaa)

143-8: Next up, the school and the empty lot directly across the street.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F7412%2Fadara14308.jpg&hash=24bbbf6dd526564cc80584d5a99ac3c022adb0de)

143-9: A sports field, trail and playground always enhance schools. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F4526%2Fadara14309.jpg&hash=31599688ffc7292e88a3c34809630f03158882cb)

143-10: That's all the work for today, here's an overview of the area I've modified today.  I think I'll take a swing at the next section of shoreline in the next update.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F1678%2Fadara14310.jpg&hash=91d745dbbe388fadd7e980fc28d8b83c7a21b56e)

143-11: Today I'll leave you with the 6th composite in the series for Dunster Bend. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F8536%2Fadara14311.jpg&hash=c7e3aa6ae01170815528efb7919b5e57438d40ab) (http://img835.imageshack.us/img835/900/adara14311large.jpg)

That's all for today, see you next time!
Title: Re: Adara - Update 143 - January 10, 2011
Post by: bat on January 10, 2011, 10:47:08 AM
Great work on this update, Battlecat!
Looking forward to more...
Title: Re: Adara - Update 143 - January 10, 2011
Post by: io_bg on January 10, 2011, 10:52:41 AM
Absolutely fantastic work! Love the way this town has turned out. Can't wait to see the shore detailing!
Title: Re: Adara - Update 143 - January 10, 2011
Post by: noahclem on January 10, 2011, 11:24:32 AM
Another great update!  &apls  The residential areas turned out really nice. I was curious why you zoned them the way you did some time ago (with smaller zones with spaces between them. The effect is nice, historical-looking neighborhoods. The school area looks great too with the sports field and path. I'd love to see sidewalks available for those streets' wide-angle curves as well.

Can't wait to see how the shoreline develops!  :thumbsup:
Title: Re: Adara - Update 143 - January 10, 2011
Post by: Skimbo on January 11, 2011, 04:32:39 AM
Great rural town, pic 143-7 is another pic that shows: Detailing is an art and you understood how to do it =)
Title: Re: Adara - Update 143 - January 10, 2011
Post by: Cyclone1001 on January 11, 2011, 05:30:29 PM
Welcome back, and might I say good work!
Title: Re: Adara - Update 143 - January 10, 2011
Post by: Jayster on January 11, 2011, 07:46:08 PM
Yet another fantastic update! Looking forward to seeing how you work with the lake!

Jayster
Title: Re: Adara - Update 143 - January 10, 2011
Post by: Tomas Neto on January 12, 2011, 02:14:55 AM
Very nice update again, my friend!!! Fantastic work!!!  :thumbsup:
Title: Re: Adara - Update 143 - January 10, 2011
Post by: penguin007 on January 13, 2011, 09:58:49 AM
Great update I love the organicness of all the curves

Will
Title: Re: Adara - Update 143 - January 10, 2011
Post by: scott1964 on January 13, 2011, 04:30:13 PM
Waiting for the water to show up.   :thumbsup: :P
Title: Re: Adara - Update 143 - January 10, 2011
Post by: mave94 on January 14, 2011, 05:20:39 AM
Thanks for the link.
I agree with dedgren; you have to see your pics twice, because there are so many details!
Looking forward to see more of the future city. :)
-Matthijs-
Title: Re: Adara - Update 143 - January 10, 2011
Post by: ecoba on January 14, 2011, 01:58:12 PM
Once again, a fabulous update !

I like the way that empty lot looks. For some reason, I love the look of empty lots recently.  &Thk/(  Besides that, the way that the residential along the hill is grown as another one of Adara's strengths, not allowing the mansions to grow and therefore allowing the smaller homes, makes it very realistic, I think.

The school was also very well done. I find it often neglected that schools are not given ample grounds and fields as they are in real life by most game-players; so bravo at this detail. :)


Ethan
Title: Re: Adara - Update 143 - January 10, 2011
Post by: canyonjumper on January 15, 2011, 12:24:36 PM
Great update Battlecat! Love the use of the Ave-2!

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Battlecat on January 17, 2011, 10:00:39 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much!

io_bg: Thanks!

noahclem: That particular zoning style isn't just for historical looking neighbourhoods, it's also mansion insurance!  Simcity 4 develops large lot mansions in highly inappropriate patterns by default so I like to keep them under control!  Glad you like the results!

Skimbo: Thanks very much for your kind words!

Cyclone1001: Thanks!

Jayster: Thanks!

Tomas Neto: Thanks very much!

Will (penguin007): ]Thanks, I really I'm pleased with how this town is turning out!

scott1964: Wait no more, the lake has grown a few tiles towards completion today!

MrMAvE94: No problem at all!  Glad you've enjoyed looking through all the details!

Ethan (ecoba): Empty lots really do have their own charm, plus they are a feature that is very realistic and yet not encouraged by the default simulator!  Glad you enjoyed the last update, thanks for stopping in!

Jordan (canyonjumper): Thanks very much!  I'm really glad you posted that link to the medians a few weeks ago! 

Update 144
Dunster Bend – Lakeshore Phase 2

Today I managed to find some time to get the next section of lakeshore done in Dunster Bend.

144-1: This is the approximate area I'll be working on today.  I'll finish up the shoreline beside the city up to the edge of the image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F8213%2Fadara14401.jpg&hash=b6fd1a9fab880a454bdfb9e4d2977e27b2195d14)

144-2: Before I get started though, how about a sunset image of the town.  It just happened to start setting since I haven't turned off the day night cycle yet! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F8950%2Fadara14402.jpg&hash=829056d342194304374e3889f773233831537992)

144-3: Time to pull out these old mainstays from Williston Lake!  Docks are always a good addition to a lake like this.  I've also put a boat in the lake.  I'll be adding a couple more at a later date.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F3773%2Fadara14403.jpg&hash=e86d006b56b564a3585969d7edb0ee759be2f15e)

144-4: Here's another section of shoreline with the rough water edge in place.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F6092%2Fadara14404.jpg&hash=1aed8b9e2c99dc25b447656c0f2caf2b5bb62192)

144-5: The next step on the detailing is the actual shore edge.  Here we have a mixture of pegs gravel and grass creating a fairly poorly developed beach.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg39.imageshack.us%2Fimg39%2F6779%2Fadara14405.jpg&hash=9c6dfe78a312e979fff34ebe05c0764fdbe49b77)

144-6: The rest of the shore is created with blended grass.  For this shore, I decided to forgo the worn pathways to the beach. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg816.imageshack.us%2Fimg816%2F2329%2Fadara14406.jpg&hash=a29e5eb92f26f70fa65147ee7fd270e225217dff)

144-7: Zooming back out, here's a look at the area with the finished water in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F9862%2Fadara14407.jpg&hash=c20e5e34c3a7d5c039350d7293c7bc1882f2cb2e)

144-8: That's the majority of the work today done.  It was another busy weekend.  So how about a mosaic of the work completed today?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F9061%2Fadara14408a.jpg&hash=e2f4686f8751cd4ec5efbb9a586ba8736600fc27)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F4923%2Fadara14408b.jpg&hash=d871b68d3dd26cd2b418aede3d0f8d3ecd4e4e38)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F4139%2Fadara14408c.jpg&hash=cf912f4faec29c8c1a13c26fc432f651e0b167db)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F6760%2Fadara14408d.jpg&hash=a592230cc3a494530706a694b8e5760dffd07dc1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F4572%2Fadara14408e.jpg&hash=dbf4302ca66b8032ea216f0118e1249b622e6235)

144-9: And another in the series of composite images! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F6055%2Fadara14409.jpg&hash=f34a6d1cf85f9a58f0402832dd2af18351574fec) (http://img714.imageshack.us/img714/2773/adara14409large.jpg)

And that's a wrap for today!  Not sure what's next but we'll find out soon enough!
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Skimbo on January 17, 2011, 11:31:40 AM
That lakeside.... Fantastic detailing!
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Cyclone1001 on January 17, 2011, 11:34:38 AM
Very nice update! Instead of my generic "good work" comments, I'm going to point out specific things I like.
First, I love your medians on th ave-2 or whatever it is called. It looks quite nice.
Next, your shoreline looks fantastic. As usual. Nothing new in that.
Last, those docks and boats are a nice touch. I like it.
Title: Re: Adara - Update 144 - January 17, 2011
Post by: noahclem on January 17, 2011, 12:20:45 PM
I've been waiting for this update! Great job with your lakeside development--I'm always learning from the ways you develop residential areas. I really like how the shoreline turned out with the grass and gravel and the flora between the houses looks great  :thumbsup:
Title: Re: Adara - Update 144 - January 17, 2011
Post by: ShultzCity on January 17, 2011, 02:15:53 PM
G'day Battlecat. Just wanted to drop you a line to say how amazed I am at the recent additions to Adara! I don't get around here too often, but I always check to make sure there hasn't been an update to Adara  ;) . For me Adara was always what I wanted my regions to look like, but simply never had the time to invest into making everything look perfect! Keep up the good work mate :)
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Tomas Neto on January 18, 2011, 02:56:09 AM
Fantastic mosaic, great update my friend!!!  :thumbsup:
Title: Re: Adara - Update 144 - January 17, 2011
Post by: bat on January 18, 2011, 06:15:18 AM
Nice work on that lake and the area around it!
Looking forward to more of it... ;)
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Schulmanator on January 18, 2011, 04:54:09 PM
Nice! Looks like a great serene place to live.
Title: Re: Adara - Update 144 - January 17, 2011
Post by: sumwonyuno on January 19, 2011, 01:50:55 PM
Your work never ceases to amaze me!  It doesn't seem that your work has rusted one bit!   ;)  The lake and the development are great.  Though, what is that in the water in the mosaic?  It doesn't look like a boat... maybe people swimming (or drowning)?
Title: Re: Adara - Update 144 - January 17, 2011
Post by: Jayster on January 20, 2011, 03:04:53 PM
Wow! Looking very nice. I'm thinking about adding in some rivers and lakes to my region although I'm not sure where they would fit very well...

Jayster
Title: Re: Adara - Update 144 - January 17, 2011
Post by: scott1964 on January 21, 2011, 04:01:35 PM
Nice lake.  :)
Title: Re: Adara - Update 144 - January 17, 2011
Post by: canyonjumper on January 21, 2011, 08:41:21 PM
Awesome Battlecat! Love the detailing and the winding streets!

            Your friend,
                           Jordan :thumbsup:
Title: Re: Adara - Update 144 - January 17, 2011
Post by: kwakelaar on January 22, 2011, 12:44:15 AM
You are continuing with never-seen-before techniques to get the level of realism and detailing you have always been striving for. Again it has been an inspiring visit to Adara.
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Battlecat on January 24, 2011, 10:37:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Skimbo: Thanks!

Cyclone1001: Glad you've enjoyed everything.  I really hope to see an AVE2 median in the future that will work with the diagonals.  Thanks for stopping in!

noahclem: Thanks!  I'm glad you're finding your visits inspirational.  From what I've seen in your MD, you're putting the inspiration to good use! 

Jacob (ShultzCity): Glad to see you're still lurking around, thanks for stopping in!  Hope all is well with you and that you haven't been badly affected by the floods!

Tomas Neto: Thanks very much!

bat: Thanks!  Nothing new on the lake today but I expect I'll be developing it more soon!

Schulmanator: Thanks, that's what I'm shooting for!

sumwonyuno: Thanks very much, I'm glad you like it!  I've put a closer look and a link to those people floating in the water in the fourth image in today's update!

Jayster: Thanks!  For adding a lake in a more urban area, you could even just leave a space.  There are some great lakes surrounding entirely by urban areas that still keep their natural feel in the real world as well.  Central park in New York City for example could be quite nicely replicated with plopable water rather than lots.  I'd love to see what your take on a lake would be. 

scott1964: Thanks!

Jordan (canyonjumper): Thanks very much, the winding streets look great but are a bit of a pain! 

Gjermund (kwakelaar): Thanks very much, I'm glad you're still enjoying your visits!

Update 145
Dunster Bend – Another Swath of Residents

Hello everyone!  Once again, I didn't have nearly as much time as I wanted to play this weekend.  But in keeping with my resolve to update at least once per week I have a bit more residential development in Dunster Bend.  The urban part of Dunster Bend is actually getting close to completion. 

144-1: This is the area that I will be developing today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F526%2Fadara14501.jpg&hash=1f6d66ae232ce2fbbb86a12c5d91af821e5ac917)

144-2: First swath of residential in place.  A couple small businesses have been placed at the far left of the image. They mark the edge of the urban part of Dunster Bend.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F2639%2Fadara14502.jpg&hash=5e98b783d4d81a3871bf9824667acd420b18e7f8)

144-3: The low wealth homes are slowly giving way to medium wealth lots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F6343%2Fadara14503.jpg&hash=aa775d7b6d0f6e03540f69c04fd93a927c718018)

144-4: By the way, I had several questions about those people floating in the lake.  They are in fact floating on inner tubes.  They are a small lot by Chrisadams3997 and can be found here on the LEX. (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1244)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F2026%2Fadara14504.jpg&hash=cbdaee1c2cf60c97cb672f3f88bf165d997fb6cd)

144-5: Back to business, the area around these homes will be transformed into a park. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F768%2Fadara14505.jpg&hash=8d9db2d11b378a5ba49582ac332aef96e5242c23)

144-6: Which of course results in a new class of residents moving in. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F9463%2Fadara14506.jpg&hash=22633882f45bc6d1bc5c9ef98ac785258b6e292a)

144-7: This is the last block I'll be developing today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F2584%2Fadara14507.jpg&hash=ce6de1af4d99c771dd6f4eea75895a45db7a4d03)

144-8: A nice winding road makes for interesting suburbs. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8148%2Fadara14508.jpg&hash=0f20a2d81a1bc43d705ba9afa8e6323a3af4117c)

144-9: Last item for today, here's an overview of the completed subdivision. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F2209%2Fadara14509.jpg&hash=a9c37147f9d06f04abaa53a1955741bb93f7ac01)

Once again, I'm uncertain where I'll be working next.  We'll find out next time, see you later!
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Tomas Neto on January 24, 2011, 11:11:56 AM
Yeah my friend..., very nice the residential development in Dunster Bend!!!! I'm always very impressed with your ability to create beautiful sceneries!!!
Title: Re: Adara - Update 145 - January 24, 2011
Post by: bat on January 24, 2011, 11:35:46 AM
Nice views there! Update 145 is really great!
Looking forward to more... :)
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Cyclone1001 on January 24, 2011, 02:29:30 PM
Since I have nothing special to comment on, I will ramble on about how nice your entire MD is. But because I don't want to be rude, I'll keep it short. Enjoy the graphic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsomj.org%2Fimages%2Fsmilies%2Fmoonwalk_.gif&hash=e140d3490a44f24751fcf6914546778015abbd69)
Title: Re: Adara - Update 145 - January 24, 2011
Post by: canyonjumper on January 24, 2011, 08:48:01 PM
Awesome Battlecat! Great looking suburb!

And Cyclone, that's awesome ;D

         Your friend,
                        Jordan :thumbsup:
Title: Re: Adara - Update 145 - January 24, 2011
Post by: noahclem on January 25, 2011, 01:21:32 AM
Great job with more light residential areas! The winding roads and flora create a great neighborhood effect. The little corner shops fit great too!
Title: Re: Adara - Update 145 - January 24, 2011
Post by: mave94 on January 25, 2011, 05:08:46 AM
Great update again! &apls
You always amaze me
Can't wait for more

-Matthijs-
Title: Re: Adara - Update 145 - January 24, 2011
Post by: io_bg on January 25, 2011, 07:40:44 AM
The curved streets are a nice touch! Can't wait to see more development of that area :thumbsup:
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Jayster on January 25, 2011, 09:02:25 PM
Very nice update yet again. Looking forward to more!  :thumbsup:

Jayster
Title: Re: Adara - Update 145 - January 24, 2011
Post by: RickD on January 26, 2011, 04:13:38 AM
The area is developing very nicely. I am eager to see the final result. :)
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Skimbo on January 26, 2011, 10:37:49 AM
Nice update =)
Title: Re: Adara - Update 145 - January 24, 2011
Post by: penguin007 on January 27, 2011, 12:17:16 PM
Nice update the village is looking great

Will
Title: Re: Adara - Update 145 - January 24, 2011
Post by: Terring7 on January 27, 2011, 02:06:27 PM
Looking forward to see your project complete :)
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Battlecat on January 31, 2011, 09:43:05 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks very much! 

bat: Thanks!

Cyclone1001: Thanks, I appreciate it.  Nice graphic, I approve!

Jordan (canyonjumper): Thanks very much!

noahclem: Glad you like it all, thanks for stopping by!

Matthijs (MrMAvE94): Thanks!

io_bg: Thanks for your kind words!

Jayster: Thanks very much!

RickD: Same here, life always seems to be slowing me down though!  Thanks for stopping in!

Skimbo: Thanks!

Will (penguin007): Thanks, glad you like it! 

Terring7: Yeah, same here.  Not sure if it will ever be really done though! 

Update 146
Dunster Bend – Random Developments

Today I wound up randomly developing a fairly large area.  Developing might not be the right word though, I suspect detailing would be a more appropriate description! 

146-1: Here's my target zone for today's work.  I wanted to completely detail this shot, but reality dictated that I would not quite make it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F9016%2Fadara14601.jpg&hash=4fcbba514c7ac4a95c5403c97ebcb53476276962)

146-2: First up is the area around the curved farm.  A quick swath of trees and shrubs and then we're done!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F1271%2Fadara14602.jpg&hash=e53bdfc79c57326b3e08ab06a97ec6adb7d0ed15)

146-3: The shoreline carries logically from here.  The small tree covered stream enters the lake here.  Originally I wanted to expose it, but I realized that the terrain here is not helpful to making it look good.  So I went with just trees right to the shore.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F6492%2Fadara14603.jpg&hash=e02f7fbf4d0fe3fb3077d5d5bae135ff9e8235ed)

146-4: Up on the hillside, I've added a new road and started adding the forest in.  This road has a minor destination.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F2056%2Fadara14604.jpg&hash=6916738ee9018c18b33526f8f835c9b2f1a61de0)

146-5: A small block of exurbs on the hillside above the railway tracks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg137.imageshack.us%2Fimg137%2F5629%2Fadara14605.jpg&hash=77c3ec4db0cfb416787a3c0f5fe06cd4d0ef7a48)

146-6: There's no water supply here, so the quality of the homes varies. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F8110%2Fadara14606.jpg&hash=08494031e1fef657a1b9210d84bcb90d3553a070)

146-7: With the dense forest, around them, the sound of the railway will be quite muted.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F1579%2Fadara14607.jpg&hash=1f997e8fc0a4023721a14b14782cc39fb494c369)

146-8: The road only exists because it's an upgraded and extended logging road.  Here are the two cut blocks left behind. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F4587%2Fadara14608.jpg&hash=60d48810193d60ffec5fd2f7a402aee804873db3)

146-9: I really love detailing these.  The one at the top of the picture is older as evidenced by the heavier tree cover.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2170%2Fadara14609.jpg&hash=9670977f881b58d7dc1afaac0a5d0fec1ffdaee2)

146-10: Let's have a closer look at that one, I love how this area turned out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F4241%2Fadara14610.jpg&hash=00463d5796b9a25e94f60bad7d961a60807c8c1a)

146-11: This area is my last project for today.  Unfortunately, I'm going to have to leave it unfinished.  But I've at least started on it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg816.imageshack.us%2Fimg816%2F8523%2Fadara14611.jpg&hash=6c9473992ca1077c3c90cdc7d568c269134f4b8f)

146-12: An old retaining wall holds things back.  The trees were a failed experiment and I'll revise that right away.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F324%2Fadara14612.jpg&hash=874e099e2277f5e273d4ed5e12ad42a742d1db13)

146-13: Weeds, shrubs and rocks make a much nicer footing to the retaining walls.  I'm also playing around with the edge of the railway.  Only some of the railway track is directly adjacent to the lake.  I'll be playing around with a variety of shoreline retaining wall styles to create the effect of repairs to the slopes over a long period of time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F143%2Fadara14613.jpg&hash=798a536bb798f0ac1712c750d0ef233c8dc427a9)

146-14: Pulling out a bit, here's an overview of the area that was completed today. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F6217%2Fadara14614.jpg&hash=ce09cf08d2ef5ed3b16847be4e68855df200bed0)

146-15: And to wrap things up, here's the next composite image of the tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F8987%2Fadara14615.jpg&hash=0f9d8f1e20a77472568ed63239e5e38c0fa4cdc0) (http://img339.imageshack.us/img339/8104/adara14615large.jpg)

That's a wrap for today!  See you next time!
Title: Re: Adara - Update 146 - January 31, 2011
Post by: bat on January 31, 2011, 10:56:22 AM
The picture 146-10 is looking really beautiful!
Great work on this part of your region!
Looking forward to the continuation... ;)
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Albus of Garaway on January 31, 2011, 12:23:39 PM
I love the ploppable lake!

Jason
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Cyclone1001 on January 31, 2011, 02:13:13 PM
In order to be different and to use less space, I'm putting this in Spoiler tags.*
Anyways, I do believe that the trees were NOT a failed experiment, but whatever you like. 146-13 is unique, I'm gonna try something like that.

*- No spoiler tags  :thumbsdown:

Title: Re: Adara - Update 146 - January 31, 2011
Post by: marsh on January 31, 2011, 11:42:35 PM
Very nice! The lake is coming along very beautifully. ;D

,marsh
Title: Re: Adara - Update 146 - January 31, 2011
Post by: nbvc on February 01, 2011, 11:06:10 AM
Some great updates. :thumbsup:
Title: Re: Adara - Update 146 - January 31, 2011
Post by: JoeST on February 02, 2011, 01:42:26 PM
Ahh-MAZING!

Thank you

Joe
Title: Re: Adara - Update 146 - January 31, 2011
Post by: noahclem on February 02, 2011, 02:19:47 PM
Great work, the regrowing forest areas are just beautiful!  &apls I'm going to try decorating my retaining walls with shrubs, weeds, rocks, etc as well.

Congrats on your well-deserved nomination for the MD hall of fame! :thumbsup:
Title: Re: Adara - Update 146 - January 31, 2011
Post by: TrebuTa on February 03, 2011, 05:39:39 AM
Keep it up, I am loving every single bit of it again and again and again ! :D :thumbsup: &apls
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Nardo69 on February 03, 2011, 06:06:02 AM
Well, detailing such remote areas might be a difference between a good and a very good rural CJ. I am also enjoying detailing such areas far away from everything.
These houses could be weekend loges. Sometimes you can find them at such areas - especially close to the lake. I just wonder how the people there are crossing the railway line in order to reach the lake shore - they don't just run across the tracks, do they?

Take care!

Bernhard  :thumbsup:
Title: Re: Adara - Update 146 - January 31, 2011
Post by: mave94 on February 03, 2011, 08:51:29 AM
Again a good update,
The cutted blocks looks looks very nice, great details you put in :D

-Matthijs-
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Skimbo on February 03, 2011, 09:25:13 AM
The road through this mountainous area is brilliant!
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Neofita on February 03, 2011, 11:11:11 AM
Where can I find Diagonal Field ????

Update awesome :) Diagonal Field super.
Title: Re: Adara - Update 146 - January 31, 2011
Post by: Jayster on February 03, 2011, 08:54:01 PM
Very nice update! Looking forward to more!

Jayster
Title: Re: Adara - Update 146 - January 31, 2011
Post by: metarvo on February 04, 2011, 11:58:35 AM
Splendid work, BC!  :thumbsup:  The diagonal fields and the flora placement continue to inspire me.
Title: Re: Adara - Update 146 - January 31, 2011
Post by: io_bg on February 04, 2011, 01:29:04 PM
Another great update! Love the retaining walls next to the railway as well as the rocks between it and the lake :thumbsup:
Title: Re: Adara - Update 146 - January 31, 2011
Post by: kwakelaar on February 04, 2011, 10:42:41 PM
Nice, nice, nice....your technique for detailing the clearings in the forest seems to have been perfected.
Title: Re: Adara - Update 146 - January 31, 2011
Post by: penguin007 on February 05, 2011, 07:04:50 AM
Great update the clearings look far better than the ones I have tried in the past!!

Will
Title: Re: Adara - Update 146 - January 31, 2011
Post by: canyonjumper on February 06, 2011, 06:31:32 PM
Looking awesome Battlecat! Pic 146-10 looks beautiful!

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 147 - February 7, 2011
Post by: Battlecat on February 07, 2011, 09:55:34 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks for your kind words, glad you're enjoying your visits! 

Jason (Albus of Garaway): Thanks!

Cyclone1001: Well, they were a failed experiment in so far that they didn't produce the result I was hoping for.  The spacing wound up too regular.  But I'll be keeping that result in mind for the future!  Thanks for your thoughts!

marsh: Glad to hear it; thanks for stopping in!

nbvc: Thanks, glad you enjoyed them!

Joe (JoeST): Thanks!

noahclem: Glad you found the retaining walls inspiring.  Unless it's brand new, the plant growth is expected.  Plants always find a way to invade! 

TrebuTa: Thanks for your kind words! 

Bernhard (Nardo69): Thanks very much, that's kind of what I was shooting for.  You'll see how people get to the lake today, although you are right, they do just walk across the tracks.  It's dangerously common in my local area. 

Matthijs (MrMAvE94): Thanks, I love adding those cut blocks; they really break up the forested areas. 

Skimbo: It was a bit of a pain to build but it turned out nicely.  Glad you like it!

Neofita: The diagonal fields are actually my own creation.  I'm hoping to get them released sometime in the near future. 

Jayster: Thanks very much!

metarvo: Thanks, glad to hear it!

io_bg:

Gjermund (kwakelaar): Thanks, I'm really happy with how they are coming together now.  I'll be putting together a different approach to a clearing today in fact. 

Will (penguin007): Thanks!  Peg's scrub brush tool  (http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=401) really adds to the depth of the clearing.  After that, it's just layering as many different flower and grass textures into the mix. 

Jordan (canyonjumper): Thanks very much!

Update 147
Dunster Bend – Detailing Here and There

A few random sets of details today, I couldn't stay focused on any one thing this weekend. 

147-1: My original plan was to finish this entire section of lake. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F8876%2Fadara14701.jpg&hash=895a5e558b518fe8f31f011ca7cf00e753a70783)

147-2: At least I managed to finish this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F3442%2Fadara14702.jpg&hash=fcc93877c55eab1f8c22e2086d6405b730dc696a)

147-3: First up, a trail exists from the exurb subdivision down to the lake.  Yes, the residents cross the railway at their own risk. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F761%2Fadara14703.jpg&hash=eb98cff32e7c02ef051679bf1e56b2ba16acd42e)

147-4: Testing out another style of riprap for the slope along the railway.  This texture is from one of Peg's texture packs. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1179%2Fadara14704.jpg&hash=a07b059fd8d31cd47f370115af6979a144fdeab2)

147-5: And here's a third one, primarily using peg's rocks.  I'm pretty happy with both of them, they certainly add variety to the terrain. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F7365%2Fadara14705.jpg&hash=c1a58575245a6b3195cd4583e71ff4e8365ca47d)

147-6: With everything done, I was fortunate to spot a train travelling through the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F6746%2Fadara14706.jpg&hash=2c1e857c4bb36babdc7f666a98cc5b97f16028a6)

147-7: And pulling out, here's a look at the entire area that I actually managed to finish.  I was going to continue from here, but then I got distracted. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F8249%2Fadara14707.jpg&hash=28a028106efd08a81312b532c774f60f63300d39)

147-8: So up near the edge of the map, there's an old gravel road that extends up in to the valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6224%2Fadara14708.jpg&hash=fd4507ac8eda72cc76a22cd997358ac096dde299)

147-9: Originally, this was going to be another series of clear cuts.  While that plan stands to a certain extent, I decided to take a different approach.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F4133%2Fadara14709.jpg&hash=c97dcf872408b3f9b9bd3278a9f347ad506852b7)

147-10: Instead, we've got somebody living up here.  The owner is just maintaining a quiet, low effort hay farm. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F5316%2Fadara14710.jpg&hash=568c13e249a33db79a52cd36f4ccbf9b83a5bd60)

147-11: The forest is slowly beginning to encroach onto the farm, especially at the back of the property which doesn't get mowed as regularly.  Water collects in a small pool at the back of the land. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F7929%2Fadara14711.jpg&hash=5c7e1ede933aeeab09c70a5b58e3090454778f16)

147-12: Here's an overview of the farm.  Moving on one more time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F3311%2Fadara14712.jpg&hash=c01192e3b98bd72882bcc7269739be52e5506e66)

147-13: Last item for today before I was interrupted by life.  I'm going to develop this hillside above the main road through Dunster Bend.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F7992%2Fadara14713.jpg&hash=715a55e4a181ce2d132431396cda67f6702af08c)

147-14: It's about time I found somewhere to exhaust the demand for high wealth homes.  The tennis courts are simply encouragement, they'll be gone when all is done.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F6385%2Fadara14714.jpg&hash=32fdb4dd57ad97e666c2e83cc2574dde48c7b3ee)

147-15: Success!  Well except for one lot but the demand is there so it's only matter of time! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F8301%2Fadara14715.jpg&hash=92fac273bc7ffd430155f4306ad3efaa150586e6)

That's all for today!
Title: Re: Adara - Update 147 - February 7, 2011
Post by: noahclem on February 07, 2011, 11:10:02 AM
Great work! The hay farm is my favorite--looks like a nice place to live. Also great variety in the lake/track-side slopes!
Title: Re: Adara - Update 147 - February 7, 2011
Post by: Cyclone1001 on February 07, 2011, 01:43:36 PM
Very creative ideas. I like the water collection thingy.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi448.photobucket.com%2Falbums%2Fqq203%2Fmakixnchixx%2FHeadBang-Icon.gif&hash=6640f49619511a1a7b30b700c3e2b47106c8bd86)
^ My mood right now.
Title: Re: Adara - Update 147 - February 7, 2011
Post by: Skimbo on February 07, 2011, 01:58:11 PM
I especially like this little path leading down to the water.
Title: Re: Adara - Update 147 - February 7, 2011
Post by: canyonjumper on February 07, 2011, 05:41:08 PM
Great pics Battlecat! Love the farm and the lakeside trail!

             Your friend,
                            Jordan :thumbsup:
Title: Re: Adara - Update 147 - February 7, 2011
Post by: mave94 on February 09, 2011, 08:12:16 AM
Again nice update
And congratulations to take part of the SC4D MD HoF! &apls

- Matthijs
Title: Re: Adara - Update 147 - February 7, 2011
Post by: art128 on February 09, 2011, 08:19:21 AM
Congratulations !  &apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: io_bg on February 09, 2011, 08:19:45 AM
Congratulations on getting to the MD HOF! &apls &apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: bat on February 09, 2011, 09:33:23 AM
That newest update is really great! :thumbsup:

AND CONGRATS FOR THE MOVING into the MD HOF!!!!!
&apls &apls &apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: JoeST on February 09, 2011, 04:23:45 PM
congratulations, you deserve it 100 times over, such a fantastic view of the game, and such precision. beautiful

Joe
Title: Re: Adara - Update 147 - February 7, 2011
Post by: marsh on February 09, 2011, 05:32:38 PM
Conradumalations on getting the HOF!!!11!one!  &apls &apls &apls

You deserve it so much!  ;D

,marsh
Title: Re: Adara - Update 147 - February 7, 2011
Post by: metarvo on February 09, 2011, 06:40:02 PM
Congratulations on the well-deserved entry into the HOF, Battlecat!  :thumbsup:  The innovative and realistic concepts that I've seen as I've followed Adara have certainly been a pleasure to see.

&apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: ecoba on February 10, 2011, 04:32:35 AM
Congratulations about being admitted to the hall of fame ! You have deserved it with your work here ! :)


Ethan
Title: Re: Adara - Update 147 - February 7, 2011
Post by: rooker1 on February 10, 2011, 04:58:16 AM
 The last update was very interesting.  I like the look of the obviously placed black rocks along the river/rail line.....Looks more realistic.

Congrats on getting your MD into the MD HoF!  It definately deserves to sit there beside the others.

Robin  &apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: noahclem on February 10, 2011, 05:29:04 AM
Congratulations on entering the Hall of Fame! Your absolutely beautiful MD was certainly deserving of the honor!
Title: Re: Adara - Update 147 - February 7, 2011
Post by: thundercrack83 on February 10, 2011, 08:58:10 AM
Congratulations, my friend! Welcome to the Hall of Fame!

Dustin
Title: Re: Adara - Update 147 - February 7, 2011
Post by: RickD on February 11, 2011, 02:36:52 AM
Wow, the Hall of Fame. Congratulations!  &apls
Title: Re: Adara - Update 147 - February 7, 2011
Post by: Toichus Maximus on February 11, 2011, 05:40:26 AM
Congrats!
Title: Re: Adara - Update 147 - February 7, 2011
Post by: penguin007 on February 11, 2011, 11:07:31 AM
Well done on the hall of fame!!

Will
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Battlecat on February 15, 2011, 10:44:53 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

First and foremost today, I want to say thanks to everyone who voted for Adara in the recent Hall of Fame Induction.  It's been such an unexpected honor, I've been having a great deal of trouble coming up with any response that doesn't fall flat in my eyes.  So, the best thanks I can offer is redoubling my efforts to not rest on my laurels and keep Adara going at least as consistently as it has been.  Thanks again everyone.

Also, Adara was apparently 2 years old last week.  Thanks for your support over these past years! 

noahclem (x2): Thanks for your kind words on the last update and your congratulations later on in the thread!  I really appreciate your support!

Cyclone1001: Thanks very much for your kind words!  I like that little animation; glad you're in a good mood

Skimbo: Thanks!  It's a dangerous way to get there, but there aren't enough residents to justify the cost of a proper bridge. 

Jordan (canyonjumper): Thanks very much for your kind words!

Matthijs (MrMAvE94): Thanks for stopping in and for your congratulations regarding the HoF!

Arthur (art128): Thanks very much!

io_bg: Thanks, I'm finding it hard to believe still!

bat: Thanks very much for your kind words and enthusiastic congratulations! 

Joe (JoeST): Thanks very much for your enthusiasm and congrats!  I'll do my best to keep meeting your expectations!

marsh: Thanks very much for your congrats, I'm glad you feel that way!

metarvo: Thanks very much for your congratulations.  I'll strive to keep producing those realistic concepts.  I've got so many ideas and so little time!

Ethan (ecoba): Thanks for your congratulations! 

Robin (rooker1): Thanks for stopping in, I'm glad you like the way black rip rap turned out, I wasn't entirely sure on it but it's growing on me the more I look at it.  Thanks for your congratulations, I'll be working hard to meet the expectations of the Hall of Fame!   

Dustin (thundercrack83): [/b]Thanks very much, I appreciate the welcome! 

Raphael (RickD): Thanks very much!

Toichus Maximus: Thanks, glad to see you're still around!

Will (penguin007): Thanks!


Update 148
Dunster Bend – Lakeshore continued

So back to work!  Today I'll be pushing forward with the lakeshore and also with expanding the mansion neighbourhood.

Sorry for the delay on this update, yesterday was absolutely nuts!

148-1: I'm going to continue detailing the railway tracks in this area today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg109.imageshack.us%2Fimg109%2F9757%2Fadara14801.jpg&hash=9a490a8e1eb5f01d02e3b9e70ef1aa24826ffd2f)

148-2: To keep things from getting repetitive I didn't put any rip rap in this section.  I was worried that the short sections of stone would start to look repeated and artificial. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F1760%2Fadara14802.jpg&hash=cbdcb077f919ac5a1d8f4cbecb49ec88df499b94)

148-3: Instead, I've got one large block of rip rap on this section.  It's hard to tell but the layout of the railway is mostly determined by the structure of the mountainside.  It's steeper than it looks.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F9957%2Fadara14803.jpg&hash=99afe244f87955103c7418d3b56b72cff8bc0071)

148-4: I went for some of peg's stone to simulate a patch applied at a later date.  Some greenery wraps up this block of stone quite nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F3679%2Fadara14804.jpg&hash=e84c70e98c3cb2b269c3a2f22fb4828c0f08fa13)

148-5: Moving along, this corner needs some retaining walls. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F9232%2Fadara14805.jpg&hash=ad4bd501526b4faded556faf7668c74478b73760)

148-6: Some greenery adds a nice bit of detail to the base.  For some reason I can't place greenery at the top.  Ah well, it actually looks fairly real with the abrupt edge from the railway cut. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F6022%2Fadara14806.jpg&hash=7e7e40eb3175ad9e0bbf7a820ad9bca0161caaff)

148-7: I'll be finishing this hillside and the next block of railway next. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F6306%2Fadara14807.jpg&hash=4b11a0e9136a540aadddb7c305b8165de0e38fa7)

148-8: This section is actually fractional angle.  Rip rap won't place properly because of the quirks of the fractional tracks. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F9370%2Fadara14808.jpg&hash=94a8a1757fd89f304754b7410388fb4c049002d7)

148-9: So I've pulled the shoreline back a bit to compensate.  A few trees will round things out and conceal the various quirks of these rails.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F1315%2Fadara14809.jpg&hash=66cab7bb3de80a35c22279ac1c2a01040d419e37)

148-10: With the trees in place, my eyes turn to this gully.  Originally I was just going to tree it over. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F989%2Fadara14810.jpg&hash=8196c9aa193aa49c9c8bc3e0fb3fe06e9e745ec9)

148-11: But then I decided to add some rocks to it.  This may have been a quarry for the railway at one point.  It looks like it's abandoned now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F176%2Fadara14811.jpg&hash=654c1e18acb07ed944ae9ae7721a5c65c496795d)

148-12: Here's an overview of the completed hillside.  A mixture of Cedar, Douglas Fir and Larch makes up the local forest. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F7924%2Fadara14812.jpg&hash=a04814e9de0b0f2e6c11b1bb2249e240a54fa04f)

148-13: Last item for today, I'm going to continue expanding the high wealth area of Dunster Bend. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F231%2Fadara14813.jpg&hash=49046001324c591e8c8754c107d885a21e5cbb10)

148-14: This winding road goes up and over a bit of a steep escarpment.  The tennis courts are just for encouragement once again. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F9739%2Fadara14814.jpg&hash=86dd568bf34488bc74009058a2b3b6b95568673a)

148-15: Most of them grew in properly but I'm still arguing with a few lots.  All in good time I suppose.  These high wealth homes actually tie in with the high wealth neighbourhood in Alexandria.  The reason for them being here will be revealed soon. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F9170%2Fadara14815.jpg&hash=c1cf6ec610786e42ca63ca1a43f336a57dee299a)

148-16: Last but not least, here is another composite image.  I'll have to turn off the clouds, apparently I forgot this time.  The hazard of new installations I suppose. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F7794%2Fadara14816.jpg&hash=02238ec5de29a4c45dd5147ea8544af71a558786) (http://img140.imageshack.us/img140/634/adara14816large.jpg)

That's all for today, I'll be back next week with more from Adara!  If things go really well this weekend, I might even gather enough material for two updates next week! 
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Gayowulf on February 15, 2011, 10:53:16 AM
Wow, I've missed a lot!  Real life attacked me in the face.  And will probably continue to do so for the rest of the semester.

I really like the gully in 148-11; as much as I love forests, it's nice to see a bare area once in a while.  I'm also a huge fan of the farm last update.

I do have a question about the rocks in 148-3,4, though... were the rocks in the middle the ones added later?  Because they actually look older, since they're darker...

Anyway, great update(s)!
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Nardo69 on February 15, 2011, 11:16:07 AM
Congratulation for entering the Hall of Fame, Gordon!  :thumbsup:  &apls

(When I saw you and Yan in the ballots I knew that Urland had to stay some time longer in the Classics ... - didn't prevented me for voting for you though)

Nice work on the railway line. I do sometimes have the same problem with the top of (msotly diagonal)  retaining walls, too. One way of solving this glitch is combining the retaining wall with a RRP dirtpath - be it a dirtpath for the forrest or a maintenance path for the railway. ;)

And FARR is something I really use too seldom - mostly because it's a big pain in the (*censored*) if you do it with a lope in hilly terrain! Knowing this by myself I do appreciate your work even more.

Take care my friend!

Bernhard  :thumbsup:
Title: Re: Adara - Update 148 - February 15, 2011
Post by: scott1964 on February 15, 2011, 09:55:29 PM
Congrats  ;D :P :D
Title: Re: Adara - Update 148 - February 15, 2011
Post by: noahclem on February 16, 2011, 03:04:26 AM
Another great update! The railway is looking very nice  &apls  I really like the quarry as well and really appreciate the variety you use in the area around the track. The ideas and inspiration I always seem to get visiting here is just one reason why Adara deserves its place in the HOF!
Title: Re: Adara - Update 148 - February 15, 2011
Post by: mave94 on February 16, 2011, 05:38:27 AM
Good update!
The railway track seems a dangerous place to go with the train ::)
Only, in the composite image seems to be a little stain in the lake, I think it are just clouds, but it looks a bit weird.
I'll follow this MD, because you've got a wide variation and detailed areas.

-Matthijs
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Skimbo on February 16, 2011, 06:00:54 AM
Like everytime: cool detailing =)
Title: Re: Adara - Update 148 - February 15, 2011
Post by: bat on February 16, 2011, 06:03:32 AM
Nice first update in the HOF!! :thumbsup: Great work. ;)
Title: Re: Adara - Update 148 - February 15, 2011
Post by: rooker1 on February 16, 2011, 07:03:08 AM
 Great update as always and great way to start your stay in MD HoF!
I really like the rock quarry idea, but I think it needs some more details.  Maybe needs to be a larger area with a side spur line and maybe an abondoned building of some kind.  Just some thoughts.....if anyone can make this perfect it would be you. ;)

Robin  :thumbsup:
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Cyclone1001 on February 19, 2011, 02:51:28 PM
Very cool, very cool.
Very worthy of the HOF.
Title: Re: Adara - Update 148 - February 15, 2011
Post by: canyonjumper on February 19, 2011, 04:06:54 PM
Great pics Battlecat! I like the gully, and the town so far!

            Your friend,
                           Jordan :thumbsup:
Title: Re: Adara - Update 148 - February 15, 2011
Post by: Tomas Neto on February 20, 2011, 07:03:10 AM
Hi my friend, congratulation for entering the HoF!!!  &apls &apls
Awesome updates, really great work!!!  :thumbsup:
Title: Re: Adara - Update 148 - February 15, 2011
Post by: samerton on February 20, 2011, 11:14:03 AM
Congratulations on the HOF!  &apls  Amazing use of mayor mode flora and props.
Title: Re: Adara - Update 149 - February 21, 2011
Post by: Battlecat on February 21, 2011, 10:36:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Alafel: Well thanks for taking a minute to stop in, hope things calm down for you soon!  Glad you enjoyed the last update.  Good point about the rocks.   I was thinking along the lines that the rocks were obtained from a different supplier and thus had a different color.  You have a good point though, darker rocks would feel older.  I'll keep that in mind for the future.  Thanks!

Bernhard (Nardo69): Thanks very much for your congratulations!  I'll try to live up to it!  Good thought on the retaining walls, I'll have to poke at them some more and see what I can do.  It's certainly preferable to creating another lot!  I agree that the FARR is a bit of a pain to work with.  I really hope there will be FARR switches in the near future, although I expect they will be very difficult to detail around!  Thanks for stopping by!

scott1964: Thanks!

noahclem: Thanks very much!  I'm glad to hear you've found inspiration here, I certainly find inspiration in your work as well!

Matthijs (MrMAvE94): Yeah, North American railways tend to be quite dangerous!  I think you're right about the stain being a cloud shadow, or it could be a boat or something.  The lake has been refreshed with a cloud free version in this update so let me know if it looks any better!  Thanks for your kind words, glad you're enjoying the updates!

Skimbo: Thanks!

bat: Thanks very much! 

Robin (rooker1): Thanks for stopping in and for your kind words!  It's still quite hard to believe.  I really like your idea of putting in a spur line.  The only issue is I don't think there are any fractional angle railway switches yet.  The terrain is pretty limiting (ie: steeper than it looks :)) here so I think I'll migrate the quarry idea to a more appropriate location on this tile.  Thanks for the suggestions! 

Cyclone1001: Thanks very much! 

Jordan (canyonjumper): Glad to hear it, I'm really looking forward to getting this tile done though.  I'm getting close!

Tomas Neto: Thanks very much for your kind words!

samerton: Thanks very much!

Update 149
Dunster Bend – Bit of This and That

Lots of little things from this busy weekend I had.  A bit of lakeshore, a bit of farming and a bit of urban development lie ahead. 

149-1: To kick off today's update I'm going to work on this section of shoreline. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F5341%2Fadara14901.jpg&hash=02127748c3285aa0e759423e45e0a8061fd249fa)

149-2: I've been struggling to get anything other than these homes developing here.  While they'll work fine for other cities, this waterfront is not where I want them showing up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F6066%2Fadara14902.jpg&hash=0e73a0c83160ccd93ea35ceeeddcd179e09e6e64)

149-3: I finally got one to grow nicely, the rest of this area I've just given up on. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F2434%2Fadara14903.jpg&hash=8000aef125ec0201cf1272c923967eab67782b09)

149-4: A public beach will fit the bill quite nicely here.  It's semi-artificial, the local government probably did a small amount of work to crush the rocky beach or bring in some additional sand.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F8791%2Fadara14904.jpg&hash=5f5bb6878be67079b57d47e1256b8a45bc1007a3)

149-5: A few benches and some trees round out this small park.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F6452%2Fadara14905.jpg&hash=f0303985f1c10dff5854e95270fdd6adb509fbe6)

149-6: Moving on, it's time for a bit of farming.  I'm not going to finish this today but I'm going to get it started.  I've established the main road paralleling the highway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F683%2Fadara14906.jpg&hash=a2b1665173eabcbc793dc65bef21448135f724d3)

149-7: Just a few smaller farms are tucked up against the mountain here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F5199%2Fadara14907.jpg&hash=2e9ad291c2dbc94841a72720d5d715913caf25b6)

149-8: These are the farms I got, I'm pretty happy with the diversity.  I'll do the detailing touch ups on this later.  Time was not on my side this week. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7011%2Fadara14908.jpg&hash=6cee8530d78fd04fd3476155fe6f43190fd9395c)

149-9: This subdivision is going to be different from most of the others in town.  This one will be up to the simulator, I'm going to do nothing to control the style of buildings that grow here.  I fully expect to see a lot of mansions in here before long, which is what I'm hoping for anyhow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F9575%2Fadara14909.jpg&hash=097e06a1f065817287db6dd8363ad815a0377be4)

149-10: Here's the initial load of buildings.  This will be revised by the simulator soon I expect.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9848%2Fadara14910.jpg&hash=55e7fc53a82d3352620e4ab0ee2e86128abf1ae5)

149-11: I'm quite enjoying wrapping up with a composite.  Here's an updated view of the map tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg201.imageshack.us%2Fimg201%2F4903%2Fadara14911.jpg&hash=920ab98a20b66bd1c8f7992545ff87ee31964e38) (http://img16.imageshack.us/img16/7383/adara14911large.jpg)

That's all for today, I'll be back next week with more from Adara!  If things go really well this weekend, I might even gather enough material for two updates next week! 
Title: Re: Adara - Update 149 - February 21, 2011
Post by: io_bg on February 21, 2011, 10:43:59 AM
Another great update! That subdivision is coming along very nicely :thumbsup:
Title: Re: Adara - Update 149 - February 21, 2011
Post by: Yan077 on February 21, 2011, 12:24:40 PM
Better late than never : Congratulations for entering the Hof my friend ! Very well deserved reward  &apls &apls
Always a pleasure to stopping here, hope to see more updates of Adara for a long time !

Yann  :thumbsup:
Title: Re: Adara - Update 149 - February 21, 2011
Post by: mave94 on February 21, 2011, 12:41:58 PM
Yes, a new update! That neighborhood is nice, can't wait for the upcoming city...
Where did you get those bench plops?
And yes, the overview looks better now ;D

-Matthijs
Title: Re: Adara - Update 149 - February 21, 2011
Post by: samerton on February 22, 2011, 12:20:12 PM
More beautiful pictures from Adara! Amazing.
Title: Re: Adara - Update 149 - February 21, 2011
Post by: canyonjumper on February 22, 2011, 04:11:18 PM
Wow, that's coming along great! I can't wait to see more!

        Your friend,
                       Jordan :thumbsup:
Title: Re: Adara - Update 149 - February 21, 2011
Post by: turtle on February 23, 2011, 01:52:46 PM
Wow, awesome developments here  &apls
Congrats on making the HoF - I voted for ya  :)
Title: Re: Adara - Update 149 - February 21, 2011
Post by: eldaldo on February 24, 2011, 12:42:56 PM
It's been a while since I commented, but I realy love the work you do.  Your farms inspire me!
Title: Re: Adara - Update 149 - February 21, 2011
Post by: huntingfire on February 26, 2011, 10:23:49 AM
Every update is a tutorial !
Your MD is certainly much more than a diary !
Title: Re: Adara - Update 149 - February 21, 2011
Post by: Tomas Neto on February 27, 2011, 02:54:56 PM
Yeah, my friend, fantastic again!!! Nice update!!!  :thumbsup:
Title: Re: Adara - Update 150 - February 28, 2011
Post by: Battlecat on February 28, 2011, 09:51:08 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

io_bg: Thanks very much!

Yann (Yan077): Thanks!  And congratulations to you as well!  I certainly hope to be updating this for a long time. 

Matthijs (MrMAvE94): Thanks!  I wouldn't hold my breath too long for the big city considering how long it takes me to build one tile lately!  But it is out there and I have a location chosen for it.  The bench plops are from one of Pegasus' forest scene packs.  I can't locate the separate pack, but there's a kit available here (http://www.simpeg.com/forum/index.php?PHPSESSID=c2f83ef7b38f4fd556e354a1f166c508&action=downloads;sa=view;down=603) that contains that plugin. Thanks for stopping in! 

samerton: Glad you like them, thanks for stopping in!

Jordan (canyonjumper): Thanks!

turtle: Thanks very much, glad you're still around! 

eldaldo: Thanks very much!

huntingfire: I'm glad you're enjoying the MD!  Interesting thought, I guess I do write more of a tutorial approach than anything.  Thanks for stopping in!

Tomas Neto: Thanks!

Update 150
Dunster Bend – Detailing Day

150 updates today!  It's hard to believe I've been working at this for so long.  Sadly, due to life issues I have nothing special to offer today but I did blitz another swath of detailing today.

150-1: First up today is this section of shoreline.  For a change of pace I'll be doing some before and after shots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F8238%2Fadara15001.jpg&hash=57561695f7bcbe28c09ff13899cd13611c4344dd)

150-2: First up is this area.  Here's the before shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg691.imageshack.us%2Fimg691%2F5725%2Fadara15002.jpg&hash=d98ad8f8973316e95b5fa8717cfb1cee75348477)

150-3: And then here's the same area after the shoreline details were added.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F3866%2Fadara15003.jpg&hash=5456e4a480ad42c9d115c57be1a9930274f784e9)

150-4: Moving down the shore a bit, here's the before shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg576.imageshack.us%2Fimg576%2F9739%2Fadara15004.jpg&hash=ff0b78f728e43e79b82db52113f5f22169566e04)

150-5: And after. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F7989%2Fadara15005.jpg&hash=c6516e62e3f20f69dc7fc2f854594bc2e1964a9a)

150-6: Next, this is a wide shot of the area taken during the early fall.  A few trees are just starting to show color.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F6839%2Fadara15006.jpg&hash=3f031643122ba5e099e7fc6520d271d750886a9d)

150-7: Here is the simulator chooses neighbourhood.  A few mansions have moved in, but not a huge number yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F3752%2Fadara15007.jpg&hash=1e97ec67f0c43230f9bc7962a2131697ad6f9006)

150-8: Next I applied a quick batch of details to the farms.  I like how this area turned out. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F5454%2Fadara15008.jpg&hash=ec0e3a795df7c482f798b749b9638c80b972af15)

150-9: And here's an overview of this block of farms.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F2576%2Fadara15009.jpg&hash=c4d9145755fb1b8888def5638fd1f87db1eb0f85)

150-10: Next up is this block of shoreline.  I straightened out the railway here.  It'll make an idea I'm pondering easier to add later.  Also there were multiple comments about the numerous S-Curves that were in this area before.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F5854%2Fadara15010.jpg&hash=79548b6a7fc6d7a0d69d02d0b3523130592e8acc)

150-11: Hey it's another before shot.  I just outlined the area with gravel first.  It's always good to avoid straight lines on natural shorelines.  Straight is reserved for shores with artificial modifications.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg576.imageshack.us%2Fimg576%2F8028%2Fadara15011.jpg&hash=0fac98e293f98f9db5cd8a6885bfb45813a8a8aa)

150-12: Here's the same area after applying the rest of the details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F440%2Fadara15012.jpg&hash=0aa415dd70baeb203b9ec20da260e6b30b05d4b5)

150-13: And one more area down at the railway curve.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F9290%2Fadara15013.jpg&hash=cb538e94e59a3bf65a9ab7343e103a6a29904a3f)

150-14: I added a little meadow in this area just for something different.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F2696%2Fadara15014.jpg&hash=71f8ae4c500c7f4f3b86b5131446bbb1754b08f8)

150-15: Here's a quick wide shot of the lake as it stands now.  The lakeshore is very close to being complete now. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F8664%2Fadara15015.jpg&hash=4c7a50df5d5ea1087afa9b25675dd102b7aba1ab)

150-16: And just to wrap things up, another composite image.  I actually have plans for these images when I wrap up the tile.  It's actually kind of amazing looking at this and realizing just how much is left to do. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F4705%2Fadara15016.jpg&hash=0405db6bb21c1c11ecf9b9ccd72950038d1236b1) (http://img202.imageshack.us/img202/405/adara15016large.jpg)

And that's a wrap!  See you all next time!   
Title: Re: Adara - Update 150 - February 28, 2011
Post by: samerton on February 28, 2011, 09:54:21 AM
Wow! Very nice rural areas, and great housing areas too! &apls
Title: Re: Adara - Update 150 - February 28, 2011
Post by: mave94 on February 28, 2011, 10:07:31 AM
Nice detailling again!
Thanks for the link, I'll have a look at it ::)

-Matthijs
Title: Re: Adara - Update 150 - February 28, 2011
Post by: canyonjumper on February 28, 2011, 04:06:05 PM
I like the shoreline detailing this time around! Great job!

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 150 - February 28, 2011
Post by: Tomas Neto on March 01, 2011, 03:30:26 AM
Awesome rural area and shoreline too!!! Amazing work!!!  :thumbsup:
Title: Re: Adara - Update 150 - February 28, 2011
Post by: noahclem on March 01, 2011, 03:57:50 AM
Great updates! It's nice to see you going back to the farms, you do such a great job with them! The shorelines and rails continue to impress and I wish you the best of luck getting those mansions growing!  ;)
Title: Re: Adara - Update 150 - February 28, 2011
Post by: RickD on March 02, 2011, 01:17:51 AM
150 great updates and I hope there will be at least 150 more.  ;)
Title: Re: Adara - Update 150 - February 28, 2011
Post by: Jayster on March 02, 2011, 09:30:36 PM
Very nice! Sorry I've missed the last few updates, looking forward to the completion of this tile!

Jayster
Title: Re: Adara - Update 150 - February 28, 2011
Post by: penguin007 on March 04, 2011, 04:47:17 AM
Another lovely update as usaul I love how the lake is shaping up!! Can't believe how long you are spending on this tile either such attention to detail!!

Will
Title: Re: Adara - Update 150 - February 28, 2011
Post by: cubby420 on March 04, 2011, 11:05:33 AM
Excellent detailing as always. Congrats on your promotion to the HOF by the way...very deserved  ;D
Title: Re: Adara - Update 150 - February 28, 2011
Post by: huntingfire on March 04, 2011, 10:16:21 PM
Truly, since seeing your MD, I rework my rural "city" and doing a lot of experiments with various downloads such as water.
;)
Title: Re: Adara - Update 150 - February 28, 2011
Post by: kwakelaar on March 04, 2011, 11:38:40 PM
Let me start off with congratulations on entering the HoF, which is really well deserved. It has been a joy to follow this MD through all its updates and the see how you have managed to make something that is quite unique.
And the last updates are of equal quality with a high level of detailing, I think a inspiration to us all.

Gjermund/Kwakelaar
Title: Re: Adara - Update 151 - March 7, 2011
Post by: Battlecat on March 07, 2011, 08:45:12 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Sam (samerton): Thanks very much!

MrMAvE94: Nifty, I hope that helps!  I use a lot of stuff from Peg's detail packs to supplement the rural renewal pack.

Jordan (canyonjumper): Thanks very much, glad you liked it.  I'll be polishing off the lake today. 

Tomas Neto: Thanks!

noahclem: I enjoy the farming as well, but I also like a wide variety of details.  Thanks for your thoughts!   

RickD: I certainly hope there will be 150 more as well!  Thanks for your support all this time! 

Jayster: Thanks!  No worries, glad you're still stopping in!

Will (penguin007): The attention to detail is partly just a factor of how little time I've had to play lately.  Since I can't cover vast swaths of terrain in one update, I've been getting a lot of pleasure in the details.  Glad you're enjoying it though, thanks for stopping by!

cubby420: Thanks very much for your kind words and congratulations! 

huntingfire: Very glad you are finding your visits here inspiring!  Thanks for stopping in! 

Gjermund (kwakelaar): Thanks very much for the kind congrats!  I'm glad you're continuing to enjoy your visits to Adara.  Some of the attention to detail is actually inspired by your work in Andau, except that I have no ability with the Bat!  Thanks for stopping in!

Update 151
Dunster Bend – Dunster Lake Complete

This week was absolutely nuts but in spite of difficulties I managed to finish up the lake on the Dunster Bend tile.  Here we go! 

151-1: First up, this area is the south edge of the urban area.  Just a few more buildings will polish this up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F3958%2Fadara15101.jpg&hash=eb00ae790a5fa9f5e23192e70c7f26bda639e1b7)

151-2: A few more mansions should eventually grow here to wrap up the high wealth hillside. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F7230%2Fadara15102.jpg&hash=0f3161e1a60676bc9ee029582b19d15583cefd9f)

151-3: Here's a quick look at the neighbourhood.  A couple corner stores and gas stations.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F2899%2Fadara15103.jpg&hash=d94271f580d04a8f96c137d7a8770891c9abd5b4)

151-4: Next up is the wrap up of the lake.  It's hard to see but these culverts actually drop significantly in elevation from the high side to the low side.  The culverts are place to limit the lake height.  On the low side of the culvert is a large pool and then some fun detailing that will be done another day.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F4931%2Fadara15104.jpg&hash=fa13955f9c195a3cda7229faf27c8aa808e085a3)

151-5: The edge of the railway here is set back further from the lake.  I'll be making some alterations to add a bit of extra detail to the railway soon as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F3331%2Fadara15105.jpg&hash=93d3af9f2fdc92045e546f434c338b3eb821e4ab)

151-6: Here's a wide shot of the lake as  it looks now.  I really like how the road network turned out in this town! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F7503%2Fadara15106.jpg&hash=e849614f2a7d1e8d0bfeaa51888af0efe15c3f51)

151-7: I also added some more trees to the mountainside.  Despite the relatively small changes, here is a new composite.  As always you can click for a larger version. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F1843%2Fadara15107.jpg&hash=dd1fcfac1092fd7b241b533fcc70472e3f9c3cfe) (http://img703.imageshack.us/img703/9792/adara15107large.jpg)

That's all for this week!  See you next time!
Title: Re: Adara - Update 151 - March 7, 2011
Post by: Tomas Neto on March 07, 2011, 09:28:09 AM
The lake is very well done, and the area around it also is developing very fast!!!  Nice area, on this city!!!
Title: Re: Adara - Update 151 - March 7, 2011
Post by: noahclem on March 07, 2011, 12:28:58 PM
The is turning out wonderfully, especially the roads like you mentioned (and rails)!!  &apls  The area by the dam looks really nice too. Congrats on 150 updates by the way!
Title: Re: Adara - Update 151 - March 7, 2011
Post by: canyonjumper on March 07, 2011, 06:06:05 PM
Dunster Lake looks great! I'm looking forward to seeing the detailing on the other side of the culverts ;D

                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 151 - March 7, 2011
Post by: travismking on March 08, 2011, 03:24:30 AM
absolutely beautiful. I draw a lot of inspiration for my rural areas from your MD, and I thank you for showing me how good SC4 can look :)
Title: Re: Adara - Update 151 - March 7, 2011
Post by: bat on March 08, 2011, 07:14:09 AM
Fantastic work on the lake and the village next to it!
The pictures are beautiful! :thumbsup:
Title: Re: Adara - Update 151 - March 7, 2011
Post by: cubby420 on March 08, 2011, 09:30:20 AM
This tile is coming along quite nicely. Those culverts are very cool as well...may I ask where you got them?
Title: Re: Adara - Update 151 - March 7, 2011
Post by: samerton on March 08, 2011, 12:12:54 PM
Brilliant. After so many amazing updates, I'm speechless... Great!  &apls
Title: Re: Adara - Update 151 - March 7, 2011
Post by: penguin007 on March 09, 2011, 10:12:19 AM
Awesome update again great to see the lake almost done!!

Will
Title: Re: Adara - Update 151 - March 7, 2011
Post by: sumwonyuno on March 11, 2011, 08:45:18 PM
The lake is coming along nicely!   :) I'm anxious to see how it goes beyond the culvert.
Title: Re: Adara - Update 152 - March 15, 2011
Post by: Battlecat on March 15, 2011, 10:47:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Tomas Neto: Thanks!

noahclem: Thanks very much! 

Jordan (canyonjumper): I'm looking forward to it as well.  Not going to happen today tough, something else to take care of first.  Glad you like it!

bat: Thanks very much for your kind words!

cubby420: As I mentioned in the PM, those culverts are part of Peg's Tahoe pond set and can be found here (http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=491).  The only frustrating part about them is the water being embedded in the model which prevents them being used with other water styles.  They still look nice though. 

Sam (samerton): Thanks very much, glad you've enjoyed your visits! 

Will (penguin007): I'm glad to be pretty much done it as well.  This tile has taken a long time!

sumwonyuno: Thanks!  I'm looking forward to getting down there as well.  That will be in a later update though. 

Update 152
Dunster Bend – Valley Flood Fill

I made some good progress this weekend, finishing the entire valley on the other side of Dunster Lake.  Let's get this show on the road!

152-1: Here's the valley in question.  My goal here is sparse farming mixed with exurb residential.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg848.imageshack.us%2Fimg848%2F1850%2Fadara15201.jpg&hash=e846e362cd651311cc1fe38590251b88631a904b)

152-2: First things first though.  I want to add a little detail on the rail side here.  This is a result of Robin's comments a few weeks ago. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F4772%2Fadara15202.jpg&hash=534e162aebf611b73062978c6d7ea010b35ff45e)

152-3: A narrow  road, a siding and a small rail platform make the foundation of a railway works yard.     
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg535.imageshack.us%2Fimg535%2F7760%2Fadara15203.jpg&hash=6278bd92cc05b19fcefa7db2542cdf8e0a510d4f)

152-4: This isn't a heavily used facility, but there is a gravel and stone supply for emergency works. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F2039%2Fadara15204.jpg&hash=43f2747ffd3c423e917d9572c1c1c8f6b0dedd09)

152-5: Now on with the main valley.  I spent a lot of time tweaking the roads here, so things may change abruptly as development goes forward. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F43%2Fadara15205.jpg&hash=127fd36dbbfa2523c3050d62dcbed1281c5531f7)

152-6: One particular change was pushing the gravel road back further from the crossroad location.  The diagonal sidewalks are much more subtle and don't show up badly enough to be an issue in a rural area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F5497%2Fadara15206.jpg&hash=829baf228a426b487ad02dd0774e401f52b8e33c)

152-7: Here we have the first swath of development.  Since these are exurbs, I don't need to bother making any of these buildings historical.  I might revise one or two of the farms and I've discarded one of the ones up at the top end of the valley already.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg852.imageshack.us%2Fimg852%2F7366%2Fadara15207.jpg&hash=e49619e247daec5651c7811cf620772ebb54ea6a)

152-8: Now for my favorite, some before and after pictures as I apply the final details.  First we have the area near the gravel pit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F4878%2Fadara15208.jpg&hash=f9b1a64e0b08a56bbec8652bbac994eeeb172584)

152-9: I really like homes in dense forest.  By the way, I decided that the powerlines in this area would be impossible to see under the high canopy, so I left them out.  They'll just disappear shortly after crossing the dam holding back Dunster Lake.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F7959%2Fadara15209.jpg&hash=789c6260a4864605bfbe3d4416307fa15f8d5949)

152-10: Second area to be tweaked is this farming area at the end of one of the valleys. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F8742%2Fadara15210.jpg&hash=8df2ace01b1bc64f3076f5f56f50b74d6c35a781)

152-11: Nothing fancy here, just another swath of trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg864.imageshack.us%2Fimg864%2F6854%2Fadara15211s.jpg&hash=0575116196f584723e17920c727a748a7bde8344)

152-12: This area needs a bit more attention, especially with the high tension power lines right there.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F3250%2Fadara15212.jpg&hash=00ffd7afb27fa0bdb76ea10b60356ecc028786d4)

152-13: The usually coarse grass texturing under the power lines will add detail and keep trees from being placed below them. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg859.imageshack.us%2Fimg859%2F9893%2Fadara15213.jpg&hash=8fcaca206fa2523a3437eb9d2bf83c38a574ce4b)

152-14: One more quick bit of work to add trees.  I think I'll be quickly revisiting this area on the next update, looking at these pictures I can see a few things I need to fix. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F2571%2Fadara15214.jpg&hash=ec867415a281aa91581b0ac27a77e482e436f820)

152-15: Pulling out a bit, here's a look at the completed valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F6924%2Fadara15215.jpg&hash=684efe7d8c9fce34e1d6c6dcae543c5d921627d6)

152-16: Of course I can't leave an update this large without a revised composite image. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg860.imageshack.us%2Fimg860%2F7370%2Fadara15216.jpg&hash=5ec5b4ccf24e8ca33d26c6b3593af47afd90990c) (http://img190.imageshack.us/img190/1931/adara15216large.jpg)

And that's a wrap!  See you next time!
Title: Re: Adara - Update 152 - March 15, 2011
Post by: nbvc on March 15, 2011, 12:10:48 PM
Great work. &apls
Title: Re: Adara - Update 152 - March 15, 2011
Post by: lak47 on March 15, 2011, 11:13:30 PM
Grandisimo  &apls
Title: Re: Adara - Update 152 - March 15, 2011
Post by: RickD on March 16, 2011, 01:14:35 AM
Looks great. The rail works facility is a very nice detail.
Title: Re: Adara - Update 152 - March 15, 2011
Post by: Reikhardt on March 16, 2011, 04:41:29 PM
Very interesting update, I'm a sucker for rural/ forested areas!
Title: Re: Adara - Update 152 - March 15, 2011
Post by: dedgren on March 18, 2011, 12:29:25 AM
Quote(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F2039%2Fadara15204.jpg&hash=ce87e7c09f3469ccd9ec2414d387e38b34fbbe81)

That!

Best SC4 detailing I've seen in quite a little bit.


David
Title: Re: Adara - Update 152 - March 15, 2011
Post by: Tomas Neto on March 18, 2011, 05:48:36 AM
Awesome work!!!
Title: Re: Adara - Update 152 - March 15, 2011
Post by: samerton on March 19, 2011, 01:25:29 PM
 &apls &apls

This MD gets even better after each update... always getting more and more realistic. Purely outstanding.
Title: Re: Adara - Update 152 - March 15, 2011
Post by: io_bg on March 20, 2011, 07:36:08 AM
I gotta agree with David - great detailing! Looking forward to more! :thumbsup:
Title: Re: Adara - Update 152 - March 15, 2011
Post by: sumwonyuno on March 20, 2011, 01:59:11 PM
Heh, I thought it just be me liking a quarry.  :P It certainly is nice and detailed.
Title: Re: Adara - Update 152 - March 15, 2011
Post by: cubby420 on March 20, 2011, 10:03:07 PM
The tiny stone supply concept really is so brilliant and the oh so perfect rock mod certainly didn't hurt either. Beautiful work.  &apls  &apls

The composite of this tile is coming along nicely as well. I appreciate this most about Adara I think. You always keep an eye out for the tiniest element or detail, and create living breathing scenes; yet you manage to maintain this pitch perfect perspective on how it will all fit together. More applause now  &apls  &apls

Enough gushing.  %%Order?/  Get back to work...I need more!
Title: Re: Adara - Update 153 - March 21, 2011
Post by: Battlecat on March 21, 2011, 10:07:22 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

nbvc: Thanks!

lak47: Thanks very much!

RickD: Glad you like it!  I owe Robin (rooker1) for making the suggestion that expanded the idea. 

Reikhardt: Thanks kindly, glad you enjoyed it!

David (dedgren): Thanks very much!  High praise considering how much inspiration I've taken from 3RR! 

Tomas Neto: Thanks!

Sam (samerton): Glad to hear it!  I'm always striving to improve, so it's nice to hear I'm achieving that!  Thanks for your kind words!

io_bg: Thanks very much!  Hope you enjoy this next update; I had fun putting it together.

sumwonyuno: Glad you like it!  I'm really pleased with how it came out, and I plan to do other projects similar to that in the future as a result. 

cubby420: Thanks very much for your effusive praise!  I'm constantly pleased with how well the rock mod works for my region and its details like that quarry that really make the difference.  Heh!  I'm working as fast as I can, at least I've been able to consistently post once a week!  Glad you're enjoying it!

Update 153
Dunster Bend – Swamp

Today's update focuses entirely on the stream below Dunster Lake.  As suggested by the title today, the area is going to be quite swampy.  I hope it turns out nicely.

153-1: This is the area where I'm starting.  I'll be working down right to the map edge from here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4415%2Fadara15301.jpg&hash=8e89166c1508407e6b0753818aaef24a35f2cf58)

153-2: I'm shooting for a meandering river in the middle of some swampy land.  This area is a natural wetland, preserved for bird migration. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F7431%2Fadara15302.jpg&hash=0fed9b4f71472860ceba2bac58af6b852f9c4528)

153-3: First up, the retaining wall needs to be finished. There is more exposed rock on this side because the water is actually higher on the lake side of the culvert. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F4558%2Fadara15303.jpg&hash=d57c5b546072aec6294c8578e725e41e9880e09d)

153-4: Sand and grass are the textures of choice for the first pass on the river edge.  This is just to clean up the appearance of the water.  It's subtle, but I've added more sand on the inner side of the meander curves than on the outside.  I'm trying to give the subtle feel of erosion on the outside of the loop and deposition on the inside as the meanders slowly migrate. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F6163%2Fadara15304.jpg&hash=6093a211cb0f53c0f23ac9aae644001282067b75)

153-5: The next layer of details is bulrushes all along the river edge and a couple of abandoned meander loops that are now swamps. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F7179%2Fadara15305.jpg&hash=cabd2f43abf839570f5fa5103613d2951bfdb4ea)

153-6: Here's a closer look at one of the swamps.  This one is older, using the RRP marsh texture. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F1631%2Fadara15306.jpg&hash=10af53a6ae2eaa09255de857cfb5d81884bcca5d)

153-7: And the other swamp, a younger one this time.  This one uses the brown transparent plopable water. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F3200%2Fadara15307.jpg&hash=9c146f82022f40f257dcb2e9a655efaf00fe2b92)

153-8: And then it's time for a swath of trees.  Here's the first swampy area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F8528%2Fadara15308.jpg&hash=910082b3c104f61ad3b2935a1c9b4a6349decbaa)

153-9: And the second one with trees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F3008%2Fadara15309.jpg&hash=46fc4fe812829af9ddae8f076e22d0ec573fe6e7)

153-10: A quick tiny little side trip.  These new exurbs need one little additional detail.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F1610%2Fadara15310.jpg&hash=5347becf09385ed725be6b57b3af4bb1c610125b)

153-11: Namely a diagonal filler to smooth the jagged feel of the diagonal streets.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg860.imageshack.us%2Fimg860%2F8008%2Fadara15311.jpg&hash=b909d46f06a22f65fea6951c52309dff277f962d)

153-12: Final pictures for today.  A train makes its way towards the tile edge beside the marsh. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F8486%2Fadara15312.jpg&hash=25d8e9b2da05f85551c7bf406bc9543a315d45a8)

153-13: A closer look at the details at the north end of the brown TPW marsh. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F7519%2Fadara15313.jpg&hash=c87ac41281c7a45b0d5daa3e92ffdd6c2220433e)

153-14: And finally, the other marsh, filled with bulrushes.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F8711%2Fadara15314.jpg&hash=2d52301e9e5239ce9be90ce315099eebc20f9cdf)

153-15: And here's the latest composite.  Hmm, I've just noticed that the plopable maxis rocks aren't rendered at this zoom level.  I'll have to see if I can fix that. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F4666%2Fadara15315.jpg&hash=449756fc01e7e81f17ba162928656bfc00a42ade) (http://img705.imageshack.us/img705/1129/adara15315large.jpg)

And that's all for today!  See you next time!
Title: Re: Adara - Update 153 - March 21, 2011
Post by: cubby420 on March 21, 2011, 05:06:04 PM
Fantastic! Great stuff!  &apls
Title: Re: Adara - Update 153 - March 21, 2011
Post by: canyonjumper on March 22, 2011, 12:46:36 AM
Great job Battlecat! The swamps are very well done!

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 153 - March 21, 2011
Post by: noahclem on March 22, 2011, 04:55:42 AM
Really impressive work with those swamps!  &apls  The newer one with the brown TPW is my favorite and really just looks amazing. Also outstanding work in the last update. Your exurban development of that valley is really inspiring, especially since I've been expanding into the hillier parts of my own region.
Title: Re: Adara - Update 153 - March 21, 2011
Post by: sumwonyuno on March 22, 2011, 01:50:06 PM
That was even better than I was expecting!  Great job!   :thumbsup:
Title: Re: Adara - Update 153 - March 21, 2011
Post by: Tomas Neto on March 23, 2011, 09:12:54 AM
Fantastic work again!!!
Title: Re: Adara - Update 153 - March 21, 2011
Post by: rooker1 on March 23, 2011, 09:45:51 AM
 The last two updates were great and it's cool to see that I have some influence. ;)
I really like how the rocks turned out in that one spot where the rail come close to the waters edge.  It should look diffferent than the surounding rocks as they were laid there by man.  I think it turned out perfect.
I like the railway works yard.  It looks like it was quickly flattened and not too much money spent doing it, very realistic for something that may not get used much.
Every once in a while someone out there comes up with the simpliest solution for things that have bothered me so much for so long and you have done this.  I lay trees down around my hydro lines and end up with trees under the wire lines which I do not like.  Here you have laid down grass and dirt textures to prevent this, what a great idea. &apls I really should have thought about that, but somethimes the simplest things slip by us.

In the next update I have a little question.  The water on the lake side is higher because the culvert acts as a damn as well?  Just seemed a little weird to me, I thought culvert were just hallow drainage tubes to maove water from one side of the road to the other.
I obviously work my way through the pictures as you present them....and when you said there was going to be a swamp, I had something different in mind compared to your end result.  Not that your result didn't turn out great, but I was a little let down.  I would have liked to see alot more of that brown water with more swampy sections.  But know as I think about it more maybe less in this case is more.  Not sure though.  Would it be possible for you to rework this area just for me and if you don't like the end result you don't save? ;)
Another thought....did you fleather out the rocks around the culverts?  It goes from a huge mass of rocks to a nice clean cut straight line.  I would think over some time the rocks would move a little and some may not have been placed nicely to begin with.

I should stop now. ::)
Great pics plus excellent work makes for a very enjoyable visit every time!!

Robin  :thumbsup: &apls
Title: Re: Adara - Update 153 - March 21, 2011
Post by: FrankU on March 24, 2011, 05:20:44 AM
Still beautiful work after so many updates.
You don't get bored with this area don't you?

You never feel the urge to stop this rural area and start a megacity or an industrial hell?

I myself distract myself too often to finish something really. Part of this is my limited time, so my projects proceed very slowly. You have more time, as we all can see.

Good luck! And here's to many more beautiful updates.  :thumbsup:
Title: Re: Adara - Update 153 - March 21, 2011
Post by: samerton on March 24, 2011, 11:07:44 AM
Wow, this is incredibly inspiring to everybody. Great!
I've really got to start using more Mayor mode flora...
Title: Re: Adara - Update 153 - March 21, 2011
Post by: bat on March 28, 2011, 06:08:08 AM
Nice work on the river! And that part of your region is looking fantastic! Also wonderful pictures of it.
Looking forward to more... :)
Title: Re: Adara - Update 154 - March 28, 2011
Post by: Battlecat on March 28, 2011, 08:46:43 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

cubby420: Thanks, sorry for missing the reply!

Jordan (canyonjumper): Thanks very much!

noahclem: Thanks, I'm really happy with the brown TPW as well.  This is my first time using it actually.

sumwonyuno: Thanks very much!

Tomas Neto: Thanks!

Robin (rooker1): Thanks for your thoughts!  Glad you like how the rail facility turned out.  First things first, the question about the culvert should be cleared up by this little picture I threw together 5 minutes ago. 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F1409%2Flakedamcrosssection.png&hash=f2f70c53f4c03c700bcaaeaa5139ef6cf6253680)

The inlet elevation defines the depth of the lake since water higher than that level will flow out through the culvert.  At the lower side, it flows out at a lower elevation to prevent high energy water from going into the backswamp stream.  It is likely there is some sort of structure inside the culvert that would damp out the energy of the water so it isn't flowing with high energy into the swamplands.

I agree about the swamps, I believe I'll be revisiting it at least once more before finishing the tile.  I'm not entirely satisfied with them yet.  Thanks for the feedback!

FrankU: Thanks very much!  I don't feel any strong urge to do that, partially because I have a large city planned for this region.  There's more than enough room for both but I do get a lot of enjoyment out of developing rural areas. 

Sam (samerton): Thanks!  Glad you like it!

bat: Thanks very much!

Update 154
Dunster Bend – Farms

Software issues have reduced today's update to a mere shadow of what I intended.  Two crashes to desktop after 30 minutes of gaming and then discovering that a circuit breaker in my electrical box is arcing have made for an interesting day.  I solved the CTD issue and I've got an electrician coming by tomorrow.  But at least I got something done! 

154-1: I'm taking care of all the farms that touch this border on the west side of the highway.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F2429%2Fadara15401.jpg&hash=77e92828bc179a7947d5490c70a461d1b661542b)

154-2: I'm just putting some simple farming here.  These will all carry across the border into the neighboring tile in the future.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F3446%2Fadara15402.jpg&hash=ba4e3e484b9fede797e0acadaf8529118dcc4027)

154-3: Here's the initial load of farms.  The area between the highway and the hill has something special planned for it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F7171%2Fadara15403.jpg&hash=6c113cf8a97e04c42060d723348d8379bae80e81)

154-4: This farm is first on my list.  I had a better farm but then I had a crash. Still, it works!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4690%2Fadara15404.jpg&hash=2b067388e5aabe4d82e60fe379fbdefce356b722)

154-5: Switching to the new growth fields and a quick driveway polishes this up nicely.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F3919%2Fadara15405.jpg&hash=dc47e4f58a1541ab6fcb08a3e1f9e7fb19c626c2)

154-6: Most of these farms worked out just perfectly so my main focuse was  detailing the field edges and the powerline right of way.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F9039%2Fadara15406.jpg&hash=3c7b694f278cd7c282dff6cd49962f50ec23b365)

154-7: My trip to Europe last summer, particularly driving around England had a significant impact on my view of urban design.  I love roundabouts! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F3480%2Fadara15407.jpg&hash=a7479d2f33449fcc0fef73791145646339f6290b)

154-8: I still have one or two details to add at this end but I've run out of time here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F6326%2Fadara15408.jpg&hash=946e1d39e85512db295f749837a39d6db852e562)

154-9: One composite today just to show off what I did manage to accomplish.  Something is better than nothing right? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F9586%2Fadara15409.jpg&hash=bea0ca49f4d841dfacdb93b7efb299858cebbd1e) (http://img851.imageshack.us/img851/9043/adara15409large.jpg)

Sadly, that's all I've got.  Hopefully I'll be able to get more work done next week! 
Title: Re: Adara - Update 154 - March 28, 2011
Post by: io_bg on March 28, 2011, 09:00:41 AM
That's one awesome region shot! The farm development along the highway is cool, too :thumbsup:
Title: Re: Adara - Update 154 - March 28, 2011
Post by: cubby420 on March 28, 2011, 09:10:21 AM
Nice developments. The new farms don't have quite the same natural feel as your others typically do though. Can't really put my finger on it, but something seems amiss. Maybe they appear too blocky and cookie cutter in those similar sizes lining one road. Maybe I'm just mental.  ::)

Oh...and I think I'm missing a reply  ()sad()
Title: Re: Adara - Update 154 - March 28, 2011
Post by: noahclem on March 28, 2011, 10:15:43 AM
That is a beautiful region shot!  &apls  The farms looks really nice and I like the RHW, especially the FA section. I like the roundabouts but I'd like the interchange even more if you replaced your ground-to-elevated transitions with on-slope pieces  ::)

I think my reply has gone missing as well   $%Grinno$%
Title: Re: Adara - Update 154 - March 28, 2011
Post by: samerton on March 28, 2011, 10:22:18 AM
You are most certainly inspiring me to build some more rural areas. Your pictures look like real life, and the rural areas are unbelievable.  &apls
Title: Re: Adara - Update 154 - March 28, 2011
Post by: metarvo on March 28, 2011, 10:38:23 AM
It looks like you have a diamond-dumbbell hybrid interchange there, with ramps leading from the highway to the intersecting road but roundabouts leading from the intersecting road to the frontage roads.  ()stsfd()  Frontage roads are always a must for me when I build highways, and I really like the way yours turned out.  Good update, Battlecat!

:thumbsup:
Title: Re: Adara - Update 154 - March 28, 2011
Post by: rooker1 on March 28, 2011, 12:46:35 PM
 Now that makes perfect sense.  That's sort of what I was thinking, but just wanted to be sure.
Great work as always.  This tile is really coming along nicely.

Robin  :thumbsup:

Title: Re: Adara - Update 154 - March 28, 2011
Post by: mave94 on March 28, 2011, 01:44:52 PM
I've missed a lot!
Great work Battlecat, it doesn't matter how big the update is, but it does matter how good the update is.  ;)
And that is this. I can't wait for the composite animation.
Title: Re: Adara - Update 154 - March 28, 2011
Post by: Reikhardt on March 28, 2011, 03:33:42 PM
I love the way you shape your town around the landscape, very natural & realistic looking!
And you like English roundabouts  :o Try living here, then you may form a differing opinion  ;)
Title: Re: Adara - Update 154 - March 28, 2011
Post by: kwakelaar on April 03, 2011, 01:23:18 AM
Again some innovative detailing, both the work yard and the outlet for the lake. Great to see you keep developing your work.
Title: Re: Adara - Update 155 - April 4, 2011
Post by: Battlecat on April 04, 2011, 11:23:33 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

io_bg: Thanks very much!

cubby420: Sorry about missing that reply last time, I think I had a mental break when writing that update.  Thanks for your thoughts and feedback.  The nature of that particular block of farms is exactly as you describe.  They are farms on a straight road with a straight map edge right behind them.  There's not a lot of space to work and these farms won't look truly organic until the neighboring map is in place.  They'll be rounded by the edge of the river on the other side of the map border. 

noahclem: Yeah, I forgot to finish writing the replies and posted it and somehow reviewed it twice without noticing half the replies missing!  Not my finest moment, thanks for your patience and kind words!  Good thought on revising the interchange.  It's a bit late to change it now without risking a lot of damage so I'll just have to live with it.  I'll keep that in mind for the future since there are lots more interchanges in this style out in the distance.

Sam (samerton): Glad you found it inspriring, thanks for you kind words!

metarvo: Well there we go, I didn't know this particular interchange design has an actual name.  But then again, I shouldn't be surprised!  Frontage roads are an absolute necessity.  They're very common in my area, and in most areas where the highway cuts through existing roadways and property! 

Robin (rooker1): Glad you found the explanation helpful!  I made some changes to the swampy area based on your feedback today.  I think it made for good improvements to its character!  It also stands out on the region view better now. 

MrMAvE94: Thanks very much, glad you like it!  Congratulations on deducing my plans for the composite image!  I still haven't sorted out the technical part of this plan though.

Reikhardt: Thanks, glad to hear you enjoy that.  I'm really shooting for a bit of realism plus a bit of idealism.  I'd have to agree that roundabouts aren't perfect in every case, especially on some of the busier highways I was on in England.  On the other hand, they're a great alternative to streetlights and four way stops at every intersection.  Roundabouts are starting to get used more regularly in my local area (Vancouver area of BC) and they're really making a difference at some medium traffic intersections.  :)

Gjermund (kwakelaar): Thanks very much!


Update 155
Dunster Bend – Golf Course

The headaches with the game continue with 3 crashes this weekend.  I'm getting in the habit of saving every 5 minutes now which of course means the game stopped crashing!  Anyhow, today I did some more work on the swampy area and as suggested by the title, I've added a golf course. 

155-1: Let's get this started.  First things first, I'm going to revise this swampy area a touch.  This is just a quick before picture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F6326%2Fadara15501.jpg&hash=bfbd8f955346d8137a68ef9a32ab250eadc1c006)

155-2: The problem here is I'm really happy with how it looks already, so this is a revision with minimal demolition.  The east side of the river has some space to work.  Here are the new wet areas. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F9708%2Fadara15502.jpg&hash=e65b8fb543319aaff5cd9368e706bed8c5cb1dbe)

155-3: And then the same areas with a rough outline of grass and rushes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg810.imageshack.us%2Fimg810%2F82%2Fadara15503.jpg&hash=503ed2d38d8a50f8cfc20d7deb910ba63a3c7099)

155-4: And here's the finished area.  I think this is a significant improvement. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg864.imageshack.us%2Fimg864%2F9734%2Fadara15504.jpg&hash=967b4ac5e8ef831726a5f0f4f8e7ab24a777fdaf)

155-5: Here's a bit of detail showing the various pools and plants. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg859.imageshack.us%2Fimg859%2F1175%2Fadara15505.jpg&hash=247a9262e493fae907f6b642fa63d64b1266b9ee)

155-6: Next up is this block of land.  As suggested by the update title, this area is getting a golf course.  In fact, I'm planning on an 18 hole course using the FLOG components as it's called.  These have been burning a hole in my parks list for a long time now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F6910%2Fadara15506.jpg&hash=8c9082176a4ff67c5e78380e146b55479e74ae65)

155-7: First up, here is the clubhouse area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F1592%2Fadara15507.jpg&hash=35f0b0ab34aad46243ee21a50b647bd770cff792)

155-8: A quick bit of work to add a tree lined access road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F5762%2Fadara15508.jpg&hash=8d65bf623e564b75a4cbf4ce8e79e0a8adcbfe5e)

155-9: So the first thing that is readily apparent when placing these courses is that there isn't sufficient room for all 18 holes on this tile or in the space available.  That's not a problem in Adara.  I'll just run it up to the map edge and finish it at a later date on the neighbouring tile.  10 of the 18 holes fit on this tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F6968%2Fadara15509.jpg&hash=05eb79656029e80d30b183c388da56f23e9cb467)

155-10: Rather than using the standard trails, I'm using the BSC trail parks to connect the course together.  At the main road, I've used the pedestrian underpass pieces from one of Pegasus' trail park sets.  Trail end pieces from the park set provide seating areas to spend time while waiting for people to finish ahead of you. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F654%2Fadara15510.jpg&hash=555f0f473b86e4be175238c3b49aba5e292733f3)

155-11: I'll admit I haven't spent a lot of time on golf courses but I do know that in my area the spaces between holes are forested.  So for a first draft, I've filled the entire area around the holes with seasonal tree lots. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F8800%2Fadara15511.jpg&hash=772550cec92a7986ab03d4572758fe8276aa12f6)

155-12: Once the trees have grown in, this is the resulting appearance.  I think I might add a bit more open green to a few of the holes just to mix it up a bit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F9115%2Fadara15512.jpg&hash=6e78378c23667f7b9102206678490e5f661472ac)

155-13: To transition from lots to plopable trees I placed a swath of blank grass lots adjacent to the tree lots as well as adding some random tree lots.  I then covered the works over with a mixture of oak forest and rainforest which are the two primary tree controllers I use. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F2250%2Fadara15513.jpg&hash=bcc56798838555bf9c88ae7e519dbd1aa5f08561)

155-14: With big changes comes another new composite.  This is number 16 in the series.  As you can see there are two major areas left.  The bottom right area is mostly forest and is just sitting there taunting me.  The other area in the bottom center by the swamp I haven't decided what to do with yet.  I think some housing is likely though although the amount and style is yet to be determined. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F2023%2Fadara15514.jpg&hash=5f44cd1ca66e0623382d15fd89f362aa7df5d64f) (http://img585.imageshack.us/img585/2007/adara15514large.jpg)

That's all for today.  I'm really interested in feedback on the golf course and alternate options for it.  Especially if you play golf and something doesn't look right.  If anyone knows of any other modular golf course packs, just let me know!
Title: Re: Adara - Update 155 - April 4, 2011
Post by: mave94 on April 04, 2011, 11:47:10 AM
Fantastic update!
I know that Tage has made some of those images, so he could help you.
I'm sure the sims would be happy with that golf court :D
Expanding the existing suburbs is a good idea to my opinion, surprise us!

-Matthijs
Title: Re: Adara - Update 155 - April 4, 2011
Post by: canyonjumper on April 04, 2011, 04:03:35 PM
Great update Battlecat! I haven't been on a golf course either, but what you've got looks close to one of the courses I drive by regularly. I'm looking forward to what you've got in store for the last few sections!

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 155 - April 4, 2011
Post by: nedalezz on April 04, 2011, 04:16:22 PM
I really think the golf course looks great, and you make it match the surroundings so well.

It looks very realistic in the region shot!
Title: Re: Adara - Update 155 - April 4, 2011
Post by: RickD on April 05, 2011, 01:02:31 AM
I like how the swamp area and the small dam turned out.  :thumbsup:
I can't say much about the realism aspect of the golf course. However, from a purely visual standpoint, I am not sure if I like the location of it. To me it looks too constrained between the highway and the hill.  &mmm
Title: Re: Adara - Update 155 - April 4, 2011
Post by: art128 on April 05, 2011, 07:32:50 AM
That Golf course looks great, maybe a little small, but it doesn't really matter after all !  :thumbsup:
Title: Re: Adara - Update 156 - April 11, 2011
Post by: Battlecat on April 11, 2011, 09:00:30 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

MrMAvE94: Thanks very much! I grant your suggestion for the empty area the title of inspiration for what I did today.  :)

Jordan (canyonjumper): Thanks!  Always good to know it looks approximately right!

nedalezz: Thanks very much, glad to hear it. 

Raphael (RickD): Thanks for your thoughts!  Actually that's exactly the feel I'm shooting for.  I'm kind of imagining that the golf course lost some land to the highway development and had to add the land with the pedestrian underpass at a later date.  Hopefully it'll look a bit better once I add the next tile!

Arthur (art128): Thanks!  It's a bit on the small size, but it'll look much bigger once I develop the next tile.  I plan to carry it across the border which should make a difference. 

Update 156
Dunster Bend – Getting Close to Completion

No crashes to ruin my game time this weekend, just aching muscles from helping my dad install a new drainage line in their back yard on the weekend.  Lots of fun but very tiring.  Dunster Bend is getting close to completion though; one more update will probably do the trick! 

156-1: This is the area I'll be focusing on today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F1485%2Fadara15601.jpg&hash=e2d0289542fbc9ce5185aae5433da3554e690592)

156-2: I've concluded that this area is an undeveloped suburb of Dunster Bend.  A line of large lot exurb style residential lines the road.  Just waiting for the opportunity and demand to subdivide.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F9776%2Fadara15602.jpg&hash=16d06d644e0f5eb0e80094d7196ec44cac07697c)

156-3: That process is just getting started.  The larger blocks here will be high wealth residential. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F5600%2Fadara15603.jpg&hash=183797fcb075c38a9b6ce71e9836c5964a275323)

156-4: At least that was the plan.  It took me a minute to realize that I hadn't extended the water system out here yet which is why the wrong buildings developed.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F8903%2Fadara15604.jpg&hash=bf9b1a704b211a8a7ced452eaff931914f7f8526)

156-5: After the addition of some more tress, a nice mix of high wealth residential grew up here.  I'm not going to fret about the buildings that didn't develop; they still fit the character of the area nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F8743%2Fadara15605.jpg&hash=4499ff918c92aa9f8d1fa2cc56df1f0fd1f62c48)

156-6: This area needed a bit of encouragement as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F6559%2Fadara15606.jpg&hash=16852197a30f6862d60b449d482e9997a2834d43)

156-7: These modified tree lots I've created are perfect for triggering the growth of mansions. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F4857%2Fadara15607.jpg&hash=72e2740973e41274ab4211b83c2805ca288ecaa9)

156-8: The rest of this area just got some trees to fill in the edges and some homes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg861.imageshack.us%2Fimg861%2F1562%2Fadara15608.jpg&hash=0825e8f769ba3dd4040c641d9beb098d7aa7f446)

156-9: The last bit of work my arms could handle today was the completion of the details along the side of the highway.  I'm just mostly ignoring the sidewalk that grows at the edge of the roundabout. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F2006%2Fadara15609.jpg&hash=3826c99d5a338a7d0d73213978a54d9df52041a8)

156-10: The reason this update is so short is because I filled in the remaining forest up in the mountains as well. That's all my arm could handle today.  All that remains is the small block of land and associated detailing along the river.  Here's the latest composite for you to peruse. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F628%2Fadara15610.jpg&hash=f16b6ee8acf844d4e826b8dafee7c8c3fceb0b60) (http://img816.imageshack.us/img816/8397/adara15610large.jpg)

That's a wrap.  Next time the completion, assuming my wrist can handle it.
Title: Re: Adara - Update 156 - April 11, 2011
Post by: samerton on April 11, 2011, 11:20:14 AM
I really like your method of adding houses... add zones and then surround them with trees. It makes them incredibly realistic, something I certainly can't do. As always, a great update!  &apls
Title: Re: Adara - Update 156 - April 11, 2011
Post by: kwakelaar on April 11, 2011, 11:51:46 PM
Also not a golfer, so I can't really tell if this is like a golf course should be or not. In my eyes it looks good.
Title: Re: Adara - Update 156 - April 11, 2011
Post by: noahclem on April 12, 2011, 05:27:32 AM
Great work again! That swamp looks particularly good at close zoom. The golf course seems really nice to me and I do golf--but the scale is off by quite a bit. Average hole length for a par 4 (average) would be 250-300 meters, approaching 20 tiles, with the longest par 5 holes 500m/33 tiles or more. Check out skimbo's set on the STEX if you're considering revisiting the course: http://www.simtropolis.com/forum/files/file/25700-skimbo-s-sc4-golf-pack/ (http://www.simtropolis.com/forum/files/file/25700-skimbo-s-sc4-golf-pack/)

As always, looking forward to the next update!  :thumbsup:
Title: Re: Adara - Update 156 - April 11, 2011
Post by: mave94 on April 12, 2011, 06:11:37 AM
It's short but good!
I noticed on pic 9 some dirty fields, don't know what caused it, but maybe you can replace it with plopable fields?
Making lots with trees and placing it for getting demand is a good idea :)
You could also place some flora between the highway segments and making good things better!
And about the composite images; there is also a tutorial on ST, but unfortunately I don't know where exactly.
I'm looking forward to the completion of this tile :thumbsup:

-Matthijs
Title: Re: Adara - Update 156 - April 11, 2011
Post by: scott1964 on April 12, 2011, 08:13:24 AM
Looks good.  :)
Title: Re: Adara - Update 156 - April 11, 2011
Post by: canyonjumper on April 12, 2011, 07:31:11 PM
Great update Battlecat! You reminded me I haven't posted in Cascadia in a long time :P Looking forward to next week's update!

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 156 - April 11, 2011
Post by: TrebuTa on April 14, 2011, 02:50:48 AM
Keep up the great work !
Title: Re: Adara - Update 156 - April 11, 2011
Post by: bat on April 18, 2011, 01:45:16 AM
Fantastic work on that road!
It looks really nice. :thumbsup:
Title: Re: Adara - Update 157 - April 18, 2011
Post by: Battlecat on April 18, 2011, 08:58:59 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Sam (samerton): Thanks, glad you like it! 

Gjermund (kwakelaar): Thanks very much!

noahclem: That's exactly what was bothering me, the courses are far smaller than reality!  I downloaded those ones and another set since I couldn't get all the dependencies from ST because of the upgrades.  I'll plan on using these ones in the future.  Thanks very much for pointing out the flaw! 

Matthijs (MrMAvE94): Good spotting, those fields aren't actually distressed.  I happened to catch the shot of those bean fields in transition from summer to fall textures. 

scott1964: Thanks!

Jordan (canyonjumper): Thanks for your kind words, hope to see more from Cascadia soon. 

TebuTa: Thanks, I will do so!

bat: Thanks very much!

Update 157
Dunster Bend – Return to Golf

Not a lot of time this weekend sadly, so it'll be at least one more week until I finish this tile.  Today I'm revisiting the golf course briefly thanks to a few suggestions from noahclem!  Thanks very much!

157-1: Let's start with a quick overview of the course as it looks now.  The big problem here is the length of the holes.  They aren't scaled properly for real world golf courses.  I believe these ones are direct recreations of the holes from the official game scaled golf course which are much smaller than reality.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F3959%2Fupdate15701.jpg&hash=51f0bfc4eef5640d72028b991f80a57215bc1228)

157-2: But this is Adara and things take up a real amount of space.  So if at first we don't succeed, demolish it all and try again! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F988%2Fupdate15702.jpg&hash=d577c09fa5e702973c00c13bafc33bf6b8d9b640)

157-3: As pointed out by noahclem, Skimbo has a superb golf course set available.  Unfortunately, all the available lots don't fit quite right with the layout of the roads and residential here.  So I also downloaded the ArtGolf Course (http://www.simtropolis.com/forum/files/file/2643-artgolf-golf-course/) set by doctorgonzo from Simtropolis.  This is another realistically scaled golf course but it provides a few additional pieces that fit the space properly.  I'll make a course with Skimbo's set elsewhere in the distant future.  As it is, I still had to reroute the road to fit the new lots better.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F3628%2Fupdate15703.jpg&hash=7f4903bec26fb0abadde91b48bd85b8ccf231891)

157-4: Here's a closer look at the lots.  Some of them are still on the small side, but overall, it's an improvement.  The remainder of the course on the neighboring tile will work better.  There are 8 holes on this side of the border, which will leave 10 more on the neighbouring tile.  This will be a full sized, 18 hole course when it is done.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F5152%2Fupdate15704.jpg&hash=a5f30786f5bf811402d61b669987b21dfeb11311)

157-5: Here's the area with trees and trails in place.  It's a dramatic improvement in my eyes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg97.imageshack.us%2Fimg97%2F6037%2Fupdate15705.jpg&hash=9a1be3716456bea145cb720f2891d2e8de14d2a9)

Of course, I forgot to take the image for the composite, I'll update that next time.  Also, it'll be two weeks until the next update; I'm away at a convention in Seattle this coming weekend so I guarantee I won't have any time to game for a while. 
Title: Re: Adara - Update 157 - April 18, 2011
Post by: samerton on April 18, 2011, 01:21:33 PM
The golf course is looking a lot more to scale! Great!  &apls
Title: Re: Adara - Update 157 - April 18, 2011
Post by: noahclem on April 18, 2011, 01:29:28 PM
The new golf course looks awesome! Glad you found my suggestion useful  :)   Have fun in Seattle and I look forward to seeing what's next!
Title: Re: Adara - Update 157 - April 18, 2011
Post by: Reikhardt on April 18, 2011, 02:34:59 PM
Thats a great improvement! Great job and a bonus biscuit for Noah  :thumbsup:
Title: Re: Adara - Update 157 - April 18, 2011
Post by: RickD on April 19, 2011, 03:26:02 AM
It looks much more realistic now. Good job.
Title: Re: Adara - Update 157 - April 18, 2011
Post by: bat on April 21, 2011, 09:02:22 AM
Nice images of the golf course!
Great work on it. :thumbsup:
Title: Re: Adara - Update 157 - April 18, 2011
Post by: metarvo on April 21, 2011, 09:15:04 AM
Good work on the golf course improvements, Battlecat!  It's always good to see someone build to scale in spite of the game's limitations.
Title: Re: Adara - Update 157 - April 18, 2011
Post by: supremec on April 22, 2011, 01:00:19 AM
the golf course is awesome!
Title: Re: Adara - Update 157 - April 18, 2011
Post by: canyonjumper on April 26, 2011, 08:08:29 PM
Looking great Battlecat! Have fun in Seattle ;D

            Your friend,
                           Jordan :thumbsup:
Title: Re: Adara - Update 157 - April 18, 2011
Post by: peter007 on April 28, 2011, 12:19:01 PM
Great update.
The golf cour@ is looking spectecular.

-Ernst
Title: Re: Adara - Update 158 - May 3, 2011
Post by: Battlecat on May 03, 2011, 08:40:14 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Sam (samerton): Thanks very much, I'm happier with it as well.  I'm looking forward to finishing it in the future.

noachelm: I did indeed, thanks very much for pointing the issues out!

Reikhardt: Thanks very much!

Raphael (RickD): Thanks, glad to hear it made a difference in your view!

bat: Thanks very much!

metarvo: It's one of my major goals.  Obviously it's never going to be perfect but I can try to get close at least!

supremec: Thanks!

Jordan (canyonjumper): Thanks very much!

Update 158
Dunster Bend – River Wrap Up

Sorry for the delay in today's update!  Life happened once again delaying my update until now.  But here we are, ready to go.  Today I'm going to put the finishing touches on Dunster Bend.  All that's left is the river shore!

158-1: This is the shoreline I'm working on this time.  I'm switching to a different style from the Greenwood tile based on feedback. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F1627%2Fupdate15801.jpg&hash=d93aac3f4a02e8731c4e617e6978d856f15bbf94)

158-2: First up is a touch of fine scale details.  In this case, the power lines and right of way details.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F4720%2Fupdate15802.jpg&hash=ed4317a918eec73b8c59ae99ea76bbb6421006f7)

158-3: After some thought, I've decided a regional trail network is not unreasonable.  It makes up for the absence of true dike structures which would be present throughout a low lying region like this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F9961%2Fupdate15803.jpg&hash=abbb5ded110ee48fdebb17ae9a1065cf0885093d)

158-4: Here's another shot of the trail near the small island. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F3866%2Fupdate15804.jpg&hash=b46068a053416ab0799f26cee42aea43b4c57378)

158-5: The next step is the detailing.  I just kind of flailed about trying to find a pleasing appearance so I don't have any in progress pictures.  I hope the results speak for themselves though. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F6527%2Fupdate15805.jpg&hash=c1ab89debbf8268b86622fb805b2f29136565edd)

158-6: And another shot of the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F9915%2Fupdate15806.jpg&hash=eb4ac82bcc4ef29fdf3f381d47e7c3f738b09d81)

158-7: And finally the island.  I envision the channel here acting as a debris trap.  Material gets washed in here and is trapped as the flood recedes. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F7307%2Fupdate15807.jpg&hash=4ab07c99c2bb50ebf952e7d470af6ea90c66076d)

158-8: It's a short update today but such is life sometime.  Here is the final zoom 1 composite for Dunster Bend.  As always, click for a larger version
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F651%2Fupdate15808.jpg&hash=1f430b752f6414703495d34744fa81a8f1c6bebe) (http://img171.imageshack.us/img171/771/update15808large.jpg)

That's all for today.  See you next time for the regional composites and some discussion about where Adara is heading next. 
Title: Re: Adara - Update 158 - May 3, 2011
Post by: bat on May 03, 2011, 10:08:44 AM
Very nice overview of Dunster Bend.
Also nice images of it.
Looking forward to more...
Title: Re: Adara - Update 158 - May 3, 2011
Post by: mave94 on May 03, 2011, 11:59:32 AM
RL always comes first.
Duster Bend is looking very nice now. The shoreline looks very realistic.
I'm eager to see what's next!
Lehman Valley, perhaps, as you suggested a few months ago?

-Matthijs :thumbsup:
Title: Re: Adara - Update 158 - May 3, 2011
Post by: Reikhardt on May 03, 2011, 12:10:08 PM
Very nice work with the shoreline and pathway! I love the use of the Pasture Pack straw, looks great!  &apls
Title: Re: Adara - Update 158 - May 3, 2011
Post by: canyonjumper on May 03, 2011, 07:31:50 PM
Looks great Battlecat! Looking forward to where you decide to go next!

                 Your friend,
                                Jordan :thumbsup:
Title: Re: Adara - Update 158 - May 3, 2011
Post by: TiFlo on May 04, 2011, 07:03:19 AM
Long time no post from me Battlecat. I apologize for that.

Beautiful update as usual; your riverfront is especially very inspiring. I'm looking forward to discovering where you're going next.  :)

Title: Re: Adara - Update 158 - May 3, 2011
Post by: io_bg on May 04, 2011, 09:31:20 AM
Fantastic detailing of the shore. And the overview is awesome. Sorry for missing so many updates :D
Title: Re: Adara - Update 158 - May 3, 2011
Post by: nedalezz on May 04, 2011, 11:25:15 PM
Yet again gorgeous!

No matter if you are working with the ploppable water or real water - you do a majestic job in either case. There is just so much to learn from you!

Your overview shot is, as always, beautiful.
Title: Re: Adara - Update 158 - May 3, 2011
Post by: marsh on May 06, 2011, 01:13:47 PM
Beautiful work on that shoreline. It's very realistic.  :)

,marsh
Title: Re: Adara - Update 158 - May 3, 2011
Post by: kwakelaar on May 07, 2011, 01:14:15 AM
The detailing of the shore is looking excellent, especially liked the last shot of the debris trap.
Title: Re: Adara - Update 158 - May 3, 2011
Post by: Schulmanator on May 07, 2011, 11:01:00 AM
Nice job detailing the flora... looks great  &apls
Title: Re: Adara - Update 159 - May 9, 2011
Post by: Battlecat on May 09, 2011, 11:05:33 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks!

Matthijs (MrMAvE94): Thanks very much, glad you like the shoreline.  Also, good call on what's coming next.  Lehman Valley will indeed be my primary focus.

Reikhardt: Thanks, I'm pleased with the results as well.  I like how the straw gives the feel of scrubby sparse grasses.

Jordan (canyonjumper): Thanks very much!

TiFlo: No worries, glad you're still poking around!  Thanks for your kind words as always!

io_bg: Thanks very much for your kind words!  No worries about missing updates, life happens to all of us!

nedalezz: Thanks!  Hope you enjoy today's overview shots as well!

marsh: Glad you like it!

Gjermund (kwakelaar): Thanks very much, I'm particularly pleased with the debris trap as well. 

Schulmanator: Thanks!

Update 159
Dunster Bend – Regional Context

If it hadn't been for one thing after another this week, I would have posted this on Thursday and then had a look at the new tile today.  But life happened, so here we are.  Today we get to see Dunster Bend in place in the world and the higher zoom composite image as well!   

159-1: Let's get today's update started off with a bang.  As you know, over the course of this tile I've been posting regular composite images.  Today we get the payoff.  Below is an animated GIF image showing the progress of development and detailing in Dunster Bend.  A larger version can be found here on my website although it is 20 mb in size (https://8168487090103270095-a-1802744773732722657-s-sites.googlegroups.com/site/adarawebproject/adara_3_tiles/DunsterBend-largeanimated.gif?attachauth=ANoY7cozrcCVMyA8-_FEetna7gjmJAVynZs2ttTFdJCaC5oneOWIOo0dXOl37nju3fTcEewGqf2oCCDy89nZXi83GG_wIW7uxaIHCxom3gsXkIbGOF0eui_IrGv253qCn93RKVZySkBo_l0GbPuZWPEsWHSD0ynAMrjuaNsQQAA8C5NHOUiTfRQ7oPQauvigRjw0xmcxw5IsNhdNvZpqUL04BXSGLOtujuONByjf8Lbq-YBNIGcFZhInYN17u0-uJ80JNdj9PRpS&attredirects=0).  It took a bit of work to put together but it was easier than I expected.
(https://sites.google.com/site/adarawebproject/adara_3_tiles/DunsterBend-smallanimated.gif?attredirects=0)

159-2: Second on the list is the zoom 2 composite image of the Dunster Bend tile.  As always, click the image below to load the full sized version. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F4823%2Fdunsterbendzoom2small.jpg&hash=9b2d52686d4a39b69de41fdef6037bf8abf32ff1) (http://img580.imageshack.us/img580/9567/dunsterbendzoom2large.jpg)

159-3: Next we have the zoom 1 regional composite image.  Dunster Bend has been added.  Click it to load the full sized version (3 mb). 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F8497%2Fadarazoom1regionalcompo.jpg&hash=df6092ef6b4f5ca391222836a295e2c809bc1f33) (http://img9.imageshack.us/img9/8497/adarazoom1regionalcompo.jpg)

159-4: And finally to wrap things up, the zoom 2 regional composite.  This one as always is a monster.  You can click it to download the full sized version.  It shouldn't open in your browser and I don't recommend it due to the increasing size of this image (14 mb).  Due to limitations on my personal web space I will only be able to retain the most recent regional composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F573%2Fadarazoom2regionalcompo.jpg&hash=4e7a5447ebac7839de71438eeeb629c769e0fe76) (https://sites.google.com/site/adarawebproject/adara_3_tiles/Adara-Zoom2RegionalComposite-Large.jpg?attredirects=0&d=1)

That's all for today.  I plan to introduce Lehman Valley next week but I also don't plan on limiting myself to that tile.  I may begin introducing other tiles and getting them started as an aside just as a break when I feel like working on other things.  I'll still be focusing on a primary tile but I'll also be started on some others as interested dictates. 

That's a wrap for today.  See you next time!
Title: Re: Adara - Update 159 - May 9, 2011
Post by: mave94 on May 09, 2011, 12:36:11 PM
Ohh, Battlecat, this is so nice! Very well done :thumbsup:
Title: Re: Adara - Update 159 - May 9, 2011
Post by: TiFlo on May 09, 2011, 02:06:25 PM
Sweet! A gigantic 14mb treat! Thanks!

*goes back into lurking mode*
Title: Re: Adara - Update 159 - May 9, 2011
Post by: io_bg on May 09, 2011, 03:08:42 PM
Awesome overviews, everything is so detailed and realistic! :thumbsup: &apls
Title: Re: Adara - Update 159 - May 9, 2011
Post by: travismking on May 09, 2011, 05:53:55 PM
those composites are AMAZING! I especially like the zoom 2 composite, never realized adara wasnt completely rural, maybe Ill have to check back through the other 80+ pages I havent read to see the city being built :)  I get a lot of my inspiration for rural areas from Adara, Thank you for your inspiration :)
Title: Re: Adara - Update 159 - May 9, 2011
Post by: RickD on May 10, 2011, 01:52:29 AM
I could look at the images forever. It is definitely worth downloading them.  :thumbsup:
Title: Re: Adara - Update 159 - May 9, 2011
Post by: Reikhardt on May 10, 2011, 12:38:30 PM
Those are great composites! It looks like the city has really grown around the landscape!  &apls
Title: Re: Adara - Update 159 - May 9, 2011
Post by: sumwonyuno on May 12, 2011, 09:59:17 PM
The region level views are wonderful as always!  It certainly has that realistic feel to it.   :)
Title: Re: Adara - Update 159 - May 9, 2011
Post by: kwakelaar on May 13, 2011, 11:51:06 PM
Wow and wow again, always amazing to see these large overviews. Just thinking about the amount of work that is put into these pictures...... :thumbsup:
Title: Re: Adara - Update 159 - May 9, 2011
Post by: Exla357 on May 15, 2011, 11:54:29 AM
First time here, I regret not visiting before.
All I can say is that I want your Mayor Mode Flora Menu. Now.  :thumbsup:
Great job with everything! :)

-Alex
Title: Re: Adara - Update 159 - May 9, 2011
Post by: samerton on May 15, 2011, 12:08:11 PM
Wow! Beautiful shorelines and an amazing region view!  &apls
Title: Re: Adara - Update 159 - May 9, 2011
Post by: canyonjumper on May 15, 2011, 02:13:03 PM
Wow, the composites are taking longer and longer to download :P Great job with Dunster Bend, and I bet the next tile will be even better ;D

                        Your friend,
                                       Jordan :thumbsup:
Title: Re: Adara - Update 160 - May 16, 2011
Post by: Battlecat on May 16, 2011, 10:18:22 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Matthijs: Thanks very much!

TiFlo: Thanks for delurking!  Glad you like it!

io_bg: Thanks for your kind words!

travismking: Glad you like them!  It's been a while since I've done any significant urban development, but it is out there.  As I mentioned in the PM, the urban area is called Winfield

Raphael (RickD): Thanks, glad you enjoyed them!

Reikhardt: That's my goal!  Thanks for your thoughts

sumwonyuno: Glad to hear it, thanks for stopping in!

Gjermund (kwakelaar): It's a bit over 2 years for what you see now!

Alex (Exla357): Welcome!  Let me see.  I've got Pegasus' Pond set (http://www.simpeg.com/forum/index.php?action=downloads;sa=view;down=603), all the Rural Renewal Project sets (http://sc4devotion.com/csxlex/fr_main.htm) and the Olympic tree Controller  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1637).  In the case of the tree controller, there are several by CP that produce different God Mod results, but they all include a diverse variety of mayor mode tree brushes.  Anyhow, this should help you get started! 

Sam (samerton): Thanks!

Jordan (canyonjumper): Thanks very much!

Update 160
Lehman Valley – Slow Start

So I was fried this weekend what with selling our apartment and looking for a house.  I may miss an updated without warning in the future but I'll try to update regularly in spite of things.  At the very least, I'll keep you all posted! 

160-1: Let's start off with a composite overview.  Here is Lehman Valley.  For those of you unfamiliar with this region, it is directly south of Vavenby.  The river that will be flowing through the area is called Lehman River. Click the
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F2238%2Fadara16001.jpg&hash=ec2c08a51f0ba013373bf68d7db5ec597b4d1454) (http://img847.imageshack.us/img847/5102/adara16001large.jpg)

160-2: This map is going to feature a particularly interesting feature that will entail a change to the forest detailing.  I want to emulate a real world feature found near Whistler, BC.  I'll tell you about it when I actually start detailing, but as a hint, it relates directly to why the river splits the way it does on this map.  Railways are always a good place to start after the river draft. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F6544%2Fadara16002.jpg&hash=d5d938727ed101fe2ebca9b5ffe156fdab3ccc55)

160-3: Road were next on the list.  This is the west side gravel road.  Bridge don't exist on streets as far as I know, so the conversion to city road is necessary.  I have no idea if I'm going to retain that stub or use it for anything. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F7052%2Fadara16103.jpg&hash=d797fc3480f44a37a4214390d57dcd0b17f56870)

160-4: It's coming along quite nicely but I still have some work to do to get the core transport network in place.  The cut where the railway climbs is visible in the upper left corner of this image.  The main highway is also visible winding up the east side of the river.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F1209%2Fadara16104.jpg&hash=9ff17d8f02dccb3d65cb2d0cf91e0ce57fb773af)

Sadly that's about the point where a headache laid me out for the rest of the day.  But I'll be back at it as soon as I can!
Title: Re: Adara - Update 160 - May 16, 2011
Post by: rooker1 on May 16, 2011, 11:23:46 AM
You have piqued my curiousity.
Hmmmm.....,"to emulate a real world feature found near Whistler, BC."

Robin  :thumbsup:
Title: Re: Adara - Update 160 - May 16, 2011
Post by: Exla357 on May 16, 2011, 02:36:37 PM
Hey, thanks for the links LOL!
Looks awesome. :thumbsup:

-Alex
Title: Re: Adara - Update 160 - May 16, 2011
Post by: RickD on May 17, 2011, 12:55:47 AM
Now I am curious. *opening google earth and looking at Whistler, BC*  :)
Title: Re: Adara - Update 160 - May 16, 2011
Post by: samerton on May 17, 2011, 09:04:02 AM
It's great to see how you start off your beautiful areas. Looking forward to seeing this area develop  :thumbsup:
Title: Re: Adara - Update 160 - May 16, 2011
Post by: metarvo on May 17, 2011, 10:23:25 AM
I'm excited about the prospect of a new type of area in Adara.  It looks strange to see bare terrain again here, but I know without a doubt that you'll detail it beautifully.  In regards to pic 160-3, the NAM actually allows street bridges.  For that matter, there are downloadable STR bridges available as well, although the conversion to DTR for the bridge might not be a bad idea anyway.
Title: Re: Adara - Update 160 - May 16, 2011
Post by: io_bg on May 17, 2011, 12:31:40 PM
Nice start of that new city tile. And I think there are street bridges in the NAM plus an additional one made by jeronij. Looking forward to seeing how you handle that RL-inspired forest!
Title: Re: Adara - Update 160 - May 16, 2011
Post by: Gayowulf on May 17, 2011, 11:57:08 PM
I'm speechless.  As usual, Adara surpasses all expectations.  I'm finally done with the semester from H-E-double-pogo-sticks and back into SC4 (and finally getting started on my own City Journal - for which Adara has given me tremendous inspiration) so hopefully I'll be around a little more.

I vote VERY YES on the new shoreline detailing!  It's nothing less than spectacular.  And that little creek with the marshes is just divine.  I'm loving the golf course.  Why the heck am I loving the golf course!?  I don't even like golf!  I guess that's just the magic of Adara.

You have no idea how much I want to take a trip to Adara.  Go for a leisurely drive along those winding country roads.  Kayak down that beautifully twisting river.  Hike along the shoreline and have a solitary lunch on the secluded little island.  Stroll down the streets of Winfield and pop into any cafés and used book stores I pass.  Take a backpacking trip through the mountains, discovering all the hidden little secrets; the secret back roads, the old rockslides, the flower-strewn meadows left by clear-cuts with young trees just beginning to grow.  Sit on the grassy shores of the lake and contemplate the stunning views.

I await the future of Adara with enthusiasm.  And apparently I have a peculiar definition of "speechless". ;)

Get rid of the headache.  Those things suck.  Feel better soon!
Title: Re: Adara - Update 160 - May 16, 2011
Post by: noahclem on May 18, 2011, 06:28:43 AM
Wow, great finale for Dunster Bend! The new tile is looking very promising as well and it's nice to get a recap of the region  :thumbsup:

I'm not sure if you're still interested, but bridges have been for both streets and single-tile rail. A quick perusal of the LEX found this one by jeronij that might fit well for a rural street:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=857 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=857)

And another by choco:

http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2038 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2038)

and here's several STR bridges available:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1998 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1998)
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1999 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1999)
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2000 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2000)

Can't wait to see more of the new tile!  :thumbsup:
Title: Re: Adara - Update 160 - May 16, 2011
Post by: bat on May 18, 2011, 08:14:09 AM
Great work on update 159 and 160! :thumbsup:
Title: Re: Adara - Update 160 - May 16, 2011
Post by: Skimbo on May 22, 2011, 02:03:19 PM
I just gotta post again: great work :thumbsup:
Title: Re: Adara - Update 161 - May 24, 2011
Post by: Battlecat on May 24, 2011, 12:28:38 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Robin (rooker1): Well I was slightly wrong in the location.  I suppose "near" is a relative thing when it's only an hour drive between Whistler and Squamish.  There is a link below that shows a satellite image with the relevant feature. 

Alex (Exla357): No problem at all, feel free to ask about any stuff you see in my MD.  I should be able to track most of it down again.

RickD: Glad you're interested.  I've posted a link to the appropriate area below.  Somewhere in there, the feature in question is visible. 

Sam (samerton) Thanks, I've been looking forward to this one as well, especially in light of some recent mods.

metarvo: It is always a bit disconcerting to start over again but it's always nice to see a fresh tile.  I've tracked down some of the bridges in question which actually highlighted a more severe issue with my plugins folder.  Thanks for your help!

io_bg: Thanks, there are indeed street plugins.  I'll revise that today.

Alafel: Glad you've enjoyed your visit so much!  I'd love to visit some parts of Adara as well.

noahclem: Those are exactly what I was looking for.  As it turns out, I had them already along with a flawed bridge file from simptropolis that was stopping the new bridges from showing up.  Thanks for pointing out the specifics, they really helped me track down the source of the problem. 

bat: Thanks!

Skimbo: Thanks very much!

Update 161
Lehman Valley – Bridge Headaches

Ok so for that real world feature, it would have been more fair to say it's near Squamish, BC.  I completely forgot how close it is.  It's actually visible here (http://www.google.ca/maps?ie=UTF8&ll=49.745559,-123.080521&spn=0.176148,0.394135&t=h&z=12) on google maps.  Another short update today.  I discovered that I was actually having serious issues with the custom bridges thanks to a plugin from Simtropolis I downloaded.  The three bridges from Fukuda on Simtropolis have an outdated controller included and makes new bridges fail to function.  The details can be found here in this thread (http://sc4devotion.com/forums/index.php?topic=10655.0).  Of course, diagnosing this was an exercise in frustration so I lost out on most of my gaming time.  Fortunately, the basic transport network is done. 

161-1: First up the main highway and the gravel road on the west side of Lehman creek finally reconnect up here.  The railway travels up a deep cut.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F1359%2Fadara16101.jpg&hash=474abea4e42aa068992fc0213c76b70dc09fa2ab)

161-2: Over through this valley, a small stub of road is visible.  This actually is the continuation of the winding gravel road from the Ellison Flats tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F9243%2Fadara16102.jpg&hash=a1dda4ac74360959fb4698be2b0aba5b4367af4a)

161-3: So once the details are in place, here is the gravel access road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F7052%2Fadara16103.jpg&hash=f4ed533d380fbbbf49e02f7ecf1c6abcb7b82696)

161-4: There were several good suggestions about these bridges.  As I noted above, the issue was with a bridge plugin I shouldn't have downloaded.  All is fixed now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F1209%2Fadara16104.jpg&hash=4fea17418c967122d589d0224b15173c18985683)

161-5: So as a result, here are the two final bridge.  We have a proper street bridge and a STR bridge as well.  The street bridge had to be elevated so it would look good.  For whatever reason it's the only one appearing in my menu despite installing some others.  A problem for another day. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F9590%2Fadara16105.jpg&hash=f5764341f2ceae49f43345db313e4370203a89c5)

161-6: Last but not least, here is the tile composite with the transport networks in place.  There is one last section of road and rail I haven't dealt with yet but I'll handle that when I start working on cross border issues from Ellison Flats and Vavenby. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F7771%2Fadara16106.jpg&hash=aff1f3eccb03dd89827b2017b433a515eb66b742) (http://img573.imageshack.us/img573/8585/adara16106large.jpg)

Sadly, that's a wrap for today.  But next time I get to start establish what will actually be on this tile. 
Title: Re: Adara - Update 161 - May 24, 2011
Post by: noahclem on May 24, 2011, 12:36:10 PM
Looking great! I love those winding country roads and especially that STR!  &apls  I've actually had the exact same problem as you with the fukuda bridges on Simtrop--transit files can really be a pain! Glad you found my suggestion useful, the new bridges look great!
Title: Re: Adara - Update 161 - May 24, 2011
Post by: rooker1 on May 24, 2011, 12:41:07 PM
 Hmmmm.....I searched all around Whistler for hours and couldn't find any similarities and now you tell me it's closer to Squamish, thanks a lot.
Just kidding. :D
Nice looking valley, it'll be interesting how you fill it in.

Robin  &apls
Title: Re: Adara - Update 161 - May 24, 2011
Post by: Exla357 on May 24, 2011, 02:52:08 PM
Hey, looks great!  &apls I was wondering, how do you get the smooth street curves to be overrided by the SAM? I've tried and it just doesn't seem to work for me. Also, for the river beds, do they come like that or do you make them? If so, how? I'm always trying to make realistic rivers, and I think I could learn a thing or two from you!  :thumbsup:
Can't wait for more!

-Alex
Title: Re: Adara - Update 161 - May 24, 2011
Post by: Reikhardt on May 24, 2011, 03:50:39 PM
Nice work & great advice Noah!
Title: Re: Adara - Update 161 - May 24, 2011
Post by: threestooges on May 24, 2011, 09:45:46 PM
I like the developments, but sorry to hear about the bridge building issues. As for the ones you installed, I'd wager that either they're not included in your NAM bridge controller file (in which case, updating to the newest one ought to fix it), or it may be that the bridges need to load after the NAM itself (not sure about that one). Which bridges were you attempting to use?
-Matt
Title: Re: Adara - Update 161 - May 24, 2011
Post by: canyonjumper on May 29, 2011, 01:54:48 AM
Looks interesting Battlecat, I think I know where 'Lehman' came from ;D Looking forward to seeing how you detail this tile :)

          Your friend,
                         Jordan :thumbsup:
Title: Re: Adara - Update 162 - May 30, 2011
Post by: Battlecat on May 30, 2011, 10:38:58 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

noahclem: Thanks again, I appreciate all feedback and suggestions.  You've certainly made some good ones recently!

Robin (rooker1): Yeah, that was my mistake.  That's what I get for not looking at the map before posting!  Glad you like the look. 

Alex (Exla357): As I mentioned via PM, the SAM curves are actually in the Rural roads plugin (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotDOWNLOAD=1995) that can be found on the LEX.  As for your question about river beds, I'm not sure exactly what you're referring to but the channels had to be carefully created by terraforming and then adding transparent plopable water.  Let me know if you have other questions.

Reikhardt: Thanks!

Matt (threestooges): Yeah, it's been a bit frustrating but I think I've mostly got it figured out.  I do have the newest NAM controller file and I think the one I'm missing actually shows up as a road, not a street.  Glad you like the developments!

Jordan (canyonjumper): I'd be willing to be that you do based on the familiar names in Cascadia!  Hope you enjoyed the latest update!

Update 162
Lehman Valley – Exploring Details

Now I know I've been mysterious about the terrain features of this tile, that's partly for the surprise and partly just to draw your attention to it while I try to figure out some of the details.  So today I'm going to take a preliminary look at the feature I'm trying to emulate and explain my reasoning behind some detailing choices.  Then I'm hoping for some feedback while I work on other aspects of the tile. 

So let's get this started. 

162-1: So here we go.  This is the area I'm trying to emulate highlighted in red.  You can have a closer look in google maps (http://www.google.ca/maps?f=q&source=s_q&hl=en&geocode=&q=squamish&aq=&sll=49.891235,-97.15369&sspn=38.725296,98.964844&ie=UTF8&hq=&hnear=Squamish,+Squamish-Lillooet+Regional+District,+British+Columbia&ll=49.754654,-123.063698&spn=0.150829,0.386581&t=h&z=12).  The Ring Creek lava flow is an unusual one for its length but my primary interest is its impact on the valley.  It is part of the Mount Garibaldi volcano complex.  Garibaldi is the northernmost volcano in the chain that includes Mt St Helens.  There are two streams that parallel it on the north and south sides of the valley.  Additionally, the forest on the lava flow is sparse when compared with the rest of the area.  Having been out there on foot, there are rocky ridges with trees on either side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F4388%2Fadara16201.jpg&hash=52f5fcd41dc446b62bf799c0bab46929c249030a)

162-2: So this area here in Lehman Valley is the equivalent to the toe of the lava flow in the real world.  This is where I will establish my detail test. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F2186%2Fadara16202.jpg&hash=347d10b08700b62fec659f07e0d1aac87ce349fd)

162-3: First things first, these are lava rocks from one of the many mayor mode plops that I have available.  I have to be careful to keep the rock placement sparse. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F9687%2Fadara16203.jpg&hash=55c3ca18ab3616f9a31056bf60f0fa7d0c720195)

162-4: I've place a few trees in among the rocks and then lots of grasses and flowers.  Clusters of older trees grow in low lying areas between ridges of rock where dirt has collected. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg263.imageshack.us%2Fimg263%2F306%2Fadara16204.jpg&hash=0e7266146e418d2417593754e1de14f0896f024a)

162-5: This is a very rough draft and I'm already considering some options for improving it.  I'm thinking of keeping a fair chunk of this area as a regional park.  But I'll be interested to hear your thoughts. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5121%2Fadara16205.jpg&hash=40c5cc1b8e79deb1bb540ebb60c9dd626b6d5293)

162-6: In the meantime let's get some civilization here.  I'll be starting up here at the top of the valley.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg840.imageshack.us%2Fimg840%2F7633%2Fadara16206.jpg&hash=c87c804ba6a5ea77ad4f8692e35492c6821646d3)

162-7: A gas station and a power transformer make a good place to start. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F4214%2Fadara16207.jpg&hash=16d0da5e05661fc7ae608b1738423961ca06d36a)

162-8: The main industry and employer of this tile is logging.  These logging lots are by Paeng and can be found at simpeg.com
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F5109%2Fadara16208.jpg&hash=f206f90c2c4aa62975085c99e9106658e7ca5c21)

162-9: Nearby there will be a logging camp.  In this case a series of mobile homes built by the logging company to house its employees. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F4715%2Fadara16209.jpg&hash=7ac6766b23c42f9fdf200769d22183fca2859af9)

162-10: The small maxis low wealth homes fit the goal here just perfectly.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F3325%2Fadara16210.jpg&hash=87f6c2a9d15a9f2463fedac952db37385c7e76ee)

162-11: A quick swath of trees around the area finishes it up nicely. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F3403%2Fadara16211.jpg&hash=52159cd77d7c4aec7249e916e9f82c5aaa83213b)

162-12: Last but not least, here is a new composite image.  Hopefully you can see the lava flow now that I've explained my idea!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg59.imageshack.us%2Fimg59%2F748%2Fadara16212.jpg&hash=8aab92475a700089280256bd0a6c2914bb65448e) (http://img577.imageshack.us/img577/6198/adara16212large.jpg)

And that's a wrap for today.  Looking forward to hearing any feedback and suggestions for other approaches I might take to detail the lava flow area.  By the way, the source volcano is not visible on this tile.  It is further up the valley. 
Title: Re: Adara - Update 162 - May 30, 2011
Post by: Rayden on May 30, 2011, 10:56:24 AM
Nice detailing  :thumbsup: Very well done, those rock sets are awesome, I use them as well, they fit well anywhere. I also use Heblen's mossy one on river/creek beds.
Title: Re: Adara - Update 162 - May 30, 2011
Post by: Reikhardt on May 30, 2011, 11:52:15 AM
Good progress! Where would we be without Heblem's rocks?  ;)
Title: Re: Adara - Update 162 - May 30, 2011
Post by: noahclem on May 30, 2011, 12:07:23 PM
Looks great! The lava flow idea is really interesting. But is a lava flow a safe site for development?  $%Grinno$%  I've been wanting to make a logging area myself, not least because it is the dominant industry where I live now, so as always I'll be watching closely  ;)
Title: Re: Adara - Update 162 - May 30, 2011
Post by: Exla357 on May 31, 2011, 09:17:02 AM
Thanks for your answers!

The lava flow area looks pretty good for the limited knowledge I have about such areas. The only lava plain I've been to is Craters Of The Moon National Monument (or Park?) in Idaho, USA, and that is just lava rock for as far as the eye can see, dotted with extinct cinder cones.
Looking forward to see how this will shape up!

-Alex
Title: Re: Adara - Update 162 - May 30, 2011
Post by: bat on May 31, 2011, 10:57:37 AM
Nice work on the last two updates!!!
Great looking small town. :thumbsup:
Title: Re: Adara - Update 162 - May 30, 2011
Post by: nedalezz on May 31, 2011, 03:23:51 PM
I really have no knowledge on lava valleys and such, but in terms of pure aestetics (did I spell that right?), your valley looks beautiful, as they always do.
Title: Re: Adara - Update 162 - May 30, 2011
Post by: sumwonyuno on June 02, 2011, 01:01:59 PM
The area looks like it's off to a great start!   :thumbsup:

I don't live near any active volcanoes (does 200 miles count?).  All the islands are the accumulation of hundreds of thousands of years of lava flows (when volcanoes were active).  New lava flows destroy, but in a few years, plants actually start growing.  Sadly to say, there are people who live in at-risk areas, though the whole Big Island of Hawaii is vulnerable.
Title: Re: Adara - Update 162 - May 30, 2011
Post by: canyonjumper on June 04, 2011, 08:55:16 PM
I can see Mount Baker from where I live, and I've climbed the extinct volcano Nazko Cone near Quesnel. That was pretty cool, because you can see the remnants of old lava flows and such on the way up to the crater lake in the summit.
Very interesting implementation you've got of the flows, I look forward to seeing the improvements you add ;D

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 162 - May 30, 2011
Post by: supremec on June 04, 2011, 11:11:34 PM
Superb  :thumbsup: I would like to see the future waterfall  ::)
Title: Re: Adara - Update 163 - June 6, 2011
Post by: Battlecat on June 06, 2011, 10:01:11 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Rayden: Thanks very much!  I'll probably be using his mossy rocks on the riverside in this valley as well. 

Reikhardt: I'm not sure where, but I'm glad we've got them!

noahclem: A lava flow is indeed safe for construction, you only need look as far as Hawaii to see how quickly we can build on those surfaces.  The ring creek flow that is inspiring this valley is about 12,000 years old now. 

Exla357: Oooh, that place sounds cool.  I'll have to go there someday.  Glad you like how this area is turning out!

bat: Thanks very much!

nedalezz: Thanks!

sumwonyuno: You certainly live closer than most people I know!  It's amazing how quickly plants reestablish themselves.  The big island is at the top of my list when I visit Hawaii again.  Thanks for your thoughts!

Jordan (canyonjumper): Thanks for your kind words!  Yeah, I can see Baker as well if I walk a couple blocks.  Nazko cone is pretty cool as well it's been a while since I've been up there.  If you liked those, I highly recommend a visit to Brandywine Provincial Park halfway between Squamish and Whistler.  There are some fantastic basalt formations. 

supremec: Thanks!  Good spotting!  Yes indeed there will be two waterfalls on the creek by the lava flow.  Lots of white water as well. 

Update 163
Lehman Valley – Border Issues - Vavenby

Thanks for your thoughts everyone!  Originally I was going to work more on the lava flow today but then I realized I should start getting the borders cleaned up.  So today I'll be working on the tile boundary with Vavenby.  I got less done than I hoped due to an apartment building disaster that thankfully didn't impact my home.  Some idiots were playing with the sprinklers and set them off apparently.  But our home wasn't damage at all as far as I can tell. 

163-1: So here is a familiar sight!  This is the start of Lehman Valley on the Vavenby Tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F6135%2Fadara16301.jpg&hash=3147b9ade0510415b6dd7e2e57356a3f91f990e6)

163-2: A quick bit of matching shows the reality, this is a composite showing the Lehman Valley-Vavenby tile boundary before detailing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3330%2Fadara16302.jpg&hash=b95f30792dadd580045808d0cc69c577ab5a8655)

163-3: The terrain query cheat is a fantastic tool for this.  First up is extending the RRP styled farm fields. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F2791%2Fupdate16303.jpg&hash=258a2527fe4434c9137bbed13b28b4496083cbb2)

163-4: A quick bit of detailing wrapped this up really nicely.  Cross border composites will be at the end. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F3394%2Fupdate16304.jpg&hash=d84f40c21e066892c354b3a4a81286fc61a6451e)

163-5: Next up on the other side of the river there will be a handful more farms leading up to the bridges.   I've just zoned a few here to start. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg641.imageshack.us%2Fimg641%2F6840%2Fupdate16305.jpg&hash=c8227fe804caa02ed3284095cc5b7ac55f0491c5)

163-6: I'll be replacing one or two of these later but for now they look fine. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F661%2Fupdate16306.jpg&hash=077f096c8185402680cffc0de71dbf7a664693f2)

163-7: The biggest challenge is matching up the rivers and the detailing since this area uses a style I haven't worked with in some time. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F4339%2Fupdate16307.jpg&hash=088be89559640fc17ba5d240d9eb2fbe4cf0fdfe)

163-8: Let's see how it worked out.  First up we have a high detail cross border mosaic of the river. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F1613%2Fupdate16308a.jpg&hash=51fb79e391fd533f99cf158f8ddecf6cba3a62f7)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F8645%2Fupdate16308b.jpg&hash=47f6a108048ff8d97963aaf103467756a9dac7ba)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F3523%2Fupdate16308c.jpg&hash=5388206f55e5e83bd4435b847845fdbd7919d12e)

163-9: And now a mosaic of the RRP styled farm.  The only thing that gives the border away is the high tension power poles doubling up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F3609%2Fupdate16309a.jpg&hash=d329f6c83c514d6907210fcf5cf9206ebd141040)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg718.imageshack.us%2Fimg718%2F8066%2Fupdate16309b.jpg&hash=52d95c242365b605c795c2ac923b9f0894020401)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F2158%2Fupdate16309c.jpg&hash=2f289aafd5120c9a6ba511d403b4f7797264541e)

163-10: Last but not least, here is an overview of the valley.  I'm very pleased with how this turned out once again. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F8407%2Fupdate16310.jpg&hash=491312da51d7d9019d72524603ac83a5ed218514)

That's all for today!  See you next time!
Title: Re: Adara - Update 163 - June 6, 2011
Post by: peter007 on June 06, 2011, 12:03:02 PM
Ow Wow  :o

It looks great already.
I'm curious about what's going to happen in that piece of land at the top of your last picture

-Ernst
Title: Re: Adara - Update 163 - June 6, 2011
Post by: noahclem on June 06, 2011, 12:06:20 PM
Beautiful border crossing! I love the RRP look, water, and farms!
Title: Re: Adara - Update 163 - June 6, 2011
Post by: sumwonyuno on June 06, 2011, 03:53:24 PM
Excellent seamless results!   I can't tell where it starts and ends now.  :thumbsup:  It's been a while since I had to mess with putting tiles together.
Title: Re: Adara - Update 163 - June 6, 2011
Post by: canyonjumper on June 06, 2011, 09:08:41 PM
Wow, can't see the border unless I really look ;D

My family and I are going to Porteau Cove in July, and we're taking a trip up to Brandywine while we're up there, though I had no idea of the basalt formations, thanks ;D

                         Your friend,
                                        Jordan :thumbsup:
Title: Re: Adara - Update 163 - June 6, 2011
Post by: supremec on June 07, 2011, 02:28:23 AM
Very good river  &apls, and I love your RRP farms too but animals are missing  :D
Title: Re: Adara - Update 163 - June 6, 2011
Post by: bat on June 07, 2011, 08:23:23 AM
Nice rural landscape there!
The river looks really nice, too. :thumbsup:
Title: Re: Adara - Update 163 - June 6, 2011
Post by: Exla357 on June 08, 2011, 03:46:52 PM
Wait, there was a BORDER there?!?!  :shocked2: Looks awesome, Battlecat! I am very pleased with how this turned out!

Craters of the Moon is pretty awesome, if you get the chance you definitely should go sometime!

All the best,
Alex  :thumbsup:
Title: Re: Adara - Update 163 - June 6, 2011
Post by: samerton on June 10, 2011, 10:30:35 AM
Brilliant mosaics across the border.. I didn't know until I read the text! I know that I probably say this all the time, but you really have some outstanding rural areas!
Title: Re: Adara - Update 163 - June 6, 2011
Post by: kwakelaar on June 10, 2011, 12:27:59 PM
Well, I really had to take a close look to find the border between the two tiles, excellent work on joining these together.
Title: Re: Adara - Update 163 - June 6, 2011
Post by: marsh on June 10, 2011, 08:30:30 PM
Really love the dense conifer forest look of this city tiles. Reminds me of some areas near my home (only a LOT less green.) :P

,marsh
Title: Re: Adara - Update 163 - June 6, 2011
Post by: RickD on June 20, 2011, 06:35:00 AM
It still amazes me seeing your flawless tile boder matching.  &apls
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Battlecat on June 20, 2011, 08:37:16 AM
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Ernst (peter007): I'll be working on that area today in fact.  Farming and housing to balance the tile's budget! 

noahclem: Thanks very much!

sumwonyuno: Thanks for your kind words!

Jordan (canyonjumper): Brandywine falls cascades down into a valley cut out of repeated layers of basalt.  The forests around the area are rife with fantastic basalt formations.  It's a result of repeated eruptions back during the last ice age that occurred under glaciers for added fun!  Hope you enjoy your trip up there!

supremec: Animals!  That's right, I forgot the animals.  Consider that fixed in this update even though I don't have a picture showing it.  Thanks for your suggestion!

bat: Thanks!

Alex (Exla357): Thanks very much for your kind words!  I'm certainly putting Craters of the Moon on my list of places to visits!

samerton: Thank for your kind words!  Hiding the tile borders is a major part of developing Adara.

marsh: I see terrain exactly like that right outside my office window.  All the mountains in my area are covered in forests of the type I use in Adara.  Glad you like it!

RickD: Thanks very much, glad you like it!

Update 164
Lehman Valley – Lowland Farming

Sorry about missing last week's update.  I wish I could promise it won't happen again, but with trying to sell our house, I may go off the grid for a week or two unexpectedly.  But in the meantime, I'll keep plugging away!  Today I need to do some work on developing some exurb style residential in this community.  It'll be just enough housing to balance the tile budget so I don't have a budget crash while I finish detailing this area.  It fits with my plans for detailing the lowland area at the Vavenby border anyhow. 

164-1: This is the area I'll be focusing on today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F6117%2Fadara16401.jpg&hash=f0e46177dc6e48e3f50dd6046045148c04c07d33)

164-2: A few farms will round out this lowland area.  It's the limit of the farmable land in this valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F1430%2Fadara16402.jpg&hash=8d1e556be9fb038950d02119ec9a5ae7991adf08)

164-3: Also, under the powerlines I'm placing some exurb style residential. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F2941%2Fadara16403.jpg&hash=18c49a88baf013394fae878112de4614d53c73d6)

164-4: Here are the initial draft farms.  As usual, the irregular farms have some no road access zots.  Easily fixed!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F4421%2Fadara16404.jpg&hash=40571b82141b9e0911618eb21b2528c9364ce7e0)

164-5: This is the area I'm detailing first.  Any thoughts on why these trucks look odd? 
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164-6: Some trees around the houses and RRP treatment for one farm.  This one is just a large riding and grazing area for horses.
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164-7: Now over to this mess.  Those distress zots are annoying.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F7633%2Fadara16407.jpg&hash=dbb3276af054bf567a39f09c9c54799ff6e0788e)

164-8: Fortunately, they can be fixed by replacing the distressed fields.  And the ugly algae field is replaced with a small plot of corn. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F9666%2Fadara16408.jpg&hash=7f6f44d63032348d011ec90c796a5865e649d14c)

164-9: Last up.  This one will be easy to finish. 
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164-10: RRP treatment for the one field and just some trees to round out the rest of the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F8595%2Fadara16410.jpg&hash=93f1ca12d722843cec066097377a3559921dd1bd)

164-11: Last but not least, the latest composite for Lehman valley.  Enjoy! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F2328%2Fadara16411.jpg&hash=837c0a167fcd5a4f87fe7151db7b1968dcd8a022) (http://img402.imageshack.us/img402/5552/adara16411large.jpg)

And that's a wrap for today.  See you next time!
Title: Re: Adara - Update 163 - June 6, 2011
Post by: noahclem on June 20, 2011, 10:07:01 AM
Nice update! I think my favorite part is the horse riding and grazing area. The fields and exurbs look very nice. Sorry I can't offer you any help on your trucks looking funny--perhaps try replacing them with different automata.

Looking forward to more, and no worries if RL keeps you from updating--that's likely to be an issue for me in the near future as well  ;)
Title: Re: Adara - Update 164 - June 20, 2011
Post by: canyonjumper on June 20, 2011, 07:07:38 PM
lol, your trucks are missing their skins :P Might wanna try redownloading whatever automata mod you downloaded, or make sure you've got all the dependencies (if any).
No worries if you're too busy to update, I'm so busy I've been reduced to one a month :'(

I'm looking forward to seeing you detail that stream beside the farms, I always like to see detailing mix with rural ;D

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 164 - June 20, 2011
Post by: metarvo on June 22, 2011, 12:28:41 PM
I can't help you with your trucks, but I think Jordan is right about redownloading the automata.  Anyway, the power line exurb resembles the way I've seen some subdivisions built in my area.  The idea of having the power line follow the river is a good one, too.  Real power companies sometimes do this because river bottom right-of-way is often cheaper and less developed.  The farm choices are good, particularly the replacement of the algae field with the corn field.  The anti-grid building style which continually makes Adara one of my favorites is still very much alive in this update.  Now, I'm looking forward to seeing some of your tile border work.  Nice update!  Take as much time as you need.

:thumbsup:
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Exla357 on June 22, 2011, 01:56:21 PM
Hey, nice update! Remember, RL comes first and if it delays updates then we understand. I have no clue what's wrong with your automa at all so can't help  &mmm

Hope to see you sooner rather than late!

-Alex  :thumbsup:
Title: Re: Adara - Update 164 - June 20, 2011
Post by: bat on June 23, 2011, 07:44:22 AM
Great work on that area!
The farms are looking beautiful! :thumbsup:
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Skimbo on July 19, 2011, 03:52:42 AM
I missed a lot since stopping by the last time, GREAT
Title: Re: Adara - Update 164 - June 20, 2011
Post by: art128 on July 23, 2011, 12:04:05 PM
Absolutely great update once again my friend, i'm loving your way to develop cities and town, also as rural areas.
Title: Re: Adara - Update 164 - June 20, 2011
Post by: io_bg on July 23, 2011, 02:06:31 PM
Great rural landscaping, viewing your pics is always a pleasure. Hoping to see a new update soon :)
Title: Re: Adara - Update 164 - June 20, 2011
Post by: supremec on July 25, 2011, 06:35:12 AM
A fabulous landscape, I love the latest picture  &apls
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Sparrowsraven on July 26, 2011, 02:58:11 PM
I have spent the past three days reading every inch of this thread. I am in complete and utter AWE!!!!!!!!! Thank you for this amaing and wonderful look at a master at work! You have inspired me so much and I have actually started working with ploppable water for the first time! Not turning out too well, but I won't let that stop me!

One question though, did you teraform the map yourself, or download it? I would love to be able to have your region for myself to practice on.
Title: Re: Adara - Update 164 - June 20, 2011
Post by: samerton on August 03, 2011, 08:16:53 AM
Great. I've always wondered how the agriculture in regions is added so realisticly, and now it's great to know how. Even if I was to add things like this in my region, it would look nothing like what you always achieve. Brilliant  &apls
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Une_ame on August 11, 2011, 01:54:16 AM
Another wonderfull valley, you master perfectly the way to developp that kind of areas. Alway nice to see your new pics. Thaks for that.  :thumbsup:
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Battlecat on September 13, 2011, 06:06:45 PM
Life Update:

Good grief it's been a long summer.  Sorry for my complete absence here for the past couple months but my life continues to be wonky.  Some plans haven't panned out as quickly as I had hoped which kind of threw the entire summer into disarray.  With any luck they should all be sorted out in the next couple weeks.  It's still going to be at least a couple weeks before I can scrounge up an update but rest assured, Adara is safe and backed up in preparation for my upcoming move. 

Thanks to everyone for stopping in and your comments on the last update. I'll be picking up where I left off as soon as I can.  Take care!

Battlecat
Title: Re: Adara - Update 164 - June 20, 2011
Post by: Skimbo on October 09, 2011, 01:54:27 PM
RL has to be more important than SC4. Have a nice time, I'm looking forward to the next Adara update in the future =)
Title: Re: Adara - Update 164 - June 20, 2011
Post by: rooker1 on November 01, 2011, 10:34:35 AM
This is one MD that everyone can definitely learn from.  Gordan's (Battlecat's) rural and farming style is absolutely top notch which is why he and his MD have been chosen to join in the celebration of SC4D's 5th anniversary.
This MD will need your favourite beverage and plenty of quiet time.
If you haven't read this MD from the beginning, it it a must.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi901.photobucket.com%2Falbums%2Fac213%2FBSCLEX%2FMouse%2520secondary%2520album%2FAdara11-11.jpg&hash=5f290eaa665c33ee135b4e3d951236fb41a1f3c7)

Congrats from The SC4D Staff!!! &apls
Title: Re: Adara - Update 165 - November 1, 2011
Post by: Battlecat on November 01, 2011, 10:40:18 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

noahclem: Thanks very much, glad you enjoyed the update.

Jordan (canyonjumper): Yeah, I'll have to track those down at some point.  Sadly I haven't even had time to figure it out.  Glad you like how it looks!

metarvo: Thanks very much for your kind words.  Sorry for taking so long to post this update!

Alex (Exla357): Thanks very much! 

bat: Thanks!

Skimbo: Thanks very much, glad you like it.  Also, thanks for keeping this from being a double post!

Arthur (art128): Thanks for your kind words!

io_bg: Thanks very much, sorry it took so long!

supremec: Glad you like it! 

Sparrowsraven: Thanks for taking the time to go through it all!  That's no small feat considering the length!  Good luck with your plopable water experiments! 

The map is being slowly terraformed by hand from scratch using the SC4 Terraformer.  I hate to admit, it still isn't finished yet but I might post it someday if I ever finish it up!

Sam (samerton): Glad you found this helpful.  The plopable farm fields are the greatest investment you can make for a rural region!

Une_ame: Thanks very much! 

Robin (rooker1): Thanks very much for your kind words and for the OSITM selection.  Reading the MD from the beginning is a huge task, and I'm going to make it even longer since I'm kicking off a busy month for Adara right away! 

Update 165
Adara – A Long Overdue Update

Well that was a lot longer off the grid than I expected.  I'm very sorry it's taken so long for me to fire this back up again.  Sadly my wife and I still haven't managed to sell our apartment, so things are still way up in the air and I may go off the grid again.  But I'm sort of back and I'll try to keep updating regularly. 

So, this month is the Anniversary of SC4 Devotion.  About 2.5 years ago I stumbled in here and fell back into Simcity 4.  I've been working on Adara pretty much that entire time, except for the last several months.  Last anniversary, I did a high resolution composite tour of the region, which was great fun.  Sadly the map hasn't grown enough to justify that again so I need to do something different.  The anniversary was an excellent incentive, the OSTIM selection only enhanced it. 

For this anniversary, I am going to break some of the rules of old Adara to try and revitalize things.  From there we'll see what happens, but this month will be full of surprises.  First things first today: I'm going to reveal and terraform a large swath of the map.  As a rule, I've always kept undeveloped tiles hidden. 

That rule ends today as I'm going to build up more of the map and lay out some basic networks and waterways.  To keep my interest, I've decided not to limit myself to one tile at a time, instead I'm going to work on expanding the big picture view of the region.  I'll be preparing and launching as many tiles as I can manage this month to give you all a wider view of the future growth of the region.  The zoom 1 composite is going change a lot this month!  Zoom 2 composites are going to remain reserved for completed tiles only. 

So to start things light, let's fire up SC4 Terraformer and get started!

165-1: Centered in the map is the fully terraformed section of Adara.  The first thing that should be readily apparent is that I've still got a long ways to go to finish this up! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9879%2Fadara16501.jpg&hash=ca9d8d04182d21e92b3c2f48c6feeaca8d3935eb)

165-2: The first area I'm going to touch up today is the South West Corner.  This area will be the transitional zone to an urban core on a neighboring map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F6752%2Fadara16502.jpg&hash=5797e8c52c6c94a4d8ad8eb9a78277ab942ff1db)

165-3: The tweaks here including fixing up the islands for easier use, dropping the elevation along the waterfront and some basic touchups to the shoreline.  The final details will be taken care of in game using finer scale terraforming tools.  The goal here is to get the large scale cross border details finished.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3803%2Fadara16503.jpg&hash=937622c694f706e0ff1c3edc2ae819308abe6d1d)

It's a small update to start, but it'll get busy soon enough!  The two tiles at the bottom of the third image above matches up with Dunster Bend.  Starting tomorrow with the lower left tile in this image (the one half visible) I'm going to lay out the basic transportation networks and watercourses.  These are the last shots you'll be seeing from SC4 Terraformer for a while although I'll be working in it extensively this month.  The next updates will be the tile introductions.  I'll be back tomorrow with a look at the first new tile! 
Title: Re: Adara - Update 165 - November 1, 2011
Post by: mave94 on November 01, 2011, 11:08:42 AM
I love surprises! I'm eager to see more.
Don't hurry, real life always comes first ;)
Title: Re: Adara - Update 165 - November 1, 2011
Post by: art128 on November 01, 2011, 11:23:19 AM
Nice to have you back, and for a OSITM, that's great. Nice terraforming on the shore there. Really liked it. Can't wait to see pictures from these tiles.
Title: Re: Adara - Update 165 - November 1, 2011
Post by: noahclem on November 01, 2011, 11:37:41 AM
Hmm, where to start?  ::)

First off, glad to have you back! I wish you the best of luck selling your apartment and moving  :thumbsup:

Second, congrats on another OSITM, particularly timed with the SC4D 5th birthday! Certainly a well-deserved honor. I may have to take Robin's suggestiong and grab a choice beverage to peruse your earlier updates as I've not yet read them all.

Finally, I'm excited for your plan for the month and look forward to seeing how your work turns out! You've got a nice start so far  &apls
Title: Re: Adara - Update 165 - November 1, 2011
Post by: bat on November 01, 2011, 12:01:16 PM
Congrats on your third OSITM-award!
And great first update in this special month.
Looking forward to the second...
Title: Re: Adara - Update 165 - November 1, 2011
Post by: Cyclone1001 on November 01, 2011, 01:23:10 PM
Its good to know that you're back. Good luck with your situation IRL, I hope it goes well.
The update looks good, anxious to see what it is.
Title: Re: Adara - Update 165 - November 1, 2011
Post by: TiFlo on November 01, 2011, 02:31:53 PM
Battlecat! Yay!  ;D

I was beginning to wonder where you had gone. Glad to see you back around.
Title: Re: Adara - Update 165 - November 1, 2011
Post by: rooker1 on November 01, 2011, 05:22:37 PM
Your MD updates have been greatly missed around here. 
Good to see you have some special incentive to share some special surprises with us this month.
And great start to your month in the spot light.

Robin &apls
Title: Re: Adara - Update 165 - November 1, 2011
Post by: Dantes on November 01, 2011, 05:28:54 PM
Wow, that's 3D.   :o That's incredible.  ??? Too bad I can be very bad English. I would like to understand it all better.  ::) The cards are really cool.  :thumbsup:
Title: Re: Adara - Update 165 - November 1, 2011
Post by: threestooges on November 01, 2011, 10:41:13 PM
Now this is what I've been waiting for: Adara back on the grid. Glad to see you have some fun stuff indeed planned for the time here. Looking forward to it.
-Matt
Title: Re: Adara - Update 165 - November 1, 2011
Post by: metarvo on November 02, 2011, 06:20:36 AM
It's good to see you back, BC.  I'm sorry about your RL, but I hope it gets better really soon.  It looks like the future is bright for Adara as you'll be visiting uncharted territories.
Title: Re: Adara - Update 166 - November 2, 2011
Post by: Battlecat on November 02, 2011, 08:54:02 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

MrMAvE94: I think you'll enjoy this month then, I plan to post updates as fast as I can create them!  Thanks for stopping in!

Arthur (art128): Thanks!  It'll be a couple days before we get to the really interesting shoreline but there's a few interesting tiles in the interm. 

noahclem: Thanks very much!  Considering the last 6 months I'll need all the luck I can get to sell this place!  Thanks for thinking about having a look at the old updates, it's no small feat to read through the entire thread!

bat: Thanks very much!  So far you haven't had to look too far forward, I'm hoping to keep it up. 

Cyclone1001: Thanks!  The real life situation isn't so much bad as it is depressing and frustrating.  Especially since an offer on our apartment fell apart at the last minute at the end of September.  The anniversary created a really good incentive to get back to work!

TiFlo: I've never been far, I've mostly been professionally lurking lately.  I hope to make up for it this month!  Thanks!

Robin (rooker1): Thanks for your kind words!  I really had to blow the dust of Adara in a hurry when I got word that it was the 5th anniversary, plus being selected for OSITM!  I plan to post updates as rapidly as life allows.  At this point, it's looking pretty good!

Dantes: The 3D is from SC4 Terraformer (http://sc4devotion.com/forums/index.php?board=15.0).  It was created several years ago by wouanagaine and it is my single favorite SC4 utility.  It allows region scale terraforming so I don't have to mess around with the reconcile edges tool.  Considering English isn't your first language, you're doing a fine job!  It's probably better than my attempt at German would be! 

Matt (threestooges): Thanks very much, I'm sorry it took so long to get back to it!  It's going to be an interesting month actually putting together more of the region I've envisioned. 

metarvo: Thanks very much for your kind words!  Real life is a pain but it's pretty much a frustrating holding pattern now rather than time consuming.  I hope that changes sometime in the near future though; that will mean I can finally move!  It's going to be an interesting month in uncharted territories!

Update 166
Deroche – Highway Interchanges

Welcome to the first new tile introduction!  Today I'm introducing the Deroche tile, which can be found immediately south of Dunster Bend.  I'm pretty sure I haven't used this town name yet!  This tile is a very important one for the major transport system because this is the first location where the main highway crosses the river.  I'll be making more advanced use of the RHW mod than ever before in Adara today. 

Speaking of the river, I'm open to suggestions for naming the big game water river in this region.  I have yet to come up with one I like.  Throw some at me and if I see one I like I'll use it for the region. 

166-1: The first order of business is checking the cross border items.  This tile borders with Dunster Bend, so it's adjacent to a fully developed tile.  The most complex of those is the point where the marshy stream crosses over.  Here's the view of Dunster Bend
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F9166%2Fadara16601.jpg&hash=cf00ca6543dd7deb4951306e61f3d0381622fce6)

166-2: A quick bit of work with the terrain query tool and I've got the edges lined up.  Actually detailing work will come some day in the future.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg638.imageshack.us%2Fimg638%2F370%2Fadara16602.jpg&hash=c774bb88bdc73fd927ac59c2aae29c8af57d64e4)

166-3: Now for the real fun, bridge building!  It took me a while to get this put together.  As recommended, I used an avenue bridge instead of a maxis highway bridge.  I'm pleased with the results.  The area accessed by this bridge is going to be important for this region tile for several reasons.  But I think I'll save discussing the first of those reasons until tomorrow.  :) 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7785%2Fadara16603.jpg&hash=0540bffe60c6a23f7691e95ba2c68e4300fab4f8)

166-4: A closer look at the interchange reveals that it's RHW6S transitioning down to RHW4 at the bridge.  I've never used the smooth MIS curves before, the results are stunning. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F2249%2Fadara16604.jpg&hash=e920c976af72fd55515a41c107f7f677d48346cb)

166-5: An additional complication on this tile is the T junction between three highways.  I've never built one of these in Adara; actually never before.  It took about an hour of fussing around to figure it out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F7895%2Fadara16605.jpg&hash=7bb909ebbd1d6f4c7e086ec566b321c4c6670bc9)

166-6: This is what I came up with in the end.  I think it looks pretty good, although I shorted myself a bit of space for wide radius curves.  No worries there, such is life. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F8030%2Fadara16606.jpg&hash=f106c099094cb778b94ffee860feca68ee07bba8)

166-7: The result of today's work is a simple zoom 1 composite.  As always, click the image to see a full sized version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F7171%2Fadara16607.jpg&hash=eae8ca2fc2e248dd255db3a7fa46ed4d506fe95c) (http://img153.imageshack.us/img153/193/adara16607large.jpg)

166-8: But I'm not going to leave it at that!  I've got two additional composite images I'm going to maintain and update through the course of this month.  The first of course is the zoom 1 regional composite.  I've also inserted the most recent completed map of Lehman Valley. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F6003%2Fadara16608.jpg&hash=fef3d10df347c7a4d0877f6509229acc0ee3f6d0) (http://img835.imageshack.us/img835/1738/adara16608large.jpg)

166-9: The second is brand new.  I'm calling it the reference composite.  This is just a copy of the zoom 1 composite image with all the towns labeled in bright red.  It exists in case you're new, or if you've lost track of what is where in the region! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F5239%2Fadara16609.jpg&hash=d948963601aab2ddbb7da8df0d0328f34ce742dc) (http://img507.imageshack.us/img507/8806/adara16609large.jpg)
   
That's a wrap for today.  See you next time when I crack open another new tile and get the basics in place. 
Title: Re: Adara - Update 165 - November 1, 2011
Post by: bat on November 02, 2011, 08:59:50 AM
Beautiful region there! And great work on the highway and river!!! :thumbsup: :thumbsup:
Title: Re: Adara - Update 166 - November 2, 2011
Post by: art128 on November 02, 2011, 09:50:01 AM
Nice update, Battlecat. I really liked it.

As usual your nature is splendid and the way it blend with the transportation is excellent. Thought, I must say i'm not too fan of your highways this time. Especially when regarding the bridge. I must say this bridge is horrible to be honest, but this isn't your fault. What I recommend you is to use the level tools to raise it up at the extremities and then use a "real" bridge like the steel arched ones.  Also, I must say i'm not an expert of highway or road geekery but the interchanges are great.. But the way you make them is kinda odd. Specially the exit one.. Why not making each ramp the traditional way ? like on this picture:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F4531%2Fguga.png&hash=fa7bbe5502e1b8970479fc8f8fd145596f02d1ef)

I think it would look much better that way. But it's just my point of view, and I'm not a professional in this matter. On an other hand, I pretty much like the trumpet interchange and the idea of splitting into one line.

Good work, keep it up!

Arthur. ;)

Title: Re: Adara - Update 166 - November 2, 2011
Post by: rooker1 on November 02, 2011, 10:18:54 AM
Fantastic update. 
I found myself very fustrated when I wanted to zoom in further on that reference composite. ::)
I do very much agree with Arthur on those on and off ramps would look a lot nicer his way.  That's how they are on most of the highways around where I live.
I can see we are in for a treat with you this month.

Robin &apls
Title: Re: Adara - Update 166 - November 2, 2011
Post by: Cyclone1001 on November 02, 2011, 02:19:23 PM
Great update, I'm loving the composites.
Title: Re: Adara - Update 166 - November 2, 2011
Post by: metarvo on November 02, 2011, 02:39:41 PM
All right, two updates back to back!  It's good to see you exploring the potential of the new RHW update.  The Zoom 1 composite is breathtaking, just like standing on the edge of a mountaintop scenic lookout overlooking the fields below.  :thumbsup:
Title: Re: Adara - Update 166 - November 2, 2011
Post by: Framly on November 02, 2011, 03:57:18 PM
WoW! Great Mosaics &apls

Congratulations on being selected for OSITM! :)
Title: Re: Adara - Update 167 - November 3, 2011
Post by: Battlecat on November 03, 2011, 08:40:47 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much!

Arthur (art128): Hrm, you're right.  Not quite sure what I was thinking there.  Also you gave me a great idea for fixing the bridge that I put together last night.  I just have to finish writing the update now.  Thanks very much for the feedback and suggestion, as a result I'll do a quick revisit with Deroche for Update 168 tomorrow.   

Funny enough, I used the bridge solution you mentioned in today's update for a different reason.  My intent was to have ferries able to travel under it; your solution allowed me to pick a much nicer bridge. 

Robin (rooker1): I know how you feel about the composite.  File sizes get out of hand very quickly with those images sadly!  I also agree on the ramps, I'm still scratching my head trying to figure out what I was thinking there. 

Cyclone1001: Glad to hear it, I like putting them together!

metarvo: Thanks, two updates and this one will make three!  I really like the zoom 1 composite as well.  It almost feels like working with aerial imagery. 

Framly: Thanks very much!  I'll be doing a lot of work on those this month!

Update 167
North Delta – Railway Crossover

Welcome to day 3 of rapid region growth!  Today we're moving south again from Deroche to a tile I've chosen to call North Delta.  It's not a particularly imaginative name, but it is appropriate.  Before you ask, there will be a tile called "Delta City" but there won't be a South Delta.  I don't want things to get too complicated!  :-)

In addition to the regular work today, I'll also be introducing a new-old piece of technology that I managed to snag to help work around a challenging bit of terrain.

166-1: To start, I spent a bit of time touching up the terraforming.  I've added another sandbar area similar to the one on the Greenwood tile.  That'll be fun to detail later!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F5623%2Fadara16701.jpg&hash=81d7d3b8c56d81e2fcc772c390f17a770c331d90)

166-2: The first very important detail on this tile is the presence of the main railway bridge across the river.  Based on past feedback from Bernhard I spent some extra time on this area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F4669%2Fadara16702.jpg&hash=ed33116bec40fbf628056ccd1b60b7ce23e8aee4)

166-3: I spend about 15-20 minutes arguing with the slope on either side of the bridge.  The bridge had to be tall enough to allow the passage of ferries and large ship so any future port developments upstream are viable.  I really hope I got the slope right or at least close!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F3946%2Fadara16703.jpg&hash=8fc21922daa5ddd047899d1dd339a3582e724397)

166-4: Here's the slope on the other side of the river.  This one was a bit easier to do.  The curve in 166-3 was a serious pain! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F9879%2Fadara16704.jpg&hash=6d9bbec80e6d7eed441677adc655ba9bf2a817ee)

166-5: The bridge is a branching line from the main line on the east side of the river.  This triangle is a rail interchange to access the mainline from either direction.  The STR transitions add an appropriate look.  I plan to retro fit this if the DTR -> STR track Y-separation junction is ever released. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2015%2Fadara16705.jpg&hash=31ca0c513f5dd65868abe2b752cceb994a8cb903)

166-6: The rest of the area is pretty straight forward.  The elevated RHW4 makes an excellent overpass over the railway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F3236%2Fadara16706.jpg&hash=74eb3a81d1fa1f24af74a51aba4b8e482dfd0edf)

166-7: The placement of the railway makes the construction of interchanges challenging.  I realized that the constrained space would mean building a road overpass across the railway would make sense.  Especially since this road will lead into Delta City.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F2163%2Fadara16707.jpg&hash=9628f34a43f66240da0f50ba046edf298d378c77)

166-8: The railway on the island is important but it is a complication.  The area around the railway is going to be a major industrial area and a port.  And it's going to be built sooner rather than later.  One big problem I've had in the region is residential demand, particularly medium wealth.  The agricultural zones just don't support a large medium wealth population, even with the modded job levels. 

So a large industrial port area is the first important feature of this island area.  The second will be revealed later.  Either way, it means that the area has to be accessible by road.  That means taking a road under the railway tracks.  Fortunately, buddybud created a set of fantastic ground level underpass lots similar to the FLUPS many years ago.  I just acquired them and I've used one of them here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F1433%2Fadara16708.jpg&hash=5bf3213f0d33bff7c8b6acd56aed3772fedc683c)

166-9: Here's the tile composite.  As you can see here, I've added the RHW6S on the island area.  I still have to add an interchange to access it here but that will be done later.  I've got to figure out some other complications on this island first.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F421%2Fadara16709.jpg&hash=dfe1a54ddae09bda7ef001bc052836cddec67ee4) (http://img338.imageshack.us/img338/5061/adara16709large.jpg)

166-10: Wrapping up the day with an expanded region composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F5139%2Fadara16710.jpg&hash=f9d86414b72b2761f32b854d66a06ecf4185a041) (http://img856.imageshack.us/img856/3244/adara16710large.jpg)

166-11: And an expanded reference composite so you can find the latest tile on the map.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F2034%2Fadara16711.jpg&hash=beaaa6fd5f5f5cad9713e52f1c3709959d08a39d) (http://img508.imageshack.us/img508/2953/adara16711large.jpg)

Another update done, but I'm already working on yet another!  Tomorrow we make a detour back to Deroche and then after that we're moving further south to one of the region edges! 
Title: Re: Adara - Update 167 - November 3, 2011
Post by: bat on November 03, 2011, 08:44:34 AM
Great work on the railway!!! Nice pictures of the region again, too... :thumbsup:
Title: Re: Adara - Update 167 - November 3, 2011
Post by: art128 on November 03, 2011, 10:48:42 AM
Excellent update, nice development of the road network. Seems like you did well with the picture 166-3 slope, I really like how it is now.

Ps, remember to use the FAR pieces of the RHW 4 to make more realistic region view, i'm talking about the area at the left of the red steel bridge, you can see that you used various 45 degrees curves, where a simple FAR section would have been rather nice. ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F2986%2Fedrtfuyho.png&hash=e579c57122a2950cfd7c27dbed91ed5539d8a068)
Title: Re: Adara - Update 167 - November 3, 2011
Post by: rooker1 on November 03, 2011, 12:47:57 PM
Arthur is full of great ideas and I have to agree here.  Your 45s look to perfect.
Otherwise I am loving this rapid growth.

Robin
Title: Re: Adara - Update 167 - November 3, 2011
Post by: Cyclone1001 on November 03, 2011, 02:12:12 PM
Another great update, and more room for growth. It seems to me like you are getting closer to a large city, so I'm expecting to see more highways and infrastructure.
All guesses, but I'm sure whatever you do will be spectacular.
Title: Re: Adara - Update 167 - November 3, 2011
Post by: canyonjumper on November 03, 2011, 11:04:27 PM
Congrats on OSITM! Great to have you back! It's always nice to read over your updates and I'm sure we're in for a real treat this month.

               Your friend,
                              Jordan :thumbsup:
Title: Re: Adara - Update 167 - November 3, 2011
Post by: metarvo on November 04, 2011, 06:01:03 AM
Those tunnels have been in my Plugins folder for several years, and they still get me out of jams to this day.

In addition to the transit system, you might want to consider the power grid in the new sections of Adara.  It already looks like you're laying out some power lines.  Is there going to be a power plant over here, or will power be pulled in from the other side of the region?  It might be a surprise.  ;D

Congratulations on OSITM, and keep up the good work!

:thumbsup:
Title: Re: Adara - Update 168 - November 4, 2011
Post by: Battlecat on November 04, 2011, 09:24:53 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much!

Arthur (art128): You're just a wealth of good ideas this week!  Today's update is based on your last suggestion and there's one next week based on this one as well!  The highway in question is actually a RHW6, not a RHW4 but fortunately there appear to be fractional pieces of that network!  Thanks  very much, hope you like the tweaks today.

Robin (rooker1): Suggestions always make for a better creation in the end.  I can't think of everything and I will admit I'm both a touch rusty and still getting familiar with the deep possibilities of the RHW mod.  I can't believe how much stuff is crammed into that one network!

Cyclone1001: Your assessment is correct, we are heading towards a major city, but most of that major city won't actually be in this region.  I've got a crazy plan for that someday in the future.

Jordan (canyonjumper): Thanks, it's good to be back!  Rapid fire updates this month and then hopefully back to normal next month!

metarvo: It's actually the first time I've used them, but I think they're going to be seeing a lot of use in the future now that I have them.  They look great as well! 

The power lines on the North Delta Map go to two separate places.  The set coming in from the north are actually a direct connection to the hydro electric facility in Vavenby.  The ones coming from the east head to an as yet placed facility, probably another hydro project.  But this other project likely won't be in this region, it's out there somewhere, just not around here. 

Update 168
Deroche – Revisiting the Interchange

Today is a brief opportunity to catch our breath today as I duck back into Deroche to tweak the interchange and highway bridge based on some excellent suggestions by Arthur.  No updated regional composite today, but I'll add the changes for update 169 in the next couple of days.

168-1: This is the interchange that I'm revisiting today.  Among the items of feedback are the interchange is needlessly large and poorly design.  The bridge also doesn't look all that nice.  As such, I'm going to apply a ruthless bulldozer to this area and start again! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F6825%2Fadara16801.jpg&hash=6d71fc6e85b26c4e2f03f11d664bd155de1cf1b1)

168-2: First things first, how about a new bridge.  There's this gorgeous cable stayed bridge I stumbled on, I think it's a distinct improvement!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F9720%2Fadara16802.jpg&hash=884dc2040412112ff50b66a81220ad374af563a1)

168-3: It looks so nice, it's worth a closer look I think. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F1351%2Fadara16803.jpg&hash=8ddad9c3a5be7d804a5bec2ab2ef24037384ab7f)

168-4: Now on to the really frustrating challenge, building an interchange.  I kept having trouble with the pieces auto-leveling and messing up the approach to the bridge. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F26%2Fadara16804.jpg&hash=814a61ff23beacec22e1ac4c9c1bf1b38d450a87)

168-5: Finally I got it right, or so I thought.  Then I just needed one of the transition pieces to the RHW2.  Then I hit tab one extra time and realized that this design was going to be needlessly complicated.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F7224%2Fadara16805.jpg&hash=80f946527ea32aa96133a8cb305b0ef5d3a7e6e2)

168-6: Now this is an elegant solution I think.  Compact, nice looking and clean without any extraneous lines.  Plus, when this is all done, I won't even have an overpass across the highway which is highly desirable when counted with my long term plans for this island.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F1417%2Fadara16806.jpg&hash=9bd78c90fd94cd715d0d79f63f659995e141d6b1)

168-7: Wide radius RHW2 curves will take the interchange over towards the new underpass.  Incidently, I've used the underpasses again on this tile, which should give you an idea of where I'm taking these.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F4113%2Fadara16807.jpg&hash=9e9cfa753ff0dbf2e49a90c04c5c7b616c6bdc8a)

168-8: The road transition is hardly noticeable.  Just for an added bit of fun, I decided to use the network widening mod TLA5 instead of a basic avenue here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F2661%2Fadara16808.jpg&hash=4e9f33294617acebd555761f8842850eb15e9f1c)

168-9: On the other side of the underpass I'm using the MAVE-4 from the same mod.  There's a lot of development planned for this area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F7584%2Fadara16809.jpg&hash=bee734a1a81ed0496d8b2a00a53c40a417f4d6bc)

168-10: One last tweak to wrap up the day.  This intersection looks a bit barren.  Fortunately, there's one other mod floating around that I've not put too much use yet.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7107%2Fadara16810.jpg&hash=94d4439a61428dd853653e1cf1f714e73c140ae7)

168-11: Turns out some unspeakably clever person made sure the TULEP avenue pieces were compatible with the TLA5!  The transition is flawless and the new intersection looks dramatically better.  If this ever comes out for the MAVE-4, I'll retrofit the other intersection as well!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F6518%2Fadara16811.jpg&hash=d8477199b6e7c96f17c6e077b6006293e33cd27e)

168-12: Just to wrap things up, here's an overview look at the area now that everything is finished with the retrofit.  Hope you like the results, some of the design choices will make more sense when I come back and start developing this tile! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1241%2Fadara16812.jpg&hash=63f600b66f7a8c98c658d883125ca24251dabc4a)

That's all for today!  No composite today, I'll put these updates onto the one I create when we visit the next tile which will be either tomorrow or Monday.  Next time we head for the border of the region as we move one more tile south from North Delta.  See you later!
Title: Re: Adara - Update 168 - November 4, 2011
Post by: noahclem on November 04, 2011, 10:23:51 AM
Great updates!  &apls &apls

I especially love all the composite pictures! Your most recent work redoing the bridge and interchange is looking very nice as well. The NAM stuff, especially RHW, isn't the easiest thing in the world to get the hang of but it sure is rewarding when you can create an area exactly how you want to! And I know what you mean about the frustrating auto-level with the RHW puzzle pieces  :'(  Anyway, the area looks very promising  :thumbsup:

The only thing I'd really like to see is wide-radius curves on that RHW-6, though to do so you'd have to transition it to RHW-6C and then use the orthogonal-to-FA and FA-to-diagonal pieces.

Looking forward to more!
Title: Re: Adara - Update 168 - November 4, 2011
Post by: rooker1 on November 04, 2011, 10:53:22 AM
 The overall setup looks much better now and I'm very interested to see what you build up in this area. 
The only problem I see is that bridge.  Unless you plan to have a mid to high rise city on both side of the river in that area, I don't think it fits. 

Just my opinion though.
Robin ;)
Title: Re: Adara - Update 168 - November 4, 2011
Post by: bat on November 04, 2011, 11:14:20 AM
Nice work on the interchange and bridge! And looking forward to the new area... :)
Title: Re: Adara - Update 168 - November 4, 2011
Post by: Cyclone1001 on November 04, 2011, 01:10:08 PM
That's quite an upgrade, looks much better. Keep it up.
Title: Re: Adara - Update 168 - November 4, 2011
Post by: threestooges on November 04, 2011, 01:35:52 PM
Look who you're talking to about getting back to it, heh. You don't seem to have picked up any rust from your time off though.
-Matt
Title: Re: Adara - Update 168 - November 4, 2011
Post by: art128 on November 04, 2011, 05:01:49 PM
For sure this bridge by Fukuda is wonderful. Maybe one of the most beautiful bridge build in the recent era. (as long as the Vasco Da gamma bridge in Lisbon). Thought, I do agree with Robin that without any further development on each side it will look a bit odd, but that's only because of SC4, as in real life the bridge is passing though an open valley in the out Millau. Plus the bridge seems to have some LOD glitch on the far zooms.

But anyway I liked the latest change you made. Now the highway exit and surrounding area do look much better!
Title: Re: Adara - Update 168 - November 4, 2011
Post by: Dantes on November 04, 2011, 05:58:40 PM
The region shot is grat  &apls
Title: Re: Adara - Update 168 - November 4, 2011
Post by: ricardomiranda on November 05, 2011, 07:09:36 AM
Beautiful work in its road network!
Title: Re: Adara - Update 168 - November 4, 2011
Post by: canyonjumper on November 05, 2011, 12:05:29 PM
That looks way better ;D

           Your friend,
                          Jordan :thumbsup:
Title: Re: Adara - Update 169 - November 7, 2011
Post by: Battlecat on November 07, 2011, 08:36:26 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

noahclem: The composites are my greatest pleasure in working with this region, the results are always fantastic.  I'd love to see wide radius curves on the RHW-6 as well, trying to fiddle around to create them using the FAR pieces sounds like more trouble than it's worth though.  Thanks for stopping in!

Robin (rooker1): Thanks, glad you like the revised area.  The funny thing about bridges is that they don't have as much to do with the local area as we instinctually think in SC4.  They have more to do with the number of people moving from A to B through the bridge corridor.  Somewhere out there, there are large cities in Adara.  This bridge corridor just provides a route between them!  I might revisit this bridge in the future though. 

bat: Thanks very much!

Cyclone1001: Thanks!

Matt (threestooges): Glad to hear you think so!  I think part of my problem is that I'm delving into aspects of the RHW mod that I'm not familiar with!  Thanks!

Arthur (art128): I knew it looked familiar, I've seen photos of that bridge before.  I just noticed the LOD glitch when you mentioned it.  I'm going to leave it as is for now, but I might replace it when I come back to the tile in the future.  Glad you like the revisions, I really appreciate the suggestions.  There's another set coming tomorrow!

Dantes: Thanks!

ricardomiranda: Thanks very much!

Jordan (canyonjumper): I thought so as well!  Suggestions and feedback are always appreciated here!

Update 169
Saltery Bay – A Simple Start

As I suspected, weekends are not conducive to easy updated but I did get some gaming time and another tile ready.  Today I'm introducing a relatively simple tile.  There isn't a lot of stuff to build here, so we'll wrap things up quickly.  This tile exists for the terrain more than anything; I had fun crafting this area. 

169-1: Saltery Bay is the southernmost tile in line with Dunster Bend and Alexandria.  Any more tiles from here will require moving to a new region, which I don't plan to do at the moment.  As you can see here the coastline is quite rugged.  The main bay features prominently in the center of this image and will likely be the site of a small fishing village/resort.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F6044%2Fadara16901.jpg&hash=fadd77a2899ecbbb2cad1bbe06e9759df0d93a51)

169-2: I created a couple mountains here that aren't entirely realistic but the tile was going to be awfully flat if I didn't.  Personally I enjoy adding quirky touches like this one. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F9123%2Fadara16902.jpg&hash=c701db6d46667000a00fb240604ef443d463e490)

169-3: In terms of traffic, the main highway and railway come through the corner.  I used the FARR just to mix it up a bit.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F2350%2Fadara16903.jpg&hash=ec81635752471756bd5a08046ca9dfc711c6cfaa)

169-4: The highway isn't quite as exciting but that's partly because I wanted to create something new.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F6848%2Fadara16904.jpg&hash=c03451f5e4e3907b2acb212388e7a9f2a8f2fa31)

169-5: Here it is, a 100% diagonal RHW interchange.  This was a real challenge and it takes up a touch more space than is probably realistic.  But as a technical achievement I'm very pleased with the results!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg31.imageshack.us%2Fimg31%2F8646%2Fadara16905.jpg&hash=82f9c75cf65659f22f53597f8f1899dafb453cdd)

169-6: Here is the finished tile composite image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F998%2Fadara16906.jpg&hash=d3b4e8be9eefd2c31f13853fb28b19d30e9d60cf) (http://img854.imageshack.us/img854/8923/adara16906large.jpg)

169-7: And here's an updated composite including the modifications to Deroche I made yesterday.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg231.imageshack.us%2Fimg231%2F5978%2Fadara16907.jpg&hash=1862c2502e3a4dc3bb17eed467d9ed5b591469ed) (http://img683.imageshack.us/img683/4574/adara16907large.jpg)

169-8: Last but not least, here is the reference map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg848.imageshack.us%2Fimg848%2F1882%2Fadara16908.jpg&hash=39ee7cbbac63d74d19a117a89f61b0f6e9be68f8) (http://img821.imageshack.us/img821/6928/adara16908large.jpg)

And that's a wrap for new tile #3!  Tomorrow I'll be revisiting North Delta one more time to attempt another set of revisions suggested by Arthur.  Then it's on to the South West corner of this region. 
Title: Re: Adara - Update 169 - November 7, 2011
Post by: SCWTC4 on November 07, 2011, 08:49:30 AM
astonishing work, the level of details is impressive 0.0
do you have any plans to thevelop the tiles just east of Salmo and Winflield in the near future? i mean the ones with the eastern end of the lake, featuring the narrow valley and the old ugly-winding road crossing the mountains, the one that made necessary the existence of the Westside-Winfield highway bridge (you mentioned this plan quite long ago but i've read all your MD during this week-end and i've become a bit curious about this..)
Title: Re: Adara - Update 169 - November 7, 2011
Post by: canyonjumper on November 07, 2011, 09:04:59 AM
Very nice, kinda reminds me of a bay I saw driving along the Sea-to-Sky this summer ;D

                      Your friend,
                                     Jordan :thumbsup:
Title: Re: Adara - Update 169 - November 7, 2011
Post by: art128 on November 07, 2011, 09:22:21 AM
Indeed, the diagonal interchange is very sweet!

I know this feel about completely flat city tiles, I also put a hills or mountains or water spots on every tiles I develop to not make it looks repetitive.

It's funny because the large flat spot you have up to the tile you've made look rather nice for a medium city. With the downtown core at the middle, and the suburbs going to the river, further the power line and along the coast.

Take care,
Arthur.
Title: Re: Adara - Update 169 - November 7, 2011
Post by: threestooges on November 07, 2011, 09:39:36 AM
The scale of the game is a strange thing indeed. While an interchange can seem vastly oversized compared to surrounding buildings in the game, in some instances it's perfectly normal. It looks fine visually here, and is actually within scale. By a rough estimate, it looks like it's maybe 20 tiles across, which, at 16m/tile, you're looking at about 360m.

In some more sprawling areas (like Palm Desert, CA (http://maps.google.com/maps?q=palm+desert+ca&hl=en&ll=33.807768,-116.384461&spn=0.009646,0.01929&sll=37.0625,-95.677068&sspn=37.598824,79.013672&vpsrc=6&hnear=Palm+Desert,+Riverside,+California&t=m&z=16)) that actually seems to fit real life scale pretty well. No reason to cram it in there when you have plenty of land.
Title: Re: Adara - Update 169 - November 7, 2011
Post by: mave94 on November 07, 2011, 10:11:26 AM
I like the terraforming. That flat area is indeed a nice location for a city. Maybe a lookout point on the hill on picture 169-2?
Looking forward to the other tiles as well.

-Matthijs
Title: Re: Adara - Update 169 - November 7, 2011
Post by: bat on November 07, 2011, 11:39:08 AM
Another great update! :thumbsup:
Title: Re: Adara - Update 169 - November 7, 2011
Post by: noahclem on November 07, 2011, 12:24:32 PM
Nice update! The terraforming and transit planning is coming along very nicely!  :thumbsup:
Title: Re: Adara - Update 169 - November 7, 2011
Post by: Dantes on November 08, 2011, 02:55:27 AM
The region looks designed very realistic view.  :o It's really difficult.  ??? I'm looking forward to more.  :)
Title: Re: Adara - Update 169 - November 7, 2011
Post by: Nanami on November 08, 2011, 05:14:35 AM
A nice transportation network there!
Title: Re: Adara - Update 169 - November 7, 2011
Post by: metarvo on November 08, 2011, 05:48:45 AM
As a big fan of diagonals, I must say I'm impressed with your diagonal interchange.  I'm always playing around trying to build things like that.

The unusual mountain is in fact not entirely unusual, and neither are flat areas.  In this country, we have a region of plains which looks very much like a new city quad in SC4 (albeit much drier).  However, there are places in which a lone mountain will rise above the flat land, much like the ones in Saltery Bay.

I'm looking forward to seeing the fishing resort.  It makes me dream about going to the lake, but all of the lakes are drying up around here due to the exceptional drought.  Keep up the good work, Battlecat!

:thumbsup:
Title: Re: Adara - Update 170 - November 8, 2011
Post by: Battlecat on November 08, 2011, 08:35:17 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

SCWTC4: Well first of all, thanks for taking the time to read through the entire thread!  That's no small feat and it's greatly appreciated.  Glad you enjoyed it.  I do indeed have plans to develop those tiles in the near future.  In fact, I'll make a point of at least introducing the tiles during this busy month if all goes according to plan! 

Although I have to admit, I'm not entirely looking forward to that particular tile, building the roads on the mountainside I have planned is going to be an exercise in frustration!  But no worries, it'll be fun as well!  Thanks for stopping in!

Jordan (canyonjumper): I did target that feeling a bit.  Funny enough, Saltery Bay is actually the ferry dock for Powell River when traveling north through the ferry chain along the Sunshine Coast.  It's located here (http://www.google.ca/maps?q=Saltery+Bay&hl=en&ll=49.784118,-124.179497&spn=0.019867,0.039697&sll=49.891235,-97.15369&sspn=41.401983,81.914062&vpsrc=6&hnear=Saltery+Bay,+Powell+River+Regional+District,+British+Columbia&t=h&z=15) if you're interested!

Arthur (art128): Thanks!  That observation is made all the funnier because the tile setup is ideal for farming as well.  There will be a couple small-medium sized towns over here, but most of the land is going to be farmland in this area.  The area with the RHW6 I'm revisiting today is a different story though.   

Matt (threestooges): Agreed, scale can be very frustrating in this game.  The wide radius curves look really good and are worth the space they take up!  Actually a big part of the problem is that the game isn't designed for large scale rural areas; it's always pushing towards urbanization.  But that makes for interesting challenges. 

Matthijs (MrMAvE94): Thanks!  I think there will be a lookout or something up there, it would be a great view!

bat: Thanks very much!

noahclem: Thanks, glad to hear it! 

Dantes: Thanks!  The composites are a challenge but the results are well worth it!

976: Thanks!

metarvo: Glad to hear you liked it.  I actually tried to use the diagonal RHW interchange pieces back in Alexandria but they had the hole digging bug back then.  Glad to hear the mountain looks more realistic than I thought!

Update 170
North Delta – Fractional RHW6

Today we're heading back to North Delta to revisit the RHW6 through that community.  Arthur made some excellent suggestions last week that panned out perfectly!

170-1: Here's the area that I'm revisiting today.  It was pointed out by Arthur that it might look better with fractional angle highway sections rather than the repeating diagonals.  I have to agree so I got to work with the bulldozer.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg830.imageshack.us%2Fimg830%2F3803%2Fadara17001.jpg&hash=85f1a3b4635db0c4a19370ee2cb220f3ed0eec68)

170-2: Of course, this highway is actually a RHW6S, not 4 so I wasn't entirely sure if there would be appropriate pieces.  But it appears that there are a few, so I started to fire things up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F23%2Fadara17002.jpg&hash=2f8c7e4826fa80c2a874436f5a66270263ee80c3)

170-3: Unfortunately, one of the curve sections (RHW6S Ortho->FAR outer curve) seems to have the hole digging bug in the current release.  I'm not aware of any solution to this bug other than waiting for the next release.  But, fortunately, all is not lost!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F9233%2Fadara17003.jpg&hash=077f6a5b9edabb74163256b2678391221e80e017)

170-4: There are two different classes of RHW6.  There's the 6S and the 6C.  The RHW6C is much twitchier to build but at least the fractional sections don't have any glitches!  At this tile boundary I've transitioned from the RHW6 to the 6C. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F5730%2Fadara17004.jpg&hash=cef69a07de07dfadb3d7ac18593b5a6280500351)

170-5: Here's the resulting highway, it looks a lot cleaner!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F4734%2Fadara17005.jpg&hash=e5121f43dd32f45792183f709a7a034c7b457b5c)

170-6: Just to wrap things up, I decided to play with the FLUPS.  There are indeed pieces for going under all the different RHW sections which was a fantastic find! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F3273%2Fadara17006.jpg&hash=4a8f30df84e0c4eb36c9672d36edd8118262b9ae)

170-7: I'm going under the highway rather than over here for reasons that will become apparent in a couple more updates.  I hope to discuss the primary purpose of this island in a few more updates. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F6308%2Fadara17007.jpg&hash=329cdc1561e2476774a45fa96394348c482b793b)

And that's a wrap for today.  Like the last revisit, I'll update the regional composite to include these changes along with the new tile.  Tomorrow we'll head to the south west corner of the region and have a look at those islands.  See you then! 
Title: Re: Adara - Update 170 - November 8, 2011
Post by: art128 on November 08, 2011, 08:49:58 AM
Ah yes! It is looking much much better with that fractional angle there.  Nice to hear there will be farmlands in the area of the previous update.

Also, on the region view, I can see that the lake at the right part of the region is on an higher level than SC4's sea... Are you planning to expand the mountains too the coast and make some nice waterfalls in this area?
Title: Re: Adara - Update 170 - November 8, 2011
Post by: SCWTC4 on November 08, 2011, 09:04:38 AM
Quote from: Battlecat on November 08, 2011, 08:35:17 AMThanks for stopping in!
thanks to you for creating such wonderful MD, i'll wait for whatever comes next, it will be definetly worth of any wait..  :)
Title: Re: Adara - Update 170 - November 8, 2011
Post by: threestooges on November 08, 2011, 09:37:58 AM
Shaping up nicely. Hopefully this'll give me the incentive to finally start fooling around with the RHW. Watching it go step by step like this helps.
-Matt
Title: Re: Adara - Update 170 - November 8, 2011
Post by: canyonjumper on November 09, 2011, 07:31:03 AM
Ha, that's awesome :P Saltery Bay isn't the only name you've taken from BC (http://maps.google.ca/maps?q=North+Delta,+BC&hl=en&ll=49.171379,-122.910919&spn=0.313799,0.727158&sll=49.891235,-97.15369&sspn=39.794637,93.076172&vpsrc=6&hnear=North+Delta,+Delta,+Greater+Vancouver+Regional+District,+British+Columbia&t=m&z=11) :P The highway looks a lot better with the FAR, shame about the glitch though.
           
                Your friend,
                               Jordan :thumbsup:
Title: Re: Adara - Update 170 - November 8, 2011
Post by: TiFlo on November 09, 2011, 08:01:07 AM
You sure are making up for the long down time. I'm really curious to see what you'll do with more urban areas. Looking forward to it!  :)
Title: Re: Adara - Update 171 - November 9, 2011
Post by: Battlecat on November 09, 2011, 09:06:27 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Glad to hear you approve!  There will be mountains but the large lake actually already has a major outfall through the main valley by the hydro electric dam.  But there will indeed be some good waterfalls and some rugged coastline to the East of Saltery Bay.   

SCWTC4: Thanks very much! 

Matt (threestooges): The only way to really get a good feel for the RHW is to start playing with it.  It's insanely deep, especially with the modular interchange components.  It's challenging to use but the results are superb!  Glad you're finding this helpful!

Jordan (canyonjumper): Yeah, I've taken quite a few in the past.  I'd say about a third or more of the town names in Adara are BC town names.  Winfield, Salmo, and Vavenby are all BC names.  And some of the stuff today is taken from the local area as well, although it's a bit more obscure!  I find it's fun to take existing town names and change them into places with a very different character compared with the real version!

TiFlo: I'm certainly trying!  Plus the OSITM feature made this extra important!  I won't be able to keep this pace up forever! 

Update 171
Delta – Ferrying Around

In today's update we're going to look at the tile with the three islands that was visible in the first update of our OSITM tour.  The tile is named Delta, since the main community on the tile is near to the outfall of the main river in the region.  I've also got names for the islands which we'll go over as I set them up.

171-1: This bay is where the town of Delta will be located.  It will be another small coastal community with the added twist of a major ferry terminal in the community. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F9896%2Fadara17101.jpg&hash=01594b1a4cf11cc835bcb7298326005b78c4cc1e)

171-2: Here are the first two islands.  The small one is called Matia Island and the larger one that crosses the border is Parker Island. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F2502%2Fadara17102.jpg&hash=97723c43fa27dc4eac238ce0fbb0256f160ac7ce)

171-3: Part of Parker island is visible here as is the third island, named Thetis Island. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F4238%2Fadara17103.jpg&hash=d214dcaf10ac3f7205b0dc98c97c1aa26c9563aa)

171-4: Starting on Matia Island, this island is small enough that it will only have access by pedestrian ferry.  There are a small handful of cars on the island but they are shared among the residents for carrying parcels and groceries from the ferry to home.  Everyone works on the mainland or on Parker Island. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg818.imageshack.us%2Fimg818%2F9712%2Fadara17104.jpg&hash=cbe759c5ba60285df2bf9bd7011a1cc3d89ec653)

171-5: The ferry terminal is the small passenger dock created by CSGDesign.  It has a low capacity and impact which is perfect for exurb residential islands! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F5247%2Fadara17105.jpg&hash=7249334b21930a25bf77c0b809f1db27102ef289)

171-6: Next stop is Parker Island.  There will be a small town nestled into the bay here  and exurb residential around the edge of the island.  I expect there will be a couple other little details around but that will be for another day! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F7968%2Fadara17106.jpg&hash=a58c843e3fcaec84d2af3afc960860a12ca7d40e)

171-7: The important thing today is to establish the ferry terminal.  In this case I'm using the one that is part of Pegasus' wharf series.  Given a choice between those and the standard maxis products, it's an open and shut case.  Plus, these will transition nicely into the marina that will be present on this island as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F7656%2Fadara17107.jpg&hash=3a4e8526f6de7aa73fe95a6abb5e5ce85c2d7149)

171-8: I've established a few roads already and you may notice a bit of work on setting up a mountainside road as well.  Parker island is going to be pretty significant in size, the bulk of will be in the neighboring region when and if I create it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F8342%2Fadara17108.jpg&hash=0bb090bcd7fe408c668f5ca8b30a4f219c1fc2c7)

171-9: Thetis Island is another small island.  When all is said and done there will be a chain of smaller islands like this. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F9633%2Fadara17109.jpg&hash=1cc05f56d48f099c19b8ec99cf28131af0d70dfd)

171-10: As a smaller island, it too only has a passenger ferry.  I've only sketched in the streets; I'll revise them with wide radius curves another update since I was running out of time to wrap this one up.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F5785%2Fadara17110.jpg&hash=263cb6d340edff2f443c59e5cfeb46daad59f90a)

171-11: The town of delta's main starting feature is a ferry terminal.  I was pondering quite hard how to set this one up and then it hit me. The City of Nanaimo in the real world has a pretty serious problem from its ferry terminal.  The main road from the terminal goes right through a residential area.  I've applied the same problem to Delta with a pair of solutions. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F5968%2Fadara17111.jpg&hash=4e62ae74bef468705c85b7667038a508f891faf7)

171-12: One is a two lane road departing from the terminal to handle the large slug of traffic that comes from Ferries unloading.  The road as you see it will probably be carried across the border and all the way through to the diagonal highway interchange on the Saltery Bay tile but right now it ends early. 

The other was to cut off one of the old intersections that would be seriously congested from ferry traffic and replace it with a pair of dead end streets and a wide radius curve for highway traffic.  The rest of the town will grow up around this initial setup.  There will be good reasons why this was preferable to going straight up the hill.  The main reason is that Delta will be a slightly sprawling town and there will be housing on the small escarpment overlooking the terminal. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F9330%2Fadara17112.jpg&hash=486e2f8d261811d6dcadba7c5076d8cc853e444c)

171-13: That's all for today's update.  To wrap things up we have a tile composite image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F5929%2Fadara17113.jpg&hash=c6942571a27dc09acdc10f051bf63a0fd4bffabb) (http://img854.imageshack.us/img854/8312/adara17113large.jpg)

171-14: And the latest version of the regional composite, including the revisions to North Delta.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F1673%2Fadara17114.jpg&hash=aaf0940d562826dc1aa9e635917d57770e2e9ba9) (http://img850.imageshack.us/img850/4558/adara17114large.jpg)

171-15: And last but not least, the reference composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg153.imageshack.us%2Fimg153%2F7415%2Fadara17115.jpg&hash=56f89a2163ce738bfe906ca29da6880ece91194c) (http://img259.imageshack.us/img259/1160/adara17115large.jpg)

That's all for today!  Next time we move one tile back north and find out what the plan is for that large island I keep talking about! 
Title: Re: Adara - Update 171 - November 9, 2011
Post by: SCWTC4 on November 09, 2011, 09:59:51 AM
you left me speechless once again, nice planning for the islands  :thumbsup:
i'll wait for the big island
Title: Re: Adara - Update 171 - November 9, 2011
Post by: bat on November 09, 2011, 10:20:11 AM
Great work with the RHW on update 170.
Also nice work on the new area...
Title: Re: Adara - Update 170 - November 8, 2011
Post by: noahclem on November 09, 2011, 10:30:05 AM
Great highways!  &apls  I love the new content of the RHW-6C (FA & diag with smooth transitions, for example) and am glad you're enjoying it too. I like the use of an underpass instead of an overpass in the new interchange and am very curious what the purpose of this island is, as you've alluded that you'll share with us soon. Really loving the new part of the region so far!  :thumbsup:

Weird that you had that problem with the RHW-6S FA stuff, but that type of error sometimes only happens in very particular circumstances (piece rotation, neighboring pieces, etc). Anyway, sorry I didn't catch it before and I'll pass your bug report on to the NAM guys in case they don't see it here.

EDIT: While I was checking out the RHW-6S FA glitch you updated  ;)

The new islands are looking great! I like the use of ferries and that's a really good idea having the assymetrical road leaving the ferry terminal. Certainly looks to be a promising area. I think I'm getting a suspicion as to what role this area will be playing in the region...  $%Grinno$%
Title: Re: Adara - Update 171 - November 9, 2011
Post by: art128 on November 09, 2011, 12:02:49 PM
Nice work on the further development, Battlecat!

What you have planned so far is looking great, especially these islands.
Title: Re: Adara - Update 171 - November 9, 2011
Post by: rooker1 on November 09, 2011, 03:38:17 PM
First off.....fantastic month so far!!
I really like the changes you have made in the update before last.  170-5 is a really nice over view.

Now, when you said, "major ferry terminal" you got me all excited.  I was hoping for a very different and very under used terminal.  Not sure if you have seen marcszar's ferry terminal.  Definately my favourite ferry terminal of all time.  I think it needs to be relotted and I have done this for myself, but it is the best model I have ever seen for a ferry terminal.  Do you have the LEX Disc, if so you'll find it on there.  Can you say exclusive?  If someone were to donate to just get this model, it would be money well spent.

21 more days to go and I will be in here each one of them.
Robin  :thumbsup:
Title: Re: Adara - Update 171 - November 9, 2011
Post by: threestooges on November 09, 2011, 05:00:09 PM
Nice update. I've never thought much about pedestrian-only ferries before, but then, the last time I looked at them was when Rush Hour first came out and they were those massive boats and docks. Having been back up around the northwest part of Washington, and the drive it takes to get there, I can certainly see the use of them in supporting small communities like the ones you're going to be working on here. Nice touch with that.

The one critique I have of the placement though, is 171-5. Not sure which automata would go with it, or what the ferries are meant to look like, but given that the waves are breaking well in advance of the pier, and given the relatively short length of the docking area, it seems like a boat would bottom out. I'd suggest tweaking the terraforming a bit, either making the bottom deeper, making the shore drop off sooner, or both.

I really like the solution you came up with for the ferry terminal traffic. Probably one of the best reasons/excuses (not that you need one) to use those 2/1 NAM pieces. Looking forward to the coming development.
-Matt
Title: Re: Adara - Update 171 - November 9, 2011
Post by: Nanami on November 10, 2011, 03:25:40 AM
Nice planning you have there! :thumbsup:
I wonder how it would be if there're some development there?
Title: Re: Adara - Update 171 - November 9, 2011
Post by: Cyclone1001 on November 10, 2011, 03:42:53 AM
I like the ferries, the whole coastal area is turning out nicely, even without much detailing. I'm excited to see new areas, and I'm sure you have great plans for them. Nothing else to say, great job.
Title: Re: Adara - Update 171 - November 9, 2011
Post by: canyonjumper on November 10, 2011, 04:17:49 AM
Wow, loving this island stuff ;D PEG's stuff is amazing, and I can't wait to see what you do with it!

            Your friend,
                           Jordan :thumbsup:
Title: Re: Adara - Update 171 - November 9, 2011
Post by: metarvo on November 10, 2011, 06:10:20 AM
I see that you've probably realized by now that the street neighbor connection technique didn't change with the new NAM.  It's easy, effective, and cool.  The ARD-3 you've added in is a nice touch, too.  I wasn't aware of that particular passenger dock.  It really does blend in, much like a fishing pier.  Nice work, BC.

:thumbsup:
Title: Re: Adara - Update 172 - November 10, 2011
Post by: Battlecat on November 10, 2011, 09:12:59 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

SCWTC4: Thanks!  I've always had a habit of planning very far ahead in this region, I even planned things for neighboring regions that may never come into existence. 

bat: Thanks very much!

noahclem: Hey, no worries about the bug, they happen!  The honest truth is, the RHW is an incredible achievement especially considering it's built on an unfinished network from Maxis!  I'm quite content to work around them!  If you need details on the orientation, just let me know!  Congrats on being a NAM associate by the way, I hadn't noticed that little promotion!

Glad you like the islands in the latest update!  I'll be interested to see if your suspicion plays out in today's update.

Arthur (art128): Thanks very much, glad you approve!

Robin (rooker1): Honestly, I haven't see that many good options for Ferry Terminals.  Pegasus' products are the nicest I've worked with to date.  I'm not familiar with the one you've just mentioned so I'll have to look into remedying that soon.  Thanks for the suggestion! 

Matt (threestooges): Thanks, I knew I would be using this one as soon as I saw it in CGSDesigns MD.  It's perfect for tiny little isolated communities.  I did misplace the one you pointed out in 172-5 so I'll fix that using one of your solutions when I revisit the tile at a later date.  Those 2/1 NAM pieces are fantastic, I just look forward to seeing more development on them.  Building that area I came up with about 5 or 6 different puzzle 2/1 network pieces that would be "nice to haves" when working with it!

976: Thanks very much!  We'll find out about the development someday in the distant future, I'm hopeful it will look nice!

Cyclone1001: Thanks, glad you like how it looks.  I'm looking forward to doing more work on this area as well!

Jordan (canyonjumper): Thanks very much!

metarvo: Indeed I did, I can't thank you enough for those tutorials!  They've made all the difference for proper diverse neighbor connections!  Pegasus has a fairly reasonable selection of passenger docks.  I'll probably be revising the one in Delta to a slightly larger capacity dock later on.  Thanks for stopping in, glad you enjoyed the update!

Update 172
Seabird Island – Flight Plan

Welcome to Seabird Island, the tile that will be a major lynchpin in the regional transportation network and also a transitional tile from the mostly rural region I've been working on to date to the neighboring region that will primarily be urban. 

This tile is located directly north of Delta.  Gameplay last night didn't go quite as smoothly as I'd hoped, so I don't actually have something completely knew to show off, but I'll at least lay the groundwork for a future update. 

172-1: This is the main land base of Seabird Island.  What do we build that requires a large swath of flat land with no vertical obstructions?  If you haven't figured it out by now, let me put you out of your misery.  This is the future site of Adara International Airport.  The choice of location is modeled after Vancouver International which is located on an island in the Fraser River in a suburb of Vancouver. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F121%2Fadara17201.jpg&hash=8ddb044a4de615e3e09ab6557de0afab3d28eebd)

172-2: This is the other branch of the main river through the region.  It actually splits into three major branches so far, the third will cross the region boundary over to the urban region.  If I ever decide to actually build it that is.  :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F5563%2Fadara17202.jpg&hash=40e52ea454b2ce81ed0ebe4d8cbc3767fcb10495)

172-3: I decided to use the FLUPS to cross this river rather than a bridge for the highway, just for diversity and also to leave room for the railway crossing.  Interesting discovery, if you set your data view to water pollution, the game water becomes transparent as shown in this image!   It made building this underwater tunnel a piece of cake.  Before you say anything, I discovered the transparent FLUP pieces shortly after taking this shot. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F4016%2Fadara17203.jpg&hash=4a893dabd2e50cf171916ffcf6030c419485ae35)

172-4: Transparent looks a lot less noisy which is good because these seem to have very bulky props on them.  I can't seem to plop any mayor mode items around them.  Of course, that could also be related to these being transport network.  Eh, I'll just work around it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F5562%2Fadara17204.jpg&hash=64f5196c217e0913ba57a80d5c63ab7b6a3bc47b)

172-5: This will be undergoing an extensive set of revisions.  To say that the following construction was frustrating is an understatement.  I just couldn't seem to do anything right last night!  One change is I will be converting the FLUPS to diagonal instead of ortho.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F940%2Fadara17205.jpg&hash=5eb06f83c7b6745129300bd158042feb2e5daa3e)

172-6: The tunnel is narrow again, mostly because there aren't any FLUP tunnel portals for the wider networks yet.  These two ramps will be part of an asymmetrical interchange that will lead to an airport works yard I think.  Or maybe not.  I haven't decided yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F5556%2Fadara17206.jpg&hash=34ad568a219733ef36f3fc3695d16b38ac195177)

172-7: I added in the railway and somehow failed to take a screenshot of the approach to the bridge.  I managed to raise it high enough again for ferries and container ships but it was a headache to squeeze in because the railway has to go around the airport site.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F4226%2Fadara17207.jpg&hash=2dcfffe2ef920d9fe3281dd8e281b4acc2953c96)

172-8: Additional problems came with getting the highway over the railway.  I felt an overpass would be ok here because this section is going to line up with the location of the main terminal, not a runway.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F9121%2Fadara17208.jpg&hash=e83a01726f901bdfc63655f2441be9eeddcb3cd9)

172-9: I'm not sure what this is going to line up with so an overpass seemed more reasonable.  This is the far end of the industrial access avenue that I built on the Deroche tile.   It will all be more clear on the regional view.  At this point several things were going horribly wrong, including trying to squeeze the interchange in with the transition from RHW6C to RHW6S to elevated RHW6S.  I've spotted a location on the 6C highway that should be converted to FAR instead of diagonal, but I'll do that at a later date. 

There were some technical and spacing issues that made converting back to 6S unfortunately necessary at this end.  I was raging so much at the game I forgot to take a short of the finished interchange! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F3859%2Fadara17209.jpg&hash=c077f985e7535f4218179e64df73a8868048fa95)

172-10: Here's a view of the finished tunnel and highway to the edge of the region.  You might notice I haven't connected it up, it's because I need to build one more interchange and I just couldn't face it today.  I'll finish the transport network during a future update of the tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F2830%2Fadara17210.jpg&hash=513c93ff8346f8b1afbd0c7abbaef1cba37f1cd0)

172-11: Time to call it a day, here's the tile overview.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F198%2Fadara17211.jpg&hash=fbcb71572d8cb49b2aa9c37d47558dfcd9ddb6bc) (http://img217.imageshack.us/img217/7607/adara17211large.jpg)

172-12: And an updated regional composite.  The island where the airport will go is starting to take full shape.  It's split between 4 tiles so it will take some careful cross border planning.  I intend to have at least two runways, one north-south and one east-west.  I intend to just ignore the cross border water lighting issue, since I don't know of any way to fix it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F6128%2Fadara17212.jpg&hash=35f49d120da279aa3ad6c28c731a92e106652765) (http://img804.imageshack.us/img804/8545/adara17212large.jpg)

172-13: Last but not least, here is the reference map updated once again. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F3871%2Fadara17213.jpg&hash=5a429c27ca2d13bc6f270082dee39f64122f6cac) (http://img689.imageshack.us/img689/1484/adara17213large.jpg)

That's all for today!  I'm caught up on my updates so the best I can guarantee is the next update will certainly be posted on Monday.  I might update sooner if I can get some gaming time tomorrow but I don't know exactly what lies ahead for this long weekend.  I haven't decided on the next destination, so I'll see what appeals to me.  Feel free to make a request, just say north, south, east or west of an existing tile from the reference map sometime today and I might be able to fill that request!  For reference, Greenwood is the furthest north.  See you all soon!
Title: Re: Adara - Update 172 - November 10, 2011
Post by: art128 on November 10, 2011, 09:27:50 AM
Looks like a good place for an airport, Gordon! I think you have choose the best place actually. Can't wait to see more of this area, and of you need help regarding the airport, feel free to ask! ;)
Title: Re: Adara - Update 172 - November 10, 2011
Post by: bat on November 10, 2011, 10:00:47 AM
Fantastic work on this new update! :thumbsup: :thumbsup:
Title: Re: Adara - Update 172 - November 10, 2011
Post by: threestooges on November 10, 2011, 11:52:18 AM
Quite the pace you've set for yourself here this month. Certainly impressive to watch though, and this update in particular presented a good look at the technical approaches to building networks. I've worked with the FLUPs before, and I like the little concrete bits for lining things up on the transparent pieces too, but admittedly they are a little difficult to properly mask when plopped. I know how frustrating it can get when the game doesn't seem to want to cooperate, but you wouldn't know it looking at the update today. Take it easy, and I'll be looking forward to what's next.
-Matt
Title: Re: Adara - Update 172 - November 10, 2011
Post by: RickD on November 11, 2011, 02:05:46 AM
I just caught up reading the latest updates. Great work.

I am looking forward to the airport. But I am not sure about the tunnel solution for crossing the river. I think a bridge would have been more realistic.  &mmm But let's see what it looks like when the airport is there.
Title: Re: Adara - Update 172 - November 10, 2011
Post by: Dantes on November 11, 2011, 03:31:55 AM
I'm very excited about the airport you want to build.  :satisfied: This is very interesting in this area.  :)
Title: Re: Adara - Update 172 - November 10, 2011
Post by: Cyclone1001 on November 11, 2011, 06:23:32 AM
You doing an airport?
This. Will. Be. Awesome. &apls :thumbsup:
Title: Re: Adara - Update 172 - November 10, 2011
Post by: sumwonyuno on November 11, 2011, 11:48:20 AM
Where are the seabirds?   %confuso  Oh, planes.   ;)
Title: Re: Adara - Update 172 - November 10, 2011
Post by: Kergelen on November 12, 2011, 01:22:25 PM
Really fantastic region shot and development scenes  :thumbsup:
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Battlecat on November 12, 2011, 08:01:08 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks, glad you think it's a good spot, it's pretty much been intended as an airport location since I started the project.  While it's undergone some revisions in shape, this island and delta complex has been in mind, if not on the map for several years now! 

I'm certainly going to take you up on that offer if I run into trouble.  It wouldn't surprise me at all if this becomes the first tile I actually have to use a money cheat on!

bat: Thanks very much!

Matt (threestooges): It's a hard pace, but in a funny way it's not too bad since it's really very basic groundwork that I'm laying out.  The heavy duty detailing and city building is a little hard to put together at a high rate of speed since I like to linger a bit, but these initial updates usually only take an hour or two per. 

The FLUPS are absolutely a joy to work with, they were the easy part of that last update!  They're easy, stable and reasonably unobtrusive.  Honestly, I think the inability to add textures on top is a small price to pay and I'll just work around it or ignore it!  As for the rest of it, I was trying to do something a bit silly in its complexity and I certainly paid for it.  Today went much better.  Thanks for stopping in, glad you're enjoying!

Raphael (RickD): Thanks very much for you thoughts.  I'm a little torn on the tunnel solution as well, but I was going for the feel of the Richmond area of BC which happens to feature the scariest tunnel I've ever had to drive through.  It goes right under the mouth of the Fraser River and makes me very nervous!  But I'm going to keep thinking on it, it's certainly not written in stone yet.  Thanks for your thoughts and for stopping in!

Dantes: I'm looking forward to it as well, but it's going to be a little while before I start breaking ground on that one!

Cyclone1001: I certainly hope it's going to be awesome!  And I've already got a large bundle of the airport packs downloaded and installed.  Decoding them so I don't make absurdly short runways is going to be a fun exercise!  It might be a little while though, I want to get more tiles prepared for development first.  But I think it's one of the first areas on my list when I pick up normal development again. 

sumwonyuno: Really Really big birds!  Bring a Kevlar umbrella!  Seriously though, in this case I suspect the name predates the airport!  Thanks for stopping in!

Kergelen: Thanks very much!

Update 173
Riverside – Complicated Simplicity

Riverside is a quirky location.  It doesn't really have any particularly important features since it's the last of the four tiles containing Seabird Island.  There's no major highway, no railway, nothing of excitement at all.  But there is one thing, an opportunity to try out and discuss a new feature in the NAM!  A new feature that takes something as simple as bridge a river with a road and makes it a incredibly complex and rewarding undertaking!

I've also got a few thoughts and recommendations based on my experience with the mod. 

173-1: The key reason for the name of this tile is because the river splits into three major forks here.  All three are heading to the ocean of course, but it should give an idea of the size of the river.  There are a couple fun detailing spots I've added on this shot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F1285%2Fadara17301.jpg&hash=a3a09219745b91b0db7c0df7e573f635fb30a83f)

173-2: Just a last bit of terraforming touch up.  The hill needs a bit more definition and the cliffs at the river edge need to be smoothed out.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F3127%2Fadara17302.jpg&hash=b730759fe3b20092e0937438afb244829f580506)

173-3: I think this is an improvement.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F6262%2Fadara17303.jpg&hash=15de726a411010227094964e90a990ac38fb39e0)

173-4: Onwards with the new feature discussion.  This area is ideal for a road bridge.  I need to bring a minor highway up this side of the river heading in the direction of Poplar Grove on the Greenwood Tile.  But due to the orientation of the river, a diagonal span is more logical than an orthogonal span.  Time to download the new toy.   
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F2338%2Fadara17304.jpg&hash=b113a9d4c37b81a3e25f7e8caa2129255ba42ca2)

173-5: When you install the diagonal bridge enabler, make sure to install the "~Diagonal Bridge Enabler (Temporary Files)" folder to the root level of your plugins folder.  It won't work properly otherwise!  The first interesting change this mod makes is it temporarily overrides the sea level in the game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F3315%2Fadara17305.jpg&hash=ea489a8febbef484549ceb8ef45954cb7d63fbcf)

173-6: The more interesting challenge is it makes the transportation networks draw perfectly level regardless of the terrain.  That seems to be the trick that allows a road to be drawn across the river in any odd configuration you might want.  But this is absolutely critical: Make sure you've leveled out the embankments for your road on both sides of the river before adding the mod.  Single Tile road leveling techniques will not work when this mod is enabled!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F2408%2Fadara17306.jpg&hash=eed31d7bc5382ec20c8045da8921105f9ccf6c86)

173-7: The next step is to draw out a road section.  As you can see here, it forces it to be horizontal.  That is not a bridge, that's 100% natural road sections .  The mod also provides some override pieces very similar to the SAM or RHW starter pieces which have to be used to give the section a proper bridge appearance.  Make sure to read the instructions!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F8389%2Fadara17307.jpg&hash=0c1c8f1b862deca80f978abb7a06d961c2b9b219)

173-8: Here we have the bridge altered over to it's final appearance.  Now to get the water back. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F983%2Fadara17308.jpg&hash=90d939b1259e73a43788a8aff04a62714ee73edd)

173-9: And naturally, the road is far too close to the water surface to be reasonable.  Make a note when using this mod, you'll want to raise the terrain a large amount above the water surface for a span of this size.  I wound up with about somewhere between 24 and 30 meters for the next attempt.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F6158%2Fadara17309.jpg&hash=3c0093faf5e7772447072c7109b4e3c07f3844db)

173-10: This time I had the sense to build the abutments before reloading the mod.  Again, I can re-iterate enough, the two sides work best if they are EXACTLY the same height.  Keep in mind, the roads are utterly incapable of leveling terrain so even a 0.2 meter different in height is enough to make the process a bit twitchy!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg804.imageshack.us%2Fimg804%2F7692%2Fadara17310.jpg&hash=63649760bd98493c95386e6b352e2dbf7da5ed99)

173-11: I decided to use a different bridge this time but the rest of the process was absolutely identical to the previous attempt.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F2273%2Fadara17311.jpg&hash=2d1fa147fc5c8d7cdb1fec13a8410e3d3e2c7a1c)

173-12: It's still a bit lower than ideal but I think I'm just going to squint and go with it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F127%2Fadara17312.jpg&hash=4f51c37dd8fe2f4c063d03fd85c57c87207226a5)

173-13: The bridge models are simple but very effective.  It fits the area very nicely indeed! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F3402%2Fadara17313.jpg&hash=7d077620c4c10f9d8e8371205304fccf64e2cea5)

173-14: The final touches for this update involve building the rest of the highway through the tile.  This section goes south to the Seabird Island tile and will eventually hook up to the main highway near the river crossing. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F4285%2Fadara17314.jpg&hash=35cc3814b63bfcf7c734435915f1b2c58ad0a307)

173-15: This side, just to give it a bit of diversity, has a long section of FAR road.  There's also an overpass I'm still contemplating if I decide to add a railway on to this tile.  That's still up in the air but I'm open to suggestions!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F1862%2Fadara17315.jpg&hash=03276a72c51a1cf2b9e32cc56f0d6a037821bc79)

173-16: That's all for now.  Here's the tile composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F709%2Fadara17316.jpg&hash=a570475f7d0062b6673fdb731e7982fa39b49748) (http://img88.imageshack.us/img88/1237/adara17316large.jpg)

173-17: The updated regional composite shows the entirety of the island where the airport will be located.  It's going to be challenging but I hope I've reserved enough space to do it properly!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F3866%2Fadara17317.jpg&hash=8d617f432fb64088eb8c8a57ba0b2661e89d8eb4) (http://img100.imageshack.us/img100/4223/adara17317large.jpg)

173-18: And last but not least, here's the newest reference composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg62.imageshack.us%2Fimg62%2F7771%2Fadara17318.jpg&hash=fc172ca6ca8c3f48e70f2b9e33834cec08ef2e53) (http://img257.imageshack.us/img257/3576/adara17318large.jpg)

And that's a wrap.  The diagonal bridges are innovative and actually surprisingly easy to build.  I'm looking forward to seeing more development in this area because the results are going to be epic!  Best part is, this system might work as an alternate method for land bridges as well!  Next update on Monday or Tuesday at the latest!  See you later!
Title: Re: Adara - Update 173 - November 12, 2011
Post by: rooker1 on November 12, 2011, 08:15:18 PM
Great work on the diagonal bridge and nice tutorial. 
It might be nice to do a few more diagonal bridges here and there. :P

Robin  :thumbsup:
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Swordmaster on November 13, 2011, 01:52:35 AM
That's an awesome composite! I've always planned to make such a large regional zoomed-in view myself.

Now I'm off to read from the start!
Title: Re: Adara - Update 173 - November 12, 2011
Post by: SCWTC4 on November 13, 2011, 02:17:16 AM
that's what i call planning perfection...
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Cyclone1001 on November 13, 2011, 05:09:53 AM
Great stuff, I like the diagonal bridges. I've been scared to try it, so its nice to see it work.
The composites are looking better and better, its only a matter of time before the new tiles look as nice and detailed as the rest.  :thumbsup:
Title: Re: Adara - Update 173 - November 12, 2011
Post by: art128 on November 13, 2011, 05:53:49 AM
Nice stuff with the diagonal bridge, Gordon! The overpass for the railway is a good idea.
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Ol.S / Benoit on November 13, 2011, 06:53:36 AM
Region shot is really amazing, I love the layout :)
Also, nice work with the diag bridge.
Title: Re: Adara - Update 173 - November 12, 2011
Post by: bat on November 13, 2011, 09:54:34 AM
Great work on the bridge!
Looking forward to more... ;)
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Lior on November 13, 2011, 10:47:29 AM
Nice tips on how to use this incredible mod!!
And the region is very beautiful!!
Title: Re: Adara - Update 173 - November 12, 2011
Post by: noahclem on November 13, 2011, 12:44:13 PM
Excellent updates Gordon!  &apls

The region is really taking shape nicely and the transit system in place is excellent! I'm particularly excited to see how the airport and ferry system turn out. I like the idea of the FLUPs tunnel for one crossing and of course the diagonal bridge for another. They've been such a great and realistic addition to the game. Great tutorial, BTW!  :thumbsup:

I'll be following enthusiastically and looking forward to more! And thanks for the congrats on joining the NAM Associates as well  ;)
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Dantes on November 13, 2011, 02:50:23 PM
I like the river banks.  :) The bridge fits nicely into the landscape.  :thumbsup:  I'm looking forward to more.
Title: Re: Adara - Update 173 - November 12, 2011
Post by: metarvo on November 13, 2011, 03:36:33 PM
Nice job on the diagonal bridge, BC!  :thumbsup:  You're now playing with one of my favorite parts of the new NAM.  Did you know that there is still a way you can level the terrain even with the DBE active?  Although the single Road tile technique won't work, you can use single Street tiles to do the same thing.  This works because Streets are not yet included in the DBE.
Title: Re: Adara - Update 173 - November 12, 2011
Post by: canyonjumper on November 13, 2011, 10:57:53 PM
Very nice, I like the model you chose. It's gonna look awesome when you've detailed it all in ;D

           Your friend,
                          Jordan :thumbsup:
Title: Re: Adara - Update 173 - November 12, 2011
Post by: Nanami on November 14, 2011, 06:32:49 AM
That diagonal bridge looks quite good there! &apls I can't wait for see the development there!  :thumbsup:

(edit:555th post :P )
Title: Re: Adara - Update 174 - November 14, 2011
Post by: Battlecat on November 14, 2011, 12:37:48 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Robin (rooker1): Thanks very much!  I plan to use these diagonal bridges quite often!  I can't even count the number of times I've said "I need a bridge here but the orthogonal bridge just doesn't make sense."  Now we have a solution! 

Swordmaster: Thanks!  These particular composites are built by stitching four zoom 1 screenshots together.  I also have a series of zoom 2 composites that require between 16 and 18 images per tile to assemble.  You'll see them during your read.  They're a lot of work but the results are well worth it!  I hope you enjoy your read through the thread!

SCWTC4: Thanks very much for your kind words!

Cyclone1001: The diagonal bridge mod seems very safe to use.  The bridge just demolish like road sections.  If there are any risks, they weren't apparent but I recommend backing up your region before using it, just in case!  Glad you like the results!

Arthur (art128): Thanks!  I've decided to put the rail overpass to use, the tiles just feels a bit barren without railway. 

Ol.S / Benoit: Thanks very much!

bat: Thanks!

Lior: Glad you enjoyed the tips, I'll do my best to provide thoughts on new features like that whenever possible!  Thanks for stopping by!

noahclem: Thanks very much on all counts!  Glad you're enjoying the latest developments!  The diagonal bridges are such an incredible breakthrough it's hard to know where to start.  They really take breaking the grid to a whole new level which I'm just beginning to explore.  I'm also going to take a swing at a diagonal land bridge some day in the future. 

Dantes: Thanks, glad you like it!

metarvo: I can understand why it's your favorite, the results speak for themselves!  Good call on a method to bypass the terrain leveling technique.   I forgot streets had the same ability.  Thanks very much for the tip! 

Jordan (canyonjumper): Thanks very much, I've got a lot of options for future detailing on my plate now!

976: Thanks very much!  Going to be a little while until the development, but I've got a wide range of options now!  I'll probably be bouncing around from tile to tile a bit more than I did in the past to help fulfill some regional demand problems.  Not to mention my desire to actually try out some of these mods I've got gathering dust in my folder! 

Update 174
Savona – Future Suburb

This tile is directly west of Dunster Bend and will contain a medium sized town surrounded by farmland.  It will represent a suburb of the major city that's located nearby.  As such, I want this town to feel like its putting pressure on the farmland.  But that's a development for another day; today I get the roads in place. 

174-1: First off the mark today I need to touch up this hillside.  It needs a bit more definition to justify the transport networks going around it. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F698%2Fadara17401.jpg&hash=8d19fda8adaf0909799a8da606f197a5d93e5e5c)

174-2: This should be an improvement.  This ridge will carry over into the neighboring region to act as a railway barrier.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F807%2Fadara17402.jpg&hash=3273002c42a7180042a73d17e6ffaf98ff85e4d4)

174-3: This small wedge of land is directly west of the golf course in Dunster Bend.  It's also a minor connecting highway so I'm building a bridge here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F3617%2Fadara17403.jpg&hash=3998e97cbc5e4ee59e2c2642d2a99e2c85b35bbc)

174-4: Just a simple bridge, but it's interesting to note that this is the same style as one of the options for diagonal bridges. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F9884%2Fadara17404.jpg&hash=8acc928d50a7767d9bcf5af91daee47a727eb2df)

174-5: The town of Savona will be located at the junction of these three roads.  The south road goes to the diagonal bridge and the north road heads to parts unknown but eventually to a point where it will connect to Poplar Grove. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F1382%2Fadara17405.jpg&hash=76713cc13b1afb73df32b35ff2b00daf689cfde7)

174-6: On the other side of the river there is another road.  This matches up with the rural road network leaving from the north interchange with Dunster Bend.  It will wind through the farmland and eventually loop back to Alexandria.  There won't be a bridge from this particular road section. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F5326%2Fadara17406.jpg&hash=66c973fcec5cb137ac98bcacac8452de7b653182)

174-7: In this shot I've got the results of my experiments in making parallel RHW2 and railway networks with wide radius curves.  A one tile gap is sufficient to make a good looking transport network in most cases. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F839%2Fadara17407.jpg&hash=d2aa899b5bc0a3a58c2599e707b20d075dc5ac99)

174-8: The only issue comes with the fractional angle sections.  They can be closer than what you see here, but if I put them any closer there won't be any legal tiles for trees and other details to be placed.  A couple extra tiles will make all the difference later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F4176%2Fadara17408.jpg&hash=06da3147e2ac3ee86f32ca3e990a27df34e7cad0)

174-9: That's all for today.  To wrap things up, here is the tile composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5147%2Fadara17409.jpg&hash=6f031503f94a9f7fa3fb408b2060f60a1a98cb62) (http://img16.imageshack.us/img16/8844/adara17409large.jpg)

174-10: The ever expanding regional composite is here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F2193%2Fadara17410.jpg&hash=6a143e4ce764b670c691e8f9be1fbf02ade312ee) (http://img849.imageshack.us/img849/7025/adara17410large.jpg)

174-11: And last but not least, the reference composite.  Enjoy!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F2254%2Fadara17411.jpg&hash=c3bce2b1edbbade07bdcd2bb6af5e5570fc80cbc) (http://img841.imageshack.us/img841/1169/adara17411large.jpg)

That's all for today!  I'm not sure where we're off to next but I might switch gears and head for the hills!  See you next time! 
Title: Re: Adara - Update 174 - November 14, 2011
Post by: art128 on November 14, 2011, 12:42:26 PM
Nice working around with the railway and the road setup.
Title: Re: Adara - Update 174 - November 14, 2011
Post by: SCWTC4 on November 14, 2011, 01:07:20 PM
Savona, that's the name of a city here in Italy too  ;D

i'm trying to guess wich route you will take with the railway through "riverside", you put an overpass near the diagonal bridge in the past update mentioning this plan; but it wil run near the river or closer to the road? i can't wait to find it out in one of the next updates...
Title: Re: Adara - Update 174 - November 14, 2011
Post by: Cyclone1001 on November 14, 2011, 03:29:05 PM
Another nice update, the road and railway look great, they should look even better with detailing. Good job :thumbsup:
Title: Re: Adara - Update 174 - November 14, 2011
Post by: noahclem on November 15, 2011, 05:09:33 AM
Nice work expanding the transportation framework  :thumbsup:  Look forward to seeing the detailing later!
Title: Re: Adara - Update 174 - November 14, 2011
Post by: mave94 on November 15, 2011, 08:30:18 AM
Excellent work! The region of Adara gets a nice shape this way.
That diagonal bridge is a nice touch.
It will take a lot of time detailing all those tiles :D
I'm looking forward for more.
Title: Re: Adara - Update 174 - November 14, 2011
Post by: calibanX on November 15, 2011, 06:29:14 PM
Looks great as always Battlecat. I'm looking forward to seeing how you develop around that diagonal bridge.

Cheers.

Geoff
Title: Re: Adara - Update 174 - November 14, 2011
Post by: bat on November 16, 2011, 08:41:01 AM
Great work on the railway and road! Looking forward to more... ;)
Title: Re: Adara - Update 175 - November 16, 2011
Post by: Battlecat on November 16, 2011, 09:57:42 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks very much!

SCWTC4: It's also the name of a small town in BC, Canada.  I'd be willing to bet it's named after the city in Italy though.  :-D  I'll be keeping the railway down close to the river when I revisit it in Riverside.  It will eventually connect up with one of the ports planned for the major city in the neighboring region. 

Cyclone1001: Thanks.  As evidenced by today's update, I'm starting to get in the mood for some details.

noahclem: Same here, I'm looking forward to some detailing as well!

MrMAvE94: It's a good years worth of detailing lined up now.  I don't plan to focus too hard on any one tile unless it's getting close to completion. 

Geoff (calibanX): Thanks very much, glad you like it!

bat: Thanks for your kind words! 

Update 175
Sailor Bar – Not That Kind of Bar

Sailor Bar is located directly west of Alexandria.  I know I mentioned I might head for the hills but a phone call last night resulted in me having to spend a couple hours on house cleaning since we have our first house showing in over 2 moths tonight.  So it was a choice between spending my remaining time in SC4 Terraformer and having nothing to show you today or do something easy and post an update.  So anyhow, here we are! 

175-1: Geographically speaking a bar is a depositional feature in rivers that is often a hazard to navigation.  They can be associated with the outfall of a tributary stream into a larger river.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F5717%2Fadara17501.jpg&hash=1f8e1f10dd9ef2bfc89234205681d063b4330fbb)

175-2: This particular area is the end of the original plopable water stream that we first saw all the way back in Delmar Junction!  Sailor Bar is the dark feature just under the water in the revised terraforming here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F9714%2Fadara17502.jpg&hash=4e0a12d960d5dd23177b47c96aeca71adfe4bf90)

175-3: This is the channel that the stream will be in.  I've decided to add the plopable water to make it clearer. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F2527%2Fadara17503.jpg&hash=c3974da9058824b49c26f770b93e47b42dc48e9a)

175-4: I'm undecided on how to handle the PW to game water transition but that's a task for another day. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F3919%2Fadara17504.jpg&hash=11dc88c1b1ff1f92a587102d16321c5994104613)

175-5: The main road through this area is the old highway which doesn't follow the most efficient route.  This road will eventually link to the main road through the town of Greenwood.  One feature of this old road is the occasional classic covered bridge.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F8959%2Fadara17505.jpg&hash=b8e5a671812c9c2b77936755511d73a2623322ee)

175-6: The rest of the road network here is just through farmland.  But I decided to add one additional detail as a reminder today.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F5229%2Fadara17506.jpg&hash=daa6c681fee7527c948c55128d0a660345665051)

175-7: A small pond will be a nice feature here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg225.imageshack.us%2Fimg225%2F6287%2Fadara17507.jpg&hash=87c3dfc069238177e4bd59862280280cb0263222)

175-8: The small line of trees indicates where the stream from the pond to the main river will be located. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F120%2Fadara17508.jpg&hash=c4cd72d71735ea39119cea5688b9b836c7785930)

175-9: This is the last road from Alexandria.  I think this road dead ends in the neighboring tile, but I'm not too worried about it.  It might have been a thru road that was cut off to reduce traffic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F3552%2Fadara17509.jpg&hash=d66542ea7ef6fdf4d893576f7b641e0321900313)

175-10: On the far side of the river we have a simple highway running through the lowlands and the railway up on the escarpment. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F263%2Fadara17510.jpg&hash=90fb5a5ce9ad64cf70abef22adc69c3b3c4f6164)

175-11: That's all for this tile.  Here's the tile composite image.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F2366%2Fadara17511.jpg&hash=57818ca1e1a8022d9c47b020dd8882eb1e8bb897) (http://img440.imageshack.us/img440/2743/adara17511large.jpg)

175-12: The ever expanding regional composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F52%2Fadara17512.jpg&hash=0f0d82272e24a9adc2789296d8ffed929f56c724) (http://img846.imageshack.us/img846/3113/adara17512large.jpg)

175-13: And the reference composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F6318%2Fadara17513.jpg&hash=a88172fdf5df8905d66e96fbe4f26be8e1cfed5e) (http://img716.imageshack.us/img716/438/adara17513large.jpg)

Next update is dependent on gaming time but I should be able to have one by Friday for sure.  See you later!
Title: Re: Adara - Update 175 - November 16, 2011
Post by: art128 on November 16, 2011, 10:11:21 AM
Nicely down, Gordon! Looking forward to that little river and that stream.
Title: Re: Adara - Update 175 - November 16, 2011
Post by: SCWTC4 on November 16, 2011, 10:19:18 AM
for beign an "emergency update" it comes out very well, nothing less that the ordinary ones, and the covered bridge on the old highway is a nice touch.
Title: Re: Adara - Update 175 - November 16, 2011
Post by: noahclem on November 16, 2011, 10:47:05 AM
Nice work  :thumbsup:  I've wanted to work in a covered bridge for a long time and yours looks quite nice! hopefully I find a place for one someday.

The game water/ploppable water transition is always a tricky subject! My approach to this has varied over time, and at the moment I'm mostly taking the approach of stretching the usefulness of game water to the limits. To maximize effectiveness of that I've had to do a lot of detailed terraforming with the water removed, reduce the water's transparency, and found a water mod that seems very versatile (drunkapple's new HD dark blue one I believe). Previously I used a water mod that matched Jeronij's semi-transparent ploppables perfectly (dogfight's maybe? I forget but Reikhardt pointed it out to me), and before that I used the PEG Brigantine/PEG ploppable combination. Ennedi's MD also had an amazing tutorial on such transitions, where I believe he used Maa77's darker water and an unknown water mod (perhaps Brigantine?)--there he removed the game water and placed ploppable water below sealevel on a smooth transition, creating a seemless effect.

Anyway, I digress. This is a subject of fascination for me and I hope you don't mind me sharing a couple thoughts here with you  ;)
Title: Re: Adara - Update 175 - November 16, 2011
Post by: Cyclone1001 on November 16, 2011, 05:12:00 PM
Great update, and it is good detailing. Its all gonna turn out great :thumbsup:
Title: Re: Adara - Update 176 - November 18, 2011
Post by: Battlecat on November 18, 2011, 09:01:07 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks, detailing that area is going to be fun!

SCWTC4: Glad you like it.  Emergency just means I didn't have to consume a large volume of time doing the terraforming prep like I did for today's update! 

noahclem: Good thoughts are always handy.  You've got a couple interesting ideas there.  My big headache is that there's a large block of shallow game water that could be a headache. Thanks for your ideas, I'll be revisiting some of the threads you mentioned!

Cyclone1001: Thanks!

Update 176
Upper Lehman Valley – Heading to the Hills

Today I'm moving away from the game water for a while to focus on the mountains, starting today with extending Lehman Valley to its end on the next tile south.  There are a lot of details that aren't apparent here, but this tile will eventually house a large mining operation.  But today it's terrain touch ups and basic infrastructure placement! 

176-1: This is Upper Lehman Valley right after loading.  As I mentioned, the main feature of this valley will be a pair of mines and possibly some other related industries.  I've got some fun detailing tools on hand to create these, but that will be for a future visit. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F3678%2Fadara17601.jpg&hash=387c4d73480dd08c68eb8a1930890591e294b7cc)

176-2: This is the same view of the valley after an extensive round of touchups on the mountains.  I continued doing bits of detail work throughout this update so if things keep looking different, that's why.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F5531%2Fadara17602.jpg&hash=12a78550a9c31dde5992e1dc88929ab82d88b71e)

176-3: This is the boundary with the neighbouring tile.  I can't remember what kind of railway is on the other side, but I have a sneaking hunch I got it wrong.  I can fix that in the future though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F436%2Fadara17603yqz.jpg&hash=0e460de1f2d279b59b324d6438446bcbf3b56099)

176-4: Here's the rough draft of the transport network in the valley.  I've still got some decisions to make but they can wait. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F8586%2Fadara17604.jpg&hash=6c035baefbda3eb128514d257be533a86ddc6723)

176-5: Down to the lower valley near the river, the power lines cut through the valley near Table Mountain.  Flat topped mountains like that are more common than you might think and it looks cool anyhow. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F1281%2Fadara17605.jpg&hash=74471280b9638fb1095ad8e50c77db4fda40cf02)

176-6: This area won't be isolated, it's going to connect to the neighboring tile via road. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F4535%2Fadara17606.jpg&hash=e7acbd3808dfe430f6f86a6803f1ac453c3d42f4)

176-7: Ok, well in this case a street connection.  There's nothing on the other side, but that's easily fixed at a later date since the road connection will be visible. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F3614%2Fadara17607.jpg&hash=c437e420f967d01a7dc28ca43b81a2d4fd6608a2)

176-8: That's all for today, time is not on my side this week.  I'm going to try to buffer a couple more new tiles this weekend.  Here is the tile composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F5053%2Fadara17608.jpg&hash=ea2a78af924384bc9bf70546f9cb7b333d0c9c2b) (http://img256.imageshack.us/img256/3722/adara17608large.jpg)

176-9: And here it is pieced into the wider world. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F888%2Fadara17609.jpg&hash=dce61b62291f9fe2be30915c46e0d5b378b5ede6) (http://img831.imageshack.us/img831/2310/adara17609large.jpg)

176-10: The labeled reference composite just to round things out.  One of my goals this month is to completely surround the Winfield tiles will undeveloped tiles so I can expand the urban area more at my leisure. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F3272%2Fadara17610.jpg&hash=3f86b980e124f3d951569ab41d434631e0651f03) (http://img856.imageshack.us/img856/9227/adara17610large.jpg)

Next update is planned for Monday morning since I won't get to sit in front of my computer again for an extended period until Sunday night.  Have a good weekend everyone! 
Title: Re: Adara - Update 176 - November 18, 2011
Post by: SCWTC4 on November 18, 2011, 09:29:19 AM
i approve the plan of terraforming tiles all aorund Winfield, i want to see some massive mountains  ;D
about pic 176.3: after a quick look into the table of contents i can tell you that the railway in Lehman Valley is a STR, so you've made no mistake here.
Title: Re: Adara - Update 176 - November 18, 2011
Post by: art128 on November 18, 2011, 10:28:49 AM
Looks like a good place for mining industry for sure! I can't wait to see more of this area too.
Title: Re: Adara - Update 176 - November 18, 2011
Post by: Cyclone1001 on November 18, 2011, 01:13:39 PM
Nice, another good update.
Title: Re: Adara - Update 176 - November 18, 2011
Post by: Dantes on November 18, 2011, 04:08:02 PM
I want to finally see a city or rural.  &mmm The cards look really great.  &apls
Title: Re: Adara - Update 176 - November 18, 2011
Post by: bat on November 19, 2011, 03:32:20 AM
Great work on this update!! :thumbsup:
Title: Re: Adara - Update 176 - November 18, 2011
Post by: Ol.S / Benoit on November 19, 2011, 04:35:52 AM
Can't wait to see how you'll work on that tile :)
Title: Re: Adara - Update 176 - November 18, 2011
Post by: canyonjumper on November 20, 2011, 07:11:01 PM
Great stuff here recently, I'm looking forward to seeing the mines in place.

              Your friend,
                             Jordan :thumbsup:
Title: Re: Adara - Update 177 - November 21, 2011
Post by: Battlecat on November 21, 2011, 09:28:12 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

SCWTC4: Same here.  I really want to do some more work on that area.  I spent the weekend in SC4 Terraformer, but I've still got a bit more do before I can start presenting those tiles! 

Arthur (art128): Thanks, I'm looking forward to getting started on a lot of things!

Cyclone1001: Thanks!

Dantes: Same here but I also want to get a large swath of map ready to work with.  I plan to be back to normal tile development in December.  Glad you're enjoying your visits!

bat: Thanks very much!

Ol.S / Benoit: Neither can I!  I plan to get started somewhere in December! I just don't know where yet.

Jordan (Canyonjumper): Thanks very much, I'm looking forward to it as well. 

Update 177
Natalia Bay – Coastal Cliffs

Today we're visiting Natalia Bay.  This tile is east of Saltery Bay.  Originally I had planned to move further inland up by Winfield area but certain things conspired to delay me, plus I'm not entirely satisfied with the terraforming yet so I need to spend another evening working on it.  We're getting close though!

177-1: Here's the tile boundary with Saltery Bay.  The power lines enter this tile from Upper Lehman Valley.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F1128%2Fadara17701.jpg&hash=1a4255c4665d30d7df56bbe2dfee1ae06def75bf)

177-2: And this is where we are heading.  Up into the high sea cliffs.  Some nice rugged terrain that's going to make building the highway and railway a real challenge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F8739%2Fadara17702.jpg&hash=bc39a60beeeaaeda8deabce74897f6331ae56b86)

177-3: This is where the main slope will be for the highway and railways to get up to the highland area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg847.imageshack.us%2Fimg847%2F4619%2Fadara17703.jpg&hash=b4710be7f8bea7591763bdbfd3ec4ef6af646c7b)

177-4: Starting with the railway.  It hugs quite tight to the cliff face. Of course the real headache will be adding the wide radius curves.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg542.imageshack.us%2Fimg542%2F9647%2Fadara17704.jpg&hash=19cbc5a37e7a6cd1a4dcf26411c8a9fae108dd6e)

177-5: This looks much better. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F8298%2Fadara17705.jpg&hash=c1194f71d1faf8027fb73454d9c79a16286627ca)

177-6: Once it's up onto the bench it's a pretty flat run around to the tile boundary.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F6645%2Fadara17706.jpg&hash=47de8f97cad0a61cf80722c961a697c8a8512ea3)

177-7: The highway was an extra special challenge.  Due to issues I separated the two halves of the highway and ran them up the mountain at different elevations.  The results were quite interesting.  I didn't put it right next to the railway because the railway slope limits don't seem to play nicely with the RHW limits.  Plus the wide radius curves take up space.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F5650%2Fadara17707.jpg&hash=c7f88e7508e6e7f2fbd711ec888d995abed8bf44)

177-8: Again, once we're up in the highlands it gets a lot easier.  The jog sideways by the railway is going to be an interchange location. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F7439%2Fadara17708.jpg&hash=6c7af724af230beb2d888450576f002c43c953cd)

177-9: Just a closer look at a couple of touch ups.  I don't like how the highway curves here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F4147%2Fadara17709.jpg&hash=fef13d8332b5ee9b6a71efd90a190b13b6cce785)

177-10: It took a bit of fussing because of the geometry limitations of the wide radius RHW curves.  The tight S-Curve on the upper highway is one tile too wide for the standard S-Curve. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F2301%2Fadara17710.jpg&hash=131abdd1a28d38a7e73f26741fbfaecdff730b98)

177-11: This area just needs the final curves in place. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1811%2Fadara17711.jpg&hash=9398e4178acb03a114a4e2c6faf8ea1f296fea9f)

177-12: It looks so much more organic like this.  Decidedly an odd area, but one I'm pretty pleased with. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F8417%2Fadara17712.jpg&hash=a5a88b59b08f0704f037894b8c960f876f995cea)

177-13: That's a wrap for today, here's the tile composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F4276%2Fadara17713.jpg&hash=112dcb0a05c0d52e51367430a8da76506cc4e47f) (http://img856.imageshack.us/img856/2595/adara17713large.jpg)

177-14: The latest revision of the regional composite.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F7049%2Fadara17714.jpg&hash=08e8028951057c3b5b78c7478bc09589e07dee37) (http://img403.imageshack.us/img403/5323/adara17714large.jpg)

177-15: And the reference composite! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F932%2Fadara17715.jpg&hash=eddd8d2eb06a2ac5660853bc2b6d8b2b53cd6335) (http://img507.imageshack.us/img507/3237/adara17715large.jpg)

That's all for now.  See you next time!   
Title: Re: Adara - Update 177 - November 21, 2011
Post by: art128 on November 21, 2011, 09:57:57 AM
Excellent job with both the train and the highway slopes. It turned out very well.
Title: Re: Adara - Update 177 - November 21, 2011
Post by: SCWTC4 on November 21, 2011, 12:07:21 PM
nice job, waiting a little bit more for the mountains around Winfield won't be a problem if those are the results, and running the highway halves at different heights it's not wrong even without the slope and space limitations issues, here in Italy (again after Savona  ;D) the old A-3 Higway used to run through the mountains with the two carriageways on different levels (the nw one, still U/C, no more; but that's another story...).

about pic 177-10, you could try with the orthogonal-to-FAR curves, i cant' remember now if you need to put the outer or the inner one first and then the other , but they will work perfectly in that 2-tile-wide tight curve.
Title: Re: Adara - Update 177 - November 21, 2011
Post by: TiFlo on November 21, 2011, 04:30:48 PM
Beautiful job, as always. Interesting that you're tackling some rough terrain with your network, I've been doing the same on my current region, and it's made for quite interesting gaming sessions.
Title: Re: Adara - Update 177 - November 21, 2011
Post by: mave94 on November 22, 2011, 05:06:02 AM
Those cliffs look very realistic.
The highway is a nice touch.
I'm eager to see more :)
Title: Re: Adara - Update 177 - November 21, 2011
Post by: Cyclone1001 on November 22, 2011, 06:32:01 AM
Nice update, I like those highways.
Title: Re: Adara - Update 177 - November 21, 2011
Post by: noahclem on November 22, 2011, 07:09:07 AM
Masterful job with the terraforming! The way you've aligned the transport heading through here looks great has well. "Decided an odd area" and one I'm very pleased with as well  :D
Title: Re: Adara - Update 177 - November 21, 2011
Post by: bat on November 22, 2011, 10:43:40 AM
Another wonderful update! Looking forward to the next one...
Title: Re: Adara - Update 178 - November 23, 2011
Post by: Battlecat on November 23, 2011, 10:17:21 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Arthur (art128): Thanks!  Building up that hillside was certainly a challenge!

SCWTC4: We're getting there!  :-)  Glad you like how the highway turned out, there are several highway sections set up like that here in BC as well!  Good call on the orth-FAR curves, I had forgotten about those.  I didn't get a chance to test it last night but I'll let you know how it works out.  Thanks for the idea!

TiFlo: Thanks very much, the rough terrain is always entertaining to work in!

MrMAvE94: Thanks, glad you like it!

Cyclone1001: Thanks!

noahclem: Odd areas are often the most interesting areas!  Glad you like it!

bat: Thanks for your kind words!

Update 178
Southridge – Williston Lake Expands Some More

Today we're making our first visit to Southridge.  It's my totally unimaginative name for the tile south of Ellison Flats.  Naturally with the busy week I also forgot to reference something rather important, namely the neighbouring tile that would have informed me that a certain road was a gravel street, not a full-fledged road.  But it'll be easy enough to retrofit later (probably next update).   

On the bright side, there are lots of pictures to talk about today! 

178-1: This is the south boundary with Ellison Flats.  Returning to this area means I get to once again use the happy accident with the contour lines to help out with the lake! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F1804%2Fadara17801.jpg&hash=d7c3aa72de1d220766d3a99aa01ca4f809a07f24)

178-2: This bit of luck has been incredibly useful in building this lake.  For those of you just joining this thread, the yellow wash is caused because the lake surface just happened to be at exactly the middle of the maxis contour lines, which causes it to spread out and flood the lakebed.  That means it acts as an excellent guide!  (Activate them using ctrl-shift-c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg851.imageshack.us%2Fimg851%2F9782%2Fadara17802.jpg&hash=2d6322ed38b5f29639d5903a0bcb906aec255972)

178-3: Before we start on the lakebed, the mountains here need a serious touch up. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F8519%2Fadara17803.jpg&hash=ea584370700e2437a3a30530f545a15f53753347)

178-4: This is the same location after a bit of fun with the terraforming tools.  I love terraforming in this game!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F3757%2Fadara17804.jpg&hash=b89987c478388a004cab57dfc9aa635b2aed1bb5)

178-5: First project of the day, the railway line needs a causeway over the lake.  This will be a land bridge because of the depth of the valley.  Keep in mind, the yellow surface is Williston Lake, a reservoir trapped behind the dam in Vavenby.  So it would be entirely unreasonable to build a dyke or berm for the railway. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F5420%2Fadara17805.jpg&hash=8e1145cff3c8cd5a4ecafb38b7ac67885107405a)

178-6: This is the area after using the rain mod to start filling the area.  It acts pretty odd on perfectly flat surfaces.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F8955%2Fadara17806.jpg&hash=ddb5e7bb34f9bfcab6c7398713f7383fcd53bcb5)

178-7: But it doesn't take much to force the game to build bridges. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F3066%2Fadara17807.jpg&hash=b5cc6ff3c6eceff393138cdb624174285d013518)

178-8: Once the game is reloaded it's time to place the plopable water.  I'm just putting in enough to give you the idea right now, the rest of it will be added as I start the full scale details on this tile. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F970%2Fadara17808.jpg&hash=0719f1f4c8611b40303cfc1af80f7e1121608a7e)

178-9: Now there is also a road on this tile.  Actually it should be a gravel street but I had I mental break and forgot.  But the point still applies.  We're not building a road bridge here.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F1069%2Fadara17809.jpg&hash=ad3c4cb1d35cea12bcbf92833400f0cae76875f8)

178-10: Instead the road winds up and around the lakeshore.  There will be exurbs here and I'll retrofit the road into gravel later.  The layout will be pretty much exactly the same. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F5692%2Fadara17810.jpg&hash=062d90b585da9ea4475cad8b2dcb3d2adab0d1b2)

178-11: On the other side of the bay the railway and road make their way across friendlier terrain towards the city boundary. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F846%2Fadara17811.jpg&hash=f4286398a128d4d3d74fad157bfef408ebce562b)

178-12: On the other side of the lake we have a railway, major highway and minor road to connect up across the tile.  The railway first.  A nice straight and meandering railway goes through the area. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg707.imageshack.us%2Fimg707%2F1179%2Fadara17812.jpg&hash=dfff1a672e0f0dcd0e857fdd0517e4c2c7371672)

178-13: The highway stops paralleling the railway so I can fit farms into the gap.  Coming in from the left is the farm access road.  It crosses the highway here.  There are indeed ortho road over diagonal highway puzzle pieces. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F3428%2Fadara17813.jpg&hash=f26dddcf9a9cd58f19672874e0b0b4c836b1e5ea)

178-14: The odd spacing between the road, highway and railway should make for some nice farms.  Looks like I forgot the wide radius curves on the highway.  Easy to fix later though! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F5651%2Fadara17814.jpg&hash=6cf1be11171d2b896997212812b34aa823bd1b65)

178-15: One last little detail that I forgot in previous tiles is this box valley.  This valley is only accessible by going through a corner of Upper Lehman Valley and then down to Natalia Bay. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg703.imageshack.us%2Fimg703%2F6599%2Fadara17815.jpg&hash=29f5092b31db9e1b288de473d03cb4ed18308d14)

178-16: For now just to get started I've added a gravel street in so I can connect it up to the neighbours later. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F3343%2Fadara17816.jpg&hash=90385f3e30523d67c2068c44cfb6380a59be39b8)

178-17: That's a wrap for today, let's have a look at the tile composite.  In case I haven't mentioned it recently, you can click all my composite images to see a large version! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F6545%2Fadara17817.jpg&hash=15e97b4cbb3539bc7f54380044e03e983dfb31c6) (http://img46.imageshack.us/img46/7217/adara17817large.jpg)

178-18: Here's the latest regional composite image.  Williston Lake is absolutely huge in size.  I think there are at least 3 more undeveloped tiles that contain it, possible more. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F1816%2Fadara17818.jpg&hash=0d1d53fab3f4507e78c9f13e0b792a52d83f4d1c) (http://img217.imageshack.us/img217/2248/adara17818large.jpg)

178-19: Last but not least, here is the latest reference composite! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F7017%2Fadara17819.jpg&hash=d158f78f2db7de991763c9543a23d0c84e30022d) (http://img46.imageshack.us/img46/9987/adara17819large.jpg)

That's a wrap for today.  I won't be able to update tomorrow, but I am certain I'll have another tile ready for Friday!  See you all soon! 
Title: Re: Adara - Update 178 - November 23, 2011
Post by: bat on November 23, 2011, 11:28:00 AM
Nice work on the roads, railway and river!
Title: Re: Adara - Update 178 - November 23, 2011
Post by: noahclem on November 23, 2011, 11:52:49 AM
You are certainly a skilled terraformer! Keep up the great work  :thumbsup:
Title: Re: Adara - Update 178 - November 23, 2011
Post by: SCWTC4 on November 23, 2011, 12:11:02 PM
that's a big update, and quite a perfect one; we have mountains, bridges, rails, roads, highways and last but not least the lake!
it's very interesting watching the region taking shape, i'll wait for more  :)
Title: Re: Adara - Update 178 - November 23, 2011
Post by: Gringamuyloca on November 23, 2011, 09:58:07 PM
 &apls
Battlecat.
It has been sometime since I've posted... (the chronic lurker in me  ??? )

Since you have started... I've recognized our rugged coast (quasi Fraser Valley)... and you ( in my eyes) have done a fantastic job of interpreting and representing the challenges that face our planners in RL.
Speaking of planning, one of the many things I enjoy about your presentations is how you detail the 'beginnings' (mini tutorials).
I admire not only your dedication to the game / art, but the fact that you take the time to share.
Thanks so much.
Congrats on your OSITM... very well deserved!

edit for typo
Title: Re: Adara - Update 178 - November 23, 2011
Post by: io_bg on November 24, 2011, 12:19:38 AM
Fantastic new updates &apls Those are quite interesting terraforming and network layout. I'm looking forward to seeing how you develop those new tiles!
Title: Re: Adara - Update 178 - November 23, 2011
Post by: RickD on November 24, 2011, 02:48:16 AM
Very intersting update. The road winding along the lakeshore will look great when you finished detailing.
Title: Re: Adara - Update 178 - November 23, 2011
Post by: metarvo on November 24, 2011, 06:15:29 AM
Nice work on the sloped transit networks, BC.  The ploppable water bridges still amaze me, because I've never got around to building one.  I'll have to try it one of these days.
Title: Re: Adara - Update 178 - November 23, 2011
Post by: Ol.S / Benoit on November 25, 2011, 05:49:32 AM
Terraforming work looks good so far :)
Title: Re: Adara - Update 178 - November 23, 2011
Post by: Battlecat on November 25, 2011, 11:21:56 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

bat: Thanks very much!

noahclem: Thanks! 

SCWTC4: Thanks, glad you like how it's turning out!  By the way, I tried out the fraction angle highways for the wider S-Curve.  It was a bit of a challenge due to slope restrictions, but it worked out perfectly! 

Tamara (Gringamuyloca): Thanks!  There's nothing wrong with being a chronic lurker, I'm really good at that myself, although I've been forced out of that role by necessity!  :)  You are absolutely right that Adara is a loose interpretation of the Fraser Valley region where I also live!

When it comes to the initial tile setup, the core transport networks are always my highest priority because they introduce limitations to city design and because of the slope restrictions.  Railways and highways to a lesser extent have major limitations in both areas and thus require extra attention.  I'm really glad the semi-tutorial approach has been valuable to you and other.  If you want me to expand on something I skimmed over feel to ask! 

io_bg: I'm looking forward to developing these new tiles as well!  I've got over a year's worth of detailing on the board now! 

Raphael (RickD): I hope it will! Revising it into a gravel street will be a bit time consuming though!  Thanks for stopping in!

metarvo: It actually never ceases to amaze me how easy the land bridges are to make.  The rain tool makes all the difference for tricking the game into doing interesting things!  Glad you like it!

Ol.S / Benoit: Thanks very much!

Update 179
Rosedale – A New Row of Tiles

Today I'm introducing the first tile east of Winfield, well actually Ellison Flats in this case.  Lots of cross border connections to take care of today.

179-1: Here's a quick overview of Rosedale.  It's surrounded on two sides by mountains.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F5308%2Fadara17901.jpg&hash=d40cfe60de718b83244159f4b0873f11b703a4c9)

179-2: I've been doing a bit of a touch up on the terraforming but the big job today is getting the neighbor connections normalized. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg820.imageshack.us%2Fimg820%2F8820%2Fadara17902.jpg&hash=fa17c3db4914407808bd694571c44dacc99a448d)

179-3: This mosaic will show you the crossings to Ellison Flats.  Some of you may remember the large number of street connections from the past.  In fact I was changing the design here so much there are actually a couple extra connections on the Rosedale side. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F1650%2Fadara17903a.jpg&hash=51c68b6a1d9f70edba77c5e5bcac7fda9fd03ab2)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F2203%2Fadara17903b.jpg&hash=2f8e22ec966e29d16d489806b019093bd3b2af44)

179-4: As usual the railway is my first job.  Way back in the past this railway was climbing from Ellison Flats upwards to eventually reach the escarpment above Winfield.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg710.imageshack.us%2Fimg710%2F8536%2Fadara17904.jpg&hash=31bfe0d2efad54433c4637263ab87a700f05b159)

179-5: I'm putting a land bridge in here to cross the stream.  That tiny little dark spot is all the water you need to force the game to build a bridge.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg834.imageshack.us%2Fimg834%2F3559%2Fadara17905.jpg&hash=dcfbbd1f0e2d694af2cbde7d162b3b4a33959562)

179-6: The railway climbs the rest of the way up to the side of the map.  I actually may have to revise the design.  I haven't tested it yet, but how well do railway and GLR play together now?  Does anybody know off the top of their head? 

Edit: I'm mostly thinking that I have to cross the GLR with Railway.  They don't have to interface, just go across one another orthogonally.  I'll have to test it next time I fire up the game. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F2589%2Fadara17906.jpg&hash=6d91b34dd497f66f2dedaa6c4c092feb38757cec)

179-7: And here's a mosaic of the area after the road and street connections are done.  And already I can see one mistake where I mixed up a street and road connection.  Easy to fix when I return to the tile later! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F2715%2Fadara17907a.jpg&hash=beb27c8036fd45e8e77c449a769b48557fb4ba9b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F2592%2Fadara17907b.jpg&hash=6ae0269b806ec8dced3880b6d435130a0f0028d1)

179-8: That's all for today.  Here's the tile composite.  This map will be primarily suburbs with a bit of farming, forest and some subdivisions under construction. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg651.imageshack.us%2Fimg651%2F2655%2Fadara17908.jpg&hash=7822976044b654700a89ef416bffaa504d181b97) (http://img849.imageshack.us/img849/1756/adara17908large.jpg)

179-9: Here's the regional composite with the latest row attached. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F8855%2Fadara17909.jpg&hash=ab6005a0c0708bcc438787b80d229d9596b79445) (http://img404.imageshack.us/img404/369/adara17909large.jpg)

179-10: And last but not least the reference composite map! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg713.imageshack.us%2Fimg713%2F3782%2Fadara17910.jpg&hash=d5404dec767b2cd19931bce6fdf4318cfb9238dc) (http://img12.imageshack.us/img12/8269/adara17910large.jpg)

And that's all for today!  Next time I think I'm going to be doing a few quick revisits to touch up a couple of locations and then we'll move either north or south to another tile from here.  See you later!
Title: Re: Adara - Update 179 - November 25, 2011
Post by: noahclem on November 25, 2011, 11:54:43 AM
That is a lot of neighbor connections! The new tile looks nice and it will fun to watch you connect the two as seamlessly as you do. I must admit I've never used the rain tool  :'(  I read tutorials on how to use it, downloaded it, and even installed it if I remember correctly, but I've always ended up editing the sealevel to force the game to allow bridges--a technique that probably demands more time and effort from me. Maybe someday....

Quotehow well do railway and GLR play together now

Generally not too well. Automata can transfer smoothly from one to the other but I know at least that trains can't drive on GLR because I once really wanted to use a double-elevated light rail piece as part of my heavy rail network. I think it can work the other way around though, at least with certain puzzle pieces. There are also TE'd lots around that can connect the two networks but I'm pretty sure automata can't pass through. Is slope the problem? If so why don't you install a GLR route, quit the game, remove your slope mod, start the game, bulldoze the GLR, and replace it with heavy rail (now unconstrained by your slope mod).

Awesome month so far!  &apls
Title: Re: Adara - Update 179 - November 25, 2011
Post by: Swordmaster on November 25, 2011, 12:06:38 PM
Nice update again, Battlecat.

I would find it logical that GLR and heavy rail don't match up - they're built to entirely different engineering standards, and frequently even have different track gauge!

Cheers,
Willy
Title: Re: Adara - Update 179 - November 25, 2011
Post by: SCWTC4 on November 25, 2011, 01:59:49 PM
hi battlecat, i'm glad that my suggestion about FAR-pieces worked well.  :)
for the GLR-rail crossing, i think you can make them cross each other in some different ways, tunneling one of the two for example (better the GLR), or make the GLR pass over the rail with a short section of el-rail (there are transition pieces somwhere in the GLR puzzle pieces menu).
there is even the possibility of keep the GLR down and making the rail crossing over (by rail puzzle pieces or even on an enbankment section), but because usually rail lines existed before most of other transit systems it seems to me more credibile to make the GLR going over.
Title: Re: Adara - Update 179 - November 25, 2011
Post by: Dantes on November 25, 2011, 03:03:48 PM
I like the very streets. The variety of residential streets with diagonal seen in great.  &apls
Title: Re: Adara - Update 179 - November 25, 2011
Post by: Orange_o_ on November 25, 2011, 03:28:59 PM


I'm anxious to see what will become of these green valleys.  ;D
Title: Re: Adara - Update 179 - November 25, 2011
Post by: Nanami on November 26, 2011, 01:40:56 AM
Nice Region! I like much of your terraforming style!
Title: Re: Adara - Update 179 - November 25, 2011
Post by: art128 on November 26, 2011, 02:15:00 AM
Looks like you'll have some fun in this area... During a moment I though It was the very same tile, then I realized it's two photoshoped next to each other.
Title: Re: Adara - Update 179 - November 25, 2011
Post by: bat on November 26, 2011, 10:23:57 AM
Great update on the 25th november!!! Looking forward to the next one... ;)
Title: Re: Adara - Update 179 - November 25, 2011
Post by: Cyclone1001 on November 27, 2011, 12:38:45 PM
Nice couple of updates. The region keeps growing, and so does my interest.
Title: Re: Adara - Update 180 - November 28, 2011
Post by: Battlecat on November 28, 2011, 09:14:54 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

noahclem: The rain tool isn't too bad to use, but it can be dangerous!  I believe it is capable of destroying buildings and roads, but you can tune how much water it creates by adjusting the brush size.  As for the GLR, my main concern was whether or not I could cross one with the other.  As you'll see today, it is possible. 

Willy (Swordmaster): Thanks very much!  You are right on the GLR and heavy rail being on different standards!  I just need to cross the two! 

SCWTC4: Oh yes, it worked beautifully.  I've got pictures of the results today!  It turns out you can do an at grade GLR crossing over railway which looks just fine.  I would just assume that there is a communication protocol between the freight rail system and the light rail operators for safety. 

Dantes: Thanks!

Orange_o_: Same here, there's so much fun construction ahead!

976: Thanks for your kind words!

Arthur (art128): This one will be a lot of fun.  I know I'm doing my job right when it's hard to tell where one tile ends and the next one starts!  Glad you like it!

bat: Thanks very much!

Cyclone1001: Thanks!

Update 180
Adara – Small Touch Ups

Today I have to quietly wrap up OSITM.  I was planning to get one more tile introduction update this week but I forgot that I'll be attending a conference tomorrow and Wednesday which will pretty much annihilate any spare time I would normally have!  So we'll quietly wrap this month up by touching up a few errors I made during development and then I've got a choice to put before everyone!   

180-1: First off we'll head back to Natalia Bay.  SCWTC4 made an excellent suggestion regarding using fraction angle transition curves to make a wider S-Curve.  This is the spot in question, the lane shift is one tile wider than the default S-Curve. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F756%2Fadara18001.jpg&hash=2aef27558c2612573ebf9cf8794811df46e39741)

180-2: It took a bit of fussing around because of slope restrictions, but here is a wide S-Curve created using a pair of FAR transitions.  Useful technique, thanks again SCWTC4! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F6159%2Fadara18002.jpg&hash=7efd13c25571917749642c60a4c0d87b6295221c)

180-3: Item two is on the Southridge tile.  This long section of carefully built winding road should have been constructed out of gravel street tiles.  The area on this side of the lake is low population and access is not easy! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg52.imageshack.us%2Fimg52%2F1764%2Fadara18003.jpg&hash=33b9c53acf4190c74ed34d5a0b4adb94628fde18)

180-4: I think the reason I went with roads is it was a lot easier.  This took a long time to build! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F2538%2Fadara18004.jpg&hash=3f8918c8e016d793104f3e73b486e6a5a1165f7f)

180-5: Since I've got your attention, does anybody know how to correct this bug?  The short segments of gravel road between curves are filled using the straight filler included with the Rural Roads plugin.  At the highest zoom level pictured here those piece are either becoming invisible or turning back into normal streets.  Have I messed up the installation or is this a bug?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F9758%2Fadara18005.jpg&hash=a83963272ea00101cb5eb4506b06d8f84aafc32b)

180-6: Last but not least, we'll have a quick preview look at the next tile.  This tile will be the neighbor of Rosedale and Winfield.  I'm stopping in here to answer one last burning question: Can GLR and railway cross without the networks breaking or looking odd? 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F8261%2Fadara18006.jpg&hash=d8eb6242772cc3324e6590c8c9d199583873c992)

180-7: The answer is yes.  This appears to be a reasonable compromise.  While it might look like a normal brick GLR crossing, I would be willing to bet that the brick is heavily reinforced to handle the heavy rail traffic.  There will be other safety systems in place to keep freight trains from colliding with GLR trains naturally but the important thing here is the rails match up with each other cleanly and the GLR doesn't turn back into elevated rail! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F7977%2Fadara18007.jpg&hash=84b6fe407ca1388b447ef4a278f9638403701a68)

And that's all for today!  I won't get another update done until Monday so in the meantime I've got a question.  Originally I'd planned on getting a full swath of tiles developed and presented to buffer all the existing tiles.  I can finish that up first if you're interested.  Alternatively, I can move on to starting in on developing and detailing one of the tiles; probably the airport island tiles since I need to expand the industrial base of the region to improve available jobs and demand.  I plan to do both eventually, just let me know what you would prefer to see first!
Title: Re: Adara - Update 180 - November 28, 2011
Post by: SCWTC4 on November 28, 2011, 10:01:14 AM
hi battlecat, i'm glad that my suggestion worked, that s-curve looks way better now, nice work with the other improvements too.  :thumbsup:

now, about the big question:
i'd really like to see some other tiles aorund winfield, and you know why, the infamous winding road and the mountains mentioned many times by me when referring to some of your older plans.

but.
an airport-geek like me (i've built three of them in my region and i'm planning to put another 1 or 2) can only answer "YES" if you asfk "you want to have me develpop the airport island first?"  :D
Title: Re: Adara - Update 180 - November 28, 2011
Post by: noahclem on November 28, 2011, 11:21:30 AM
Congratulations again on a spectacular OSITM  &apls &apls &apls

Hehe, I guess I misunderstood your question about the GLR/rail compatibility and went off on a tangent.

I like the twin FARHW curve solution so your curves--those are a lot smoother than the normal S-curves, especially two separate ones. I'd suggest taking the smoothing even further in that area though: instead of going from orthogonal to FA to ortho to diagonal, go from orthogonal to FA straight to diagonal.

To answer your question: I'd like to see you do whatever you prefer. If it were me I would build the industrial base up though, as I'm doing in my own MD--I've been waiting to go back to the main tile until I've reduced my industrial demand and increased my commercial, as well as the overall population. Plus I'd be excited to see how you handle an airport  ;)
Title: Re: Adara - Update 180 - November 28, 2011
Post by: Cyclone1001 on November 28, 2011, 01:51:45 PM
As an aviation nerd, I would love to see the airport and surrounding area. In this MD I've seen a ton of spectacular rural areas, but not many urban areas, so I think it would be a great idea. However, you are known to create great rural towns and areas, so the idea of introducing more before you develop them is also good.

I'd prefer seeing large urban areas next, but whatever you do will be fine with me.
Title: Re: Adara - Update 180 - November 28, 2011
Post by: Skimbo on November 28, 2011, 02:01:22 PM
nice progress during the last updates...
Title: Re: Adara - Update 180 - November 28, 2011
Post by: canyonjumper on November 28, 2011, 09:55:32 PM
Great OSITM BC, hope to see more of you after this conference ;D

           Your friend,
                         Jordan :thumbsup:
Title: Re: Adara - Update 180 - November 28, 2011
Post by: bat on November 30, 2011, 08:45:21 AM
Nice work again!! :thumbsup:
Title: Re: Adara - Update 180 - November 28, 2011
Post by: metarvo on December 01, 2011, 05:22:06 AM
Once again, you've displayed OSITM-calibur work.  I've seen the RHW used a lot in flat areas, but you've really taken it to the next level by building it on slopes.  Your problem-solving with the RHW curves is quite impressive.  Keep up the good work!

:thumbsup:
Title: Re: Adara - Update 180 - November 28, 2011
Post by: rooker1 on December 01, 2011, 08:23:31 AM
 Just wanted to give you a big thank you for making a very enjoyable November.  With all those awesome updates, the way you presented them and your overall style made for pleasurable veiwing every time. 
I have always looked forward to your updates.

Robin
Title: Re: Adara - Update 180 - November 28, 2011
Post by: zzsteven on December 17, 2011, 04:05:07 PM
Well, 140 updates later I finally caught back up again. Sheesh you're prolific Battlecat! :) 

Thank you for the way you write your MD; reading your methods and trials has helped to shape the way I do things today. You are a good teacher.

In answer to the question of 180: I would like to see you fill out the rest of the region. Why? Because I'm just starting to learn how to use terrafomer and would like to use your region as inspiration.

Christmas coming soon and I wish you and yours well.

zz
Title: Re: Adara - Update 180 - November 28, 2011
Post by: dedgren on December 31, 2011, 05:50:14 AM
Quote180-5: Since I've got your attention, does anybody know how to correct this bug?  The short segments of gravel road between curves are filled using the straight filler included with the Rural Roads plugin.  At the highest zoom level pictured here those piece are either becoming invisible or turning back into normal streets.  Have I messed up the installation or is this a bug?

Bug, Gordon.  Definitely a bug.  It's now on my list.  While I'm at it, I'll do textures for a diagonal gravel level cross.

Oh, and great work here in Adara as always.  Have a great new year!


David
Title: Re: Adara - Update 180 - November 28, 2011
Post by: rooker1 on December 31, 2011, 07:24:40 AM
Happy New Year Gordan, I wish you all the best in the coming year!
Robin :thumbsup:
Title: Re: Adara - Update 180 - November 28, 2011
Post by: calibanX on January 12, 2012, 11:39:21 PM
Your terraforming skills never cease to amaze Battlecat. It still amazes me that you design your regions entirely by hand/mouse. Those region views are great. You haven't done a topographic map in a long while. Any plans to do so?

Happy New Year!

Geoff
Title: Re: Adara - Update 180 - November 28, 2011
Post by: TiFlo on February 25, 2012, 08:56:42 AM
Oh Brother, where art thou?!

We miss you around here. I hope everything is well and you're enjoying a somewhat mild winter over in BC.

Cheers!  :)
Title: Re: Adara - Update 180 - November 28, 2011
Post by: Battlecat on March 05, 2012, 08:58:37 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

SCWTC4: Yeah, it worked out better than I could have expected.  The tiles around Winfield are certainly on the list and I've started the terraforming in that area now.  But I agree, the airport island is the first project on the list for the New Year!

noahclem: Thanks for all your support over the month!  I like the idea of making the curves extra smooth as well, but I'm really reluctant to go back and mess with that area again!  The hillside is a serious headache to work on.  But I'll keep that in mind for the future.  The airport and an increased industrial base kind of go hand in hand so I'll be starting in that area. 

Cyclone1001: Thanks for your thoughts!  With the troubles I've been having with residential demand, the airport island seems like a better and better bet. 

Skimbo: Thanks very much!

Jordan (canyonjumper): Thanks, shame it took me so long to get my act together for the next update! 

bat: Thanks!

metarvo: Thanks, building those RHW sections on the hillside was one of the more challenging things I've taken on.  There are a lot of restrictions!

Robin (rooker1): Thanks for the opportunity, I only regret I couldn't keep the momentum going right afterwards.  I hope to pick things up again now though.  Thanks for the kind wishes for the New Year.

zzsteven: Wow, thanks for taking the time to read the entire thread, that's no small feat as far as I'm concerned!  Glad you found the read valuable.  My decision on the next steps will be a mixture of airport development and ongoing work to finish the region.  But in terms of advice, use the SC4 Terraformer to do the large scale regional work, but I still find the maxis tools are necessary for the final fine tuning.

As for actually laying out the map, it's been a very organic process since I've only been terraforming as needed for a very long time now.  It's left me a lot of freedom but it's also prevented large scale map growth of the sort you saw during my November blitz.  There aren't any particular notes or sketches to be honest, I'm doing most of the desing straight out of my head.  Thanks for the comments!

David (dedgren): Thanks for stopping in, glad to see you're back.  Thanks for the response on that bug and for the great work on all your rural works.  I'm eagerly watching your work on the triple rail textures!

Geoff (calibanX): Thanks very much for your kind words!  The topographic map is a pretty large job to assemble and it's been one of those things that I keep being forced to put at the bottom of the list.  I'd really like to create a new one, particularly with all the recent changes to the map but I really have no eta on when I'll be able to get it done.  It's on the list though, thanks for your interest!

TiFlo: Rumors of my demise are only slightly exaggerated.  :-)  Thankfully, life is getting back to some sort of normal!  Thanks for your concern! 

Update 181
Seabird Island – Rumors of My Demise . . .

Well a belated happy New Year everyone.  If you thought I dropped dead after that busy November in OSITM, you'd be pretty close to the truth.  I got pretty sick right after the end of November and it turns out I had Appendicitis.  So a round of surgery later it was Christmas, and then I got one of the nastiest colds I've ever had (nearly 2 months by the time I was recovered).  Anyhow, what with one thing and another, I've hardly touched my computer for gaming in the past couple months. 

Anyhow, I'm hoping to pick up where I left off.  The general consensus seems to be that I should work on the airport area, known as Seabird Island which also includes a chance to build up the region's industrial base a bit.  But I'll still slip a few new region tiles into the mix on occasion, I want to finish building the region. 

Just a small update to get started. 

181-1: Here's the area where the airport terminal will be built.  I need to do some research on runway designs before I start on this.  Specifically, I need to read the RIMP and AC project threads to figure out how much space I need.  I need to balance the budget on this tile first as well, so the airport will have to wait.  The lower tier area down by the river will be industrial land and some minor port facilities but the designs will be dictated by runway placements. 
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181-2: The starting point for this tile is thus the west side of the river, where the highway and railway actually leave the first Adara Region block.  This area will be suburbs with a small concentration of mid rises and additional industrial and port space down by the river.  The first thing on this list is finishing the highway which was incomplete when I moved on from this tile last time.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F3118%2Fadara18102.jpg&hash=043ef2bf8bcc70f61eea5df131ebd059a7757cbe)

181-3: This road comes down from the tiles to the north, specifically from the diagonal bridge on the tile to the north. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F9609%2Fadara18103.jpg&hash=593ed9154ad5d84849f2540d76df18d149224402)

181-4: Naturally, this area needs an interchange.  I finished building this beauty in record time (about 5 minutes).  Then I realized I'd done it wrong!
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181-5: As I worked through this, I realized this would be a perfect excuse to build a sunken highway. 
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181-6: The new interchange is a transition interchange from RHW4 to RHW6.  I hope a future release of the FLUPS has RHW tunnel portals.  Right now I'm using the avenue tunnel entrance which looks good with RHW5. 
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181-7: This is of course the real reason I decided to go with a sunken highway.  It's a perfect excuse to use Buddybud's gorgeous highway retaining walls.  I've always loved this set and what with one thing and another I've never actually used them.  The only flaw in this shot now is the style of the grass fillers.  I'm going to tweak that later hopefully using plopable items.
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I'm sorry to say, that's a wrap for today!  My goal is to return to a minimum of one update per week, targeting Monday mornings.  But of course if I can get more done, I'll certainly post it! 

Also, it should be noted, I managed to catch the new subscription requirement for imageshack in time, so the old images will be preserved.  2$ a month seems reasonable to store over 4200 images. 
Title: Re: Adara - Update 181 - March 5, 2012
Post by: threestooges on March 05, 2012, 02:04:17 PM
Sorry to hear about the appendicitis. I was wondering where you'd wandered off to. I know OSITMs can take a toll on people, but that's nuts... then again, so are you now (NUTs) that is. Good to see you back around here in Adara again. I'll be interested to see your take on an airport. I threw absolute scale out the window in Greenacre a while ago, but from the research I did, take the length of runway that looks good/appropriate inthe game and then double it to grt the RL equivalent.

Looking forward to seeing what you come up with.
-Matt
Title: Re: Adara - Update 181 - March 5, 2012
Post by: RickD on March 06, 2012, 12:37:45 AM
I am sorry to hear you were ill. But it is great that you are here again. The MD section wouldn't be the same without Adara.
Title: Re: Adara - Update 181 - March 5, 2012
Post by: SCWTC4 on March 06, 2012, 03:10:22 AM
welcome back Battlecat, i'm sorry for your illness but i'm glad you recovered.
see you next monday (or earlier, who knows) for another update.
Title: Re: Adara - Update 181 - March 5, 2012
Post by: FrankU on March 06, 2012, 03:34:40 AM
Hello Battlecat, welcome back!

I really started to miss you. I hope you recovered well. Evolution should have taken care of that appendix some million years ago, but now that it has failed we need to do it by surgery.
It's a pity you are going to work on airports... It's none of my interest. Although I might add that I like to look at the images. And again: no, of course, do what ever you like!
Title: Re: Adara - Update 181 - March 5, 2012
Post by: Cyclone1001 on March 06, 2012, 04:41:30 AM
Sorry to hear about everything that happened, it sure is great to have you back. A nice update, good plans, and a cool sunken highway; welcome back!
Title: Re: Adara - Update 181 - March 5, 2012
Post by: metarvo on March 06, 2012, 05:43:46 AM
I'm sorry about your health troubles.  That comes before any game, so don't worry about your absence.  I just hope you're feeling better now, Battlecat.  ;)

Those highway walls were part of my first big downloading spree, so it's rather enjoyable to see someone else using them.  It's true that they came before the RHW really got going, but they are still usable with it nonetheless.  Another thing that stands out to me here is the wide 90° uphill rail curve in the first pic.  I don't think I've ever seen one built like that in this game before, but yours certainly does look good.

:thumbsup:
Title: Re: Adara - Update 181 - March 5, 2012
Post by: Nardo69 on March 06, 2012, 11:32:28 AM
Sorry to hear about your health problems. Lost my Appendix as I child but had an surgery lately, too.

Nice start with the highway even though I am, not too much in airports ... but I am curious anyway!

Take care my friend!

Bernhard :thumbsup:
Title: Re: Adara - Update 181 - March 5, 2012
Post by: calibanX on March 07, 2012, 08:21:36 PM
Welcome back. Glad to hear you're surgery and bug free. You'll need the energy to build that airport. I noticed that a few fans aren't too keen on watching an airport come together. I love the airport lots and props that have been created for the game. I'm looking forward to seeing some airport. Bring it.

Geoff
Title: Re: Adara - Update 181 - March 5, 2012
Post by: noahclem on March 09, 2012, 12:18:15 PM
I'm very glad to hear you're feeling better Gordon!

Again, I'm very curious to see how the airport turns out. I really should build one of my own before too much longer and whatever you come up with around here will be closely watched  ;)  The highway work is looking good and I have the exact same experience with those highway walls--always liked 'em, never used 'em. Perhaps that's another thing to be fixed soon....

I'm excited for the return of regular updates  :thumbsup:
Title: Re: Adara - Update 182 - March 12, 2012
Post by: Battlecat on March 12, 2012, 01:07:08 PM

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Matt (threestooges): Thanks very much, it's good to be back.  Yeah, it's mostly a question of what will look good.  I won't be getting to it for a bit yet because I'm not using cheats to manage the city budgets.  So the next update is actually going to be a discussion about the actual simulation I think. 

Raphael (RickD): Thanks, I don't plan on leaving.  Temporary RL interruptions do occur on occasion and this one was particularly bad.  I'm hoping to actually re-earn that Hall of Fame position this year, the past year hasn't been great for Adara.

SCWTC4: Thanks!  I think I'll be able to create more frequent updates now that my life has settled down.  In fact, I've already gotten two updates worth of material prepped as of this posting! 

FrankU: Thanks, glad to be back!  Evolution is actually working on it!  The organ is actually the remnant of a larger organ that is still found in grazing animals that is used to process cellulose (fibre). 

Not to worry, there will be a lot of stuff going on around the airport to keep your interest!  I plan to be quite diverse with my updates so I may jump around a lot.  That was part of the plan with the massive expansion of the introduced region during the OSITM in November.   

Cyclone1001: Thanks very much!

metarvo: I'm feeling much better now thanks.  Best I've felt in 3 months in fact.  Buddybud has always done fine work, these retaining walls stand out for me because they have so much character.  There are other nice retaining walls but they are pretty uniform.  I was particularly excited to notice that Buddybud is back working on some of his projects again!

The 90 degree turn on a hill was fun to build.  It took a lot of picky terraforming to do it.  Sadly, it's not possible to do that with every one of the wide radius curves.  Curves that use single tile rail or roads to stabilize the puzzle piece will always level the terrain around the curve.  Discovered that the hard way! 

Bernhard (Nardo69): Thanks!  Glad to hear you're recovered as well.  I'll do my best to keep the upcoming updates diverse.  There's a lot of work left to do with railways in this area as well after all!  Thanks for stopping in! 

Geoff (calibanX): Thanks very much for your kind words!  I know airports aren't everyone's cup of tea, so I'm certainly going to avoid focusing too many updates in a row on it!  Also there are a lot of interesting associated developments that should help.  But it's a necessary part of the region plan, in fact this island was specifically set aside for it.  Glad to hear you're looking forward to it! 

noahclem: Thanks!  I'm glad to be feeling better finally.  I'm pretty curious about the airport as well; my only experience has been a small regional airport using the earliest modular components about 7 years ago now.  This one is going to be a medium sized international airport so I've got a lot of reading and research to do if I'm going to make it look good!  Thanks for stopping by! 

Update 182
Kinswater – A Step Towards an Experiment

Today I'm introducing another new tile.  Originally I had planned to do some work on the mountain region for this update, but then I realized that there was an experiment I want to try out.  I plan to have this experiment demonstrated by the end of the month but to do it I have to finish the introductory work on one more map tile after this one which will complete the west border of the region. 

182-1: I wanted to give you all a before and after look at this one.  It's a good thing I did because the changes are quite dramatic.  This is the tile immediately after loading.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F2994%2Fadara18201.jpg&hash=3241680b3fc8dceab04ff3f9919cfd1edf8aaa2d) (http://img833.imageshack.us/img833/608/adara18201large.jpg)

182-2: The first thing I did was carve out a nice big swath of future wetland area.  This will be a fun batch of detailing!
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182-3: Two narrow streams will wind across this tile when I'm done.
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182-4: Now I've started in on the transport networks.  As always, I've started with the railway.  In this particular circumstance, we would usually connect these two tracks with 45 degree connections.
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182-5: Since the suggestion by SCWTC4 regarding the RHW a while ago, I've been trying to keep the FAR options in mind when developing tiles.  A shallow curve makes much more sense than a sharp corner.  The offset is targeting a more cost effective bridge crossing.
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182-6: Here's the bridge, I never get tired of land bridges!  The first place I saw bridges of this style was in David's (dedgren's) Three Rivers Region which is celebrating its 6th birthday today! 
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182-7: This roundabout connects up three highway sections.  The section crossing the border is actually RHW and the road paralleling the border is normal road.  The normal road going east actually connects to Poplar Grove, that small off the beaten track town on the Greenwood tile. 
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182-8: On the other side of the river there is a winding road that follows the shoreline for a while.  I had lots of fun with the wide radius curves here.
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182-9: Here's the finished tile composite.  I forgot to take one additional shot regarding the highway.  I've played a bit with the uneven RHW (2 lanes 1 way, 1 lane the other) to represent passing sections.  It looks fairly neat I think.  We'll have a closer look at that later.  As always, you can click these images to load a larger version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F3170%2Fadara18209.jpg&hash=8ead70cd802c5394aeeaef6971d1a640cb34b913) (http://img546.imageshack.us/img546/3987/adara18209large.jpg)

182-10: Just to round this out in the traditional manner established by the OSITM run, here is the regional composite. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F3236%2Fadara18210.jpg&hash=297b52c82fe01bbbfe876ec0af7b0b3ecd08a675) (http://img840.imageshack.us/img840/6691/adara18210large.jpg)

182-11: And here is the reference composite just to refresh your memory.  I'm going to try to update this composite regularly, especially now that I can upload them to image shack! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F3051%2Fadara18211.jpg&hash=1ca49d88eb0f0d2038683d46b8cac73f02afa9f9) (http://img857.imageshack.us/img857/2185/adara18211large.jpg)

That's a wrap for today.  Next time we're bouncing back to Seabird Island to get the supporting budget for the airport off the ground.   While I'm working on it, I'll actually take a few minutes to discuss what I know about the simulator behavior since I try to minimize cheating when developing the region.  See you all next time! 
Title: Re: Adara - Update 182 - March 12, 2012
Post by: RickD on March 13, 2012, 02:27:33 AM
I am anxious to see the wetland area finished.  ;)
Title: Re: Adara - Update 182 - March 12, 2012
Post by: io_bg on March 13, 2012, 04:03:50 AM
Interesting network layout, I'm also eager to see further development in this area!
Title: Re: Adara - Update 182 - March 12, 2012
Post by: Jmouse on March 13, 2012, 03:10:22 PM
I always appreciate work-in-progress photos to help me get a better understanding of what's going on. Seems you're another player with a knack for laying out good transport networks. How I envy you!

Not that I fully understand where you're going with this yet, but it will be interesting to watch it develop...
-Joan
Title: Re: Adara - Update 182 - March 12, 2012
Post by: SCWTC4 on March 14, 2012, 02:38:55 AM
nice wetland there, i'll keep an eye here to see how everything will come out  :thumbsup:
Title: Re: Adara - Update 182 - March 12, 2012
Post by: FrankU on March 14, 2012, 03:20:03 AM
Yes, a very interesting devlopment. Good looks, and you keep me curious.
Title: Re: Adara - Update 183 - March 20, 2012
Post by: Battlecat on March 20, 2012, 08:49:37 AM

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Raphael (RickD): Same here, I'm actually considering going back and working on that sooner rather than later.

io_bg: Thanks, I've got a lot of areas like that now!

Joan (Jmouse): Thanks very much Joan!  I'll be posting the promised tutorial as update 185, just need to get one last tile prepared first.

SCWTC4: Thanks very much!

FrankU: Thanks!  I'll be getting back to an explanation of the purpose of these extra tiles shortly!

Update 183
Seabird Island – Budget Deliberations

Sorry I'm a bit late!  I was about to post the update and then realized I forgot to take a fairly important screenshot and the final images to update the regional composites.  Today we're back to Seabird Island today to do some preparation work to support the airport construction.  Since this isn't going to be a particularly aesthetically pleasing update, I think I'll go over some of the challenges I face early in tile detailing.

183-1: The first issue of course is balancing the budget.  All the tiles and detailing I've developed to date have been built within the confines of the standard simulator.  So this is an early challenge.  But it's more important here because the airport will likely be quite expensive to develop and maintain.  The transportation network alone is currently costing this tile 262$ per month.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F355%2Fadara18301.jpg&hash=e44bd4971a652a84e4e862d4b3bd46e9503142ce)

183-2: Demand isn't even remotely an issue.  Between the amplification of demand across tile boundaries and the sheer shortage of certain development types in my region, this tile is just bursting to develop.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F298%2Fadara18302.jpg&hash=baacb66c4622a27bf455f10c152db7aa2bfe5e9e)
   
183-3: This are of the tile will be mostly suburban and industrial lands since it represents the outer edges of a major city.  I'm going to start developing this area here but I plan to demolish a portion of this to make it nicer looking once the budget is stable. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F9333%2Fadara18303.jpg&hash=9094b4df0d9dfff8d11530ea581660e4c23ae94a)

183-4: The easiest place to start is the same as every Simcity town, a simple, boring urban grid with residential and a small amount of commercial development.  I've added in the high tension power lines that cross the river on their way to the downtown substation. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F3144%2Fadara18304.jpg&hash=ac037274885d7980a6a97bfdc3dd256e3fb17a91)

183-5: At this stage I just let the simulator run with the development unless something absolutely perfect pops up.  I've upgraded the main east-west road into a narrow avenue from the NWM just to add some diversity.  I've got to remember to use these features more as we move into the urban area.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9986%2Fadara18305.jpg&hash=f575be11bde69b173dfdd870866b29ac4d3e381c)

183-6: Power for the tile is currently being supplied by a small coal power plant.  It's in the middle of what will be an industrial district in the final layout of the map. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg585.imageshack.us%2Fimg585%2F4180%2Fadara18306.jpg&hash=0e399bebcfa4ac8a3d21484d1d36cd2b1b1cf863)

183-7: Speaking of industrial development, this area is the first official industrial area.  I've kept a setback here; this particular section of shoreline will be detailed to a natural coast.  Further upstream (towards the other side of the railway) there will be docks.  The railway line is going to swing around to a small industrial supply station as well. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F3233%2Fadara18307.jpg&hash=d30243f581d80ad238366c94af4a774d2b3c94d1)

183-8: I moved the industrial zoning a tile back from the highway to leave room for fencing and other details.  Some of these buildings are in their final states and have been set to historical.  On the south side of the highway I'm going with primarily residential development, the industry will follow the river shoreline upstream from here. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F2342%2Fadara18308.jpg&hash=d37a4c26a61e7bfecc462e2bd0e646cc087a2173)

That's all for now!  There are supposed to be a few more shots today but I've been caught by some small RL complications.  The budget is pretty much balanced with the development you see here.  Granted, there are no city services yet but at least the cities income is barely in the black.

I'd rather not delay the update so we'll pick this tile up in a couple of updates.  The next update will involve finishing the last tile on the west border of the region and then the following update will be a tutorial/experiment that I've been preparing for.  Then I'll get back to work on Seabird Island for a while. See you next time!
Title: Re: Adara - Update 183 - March 20, 2012
Post by: rooker1 on March 20, 2012, 09:09:10 AM
I really enjoyed this boring update. :P ;)
I assume the City Beautification of $139 is becuase of BuddyBud's walls....you could destroy them all and place them again much later when the city is doing well.
I'm not too sure I like the highway tunnel before the river, I think I would prefer a bridge, but that's just me.
Great update as always!

Robin
Title: Re: Adara - Update 183 - March 20, 2012
Post by: JoeST on March 20, 2012, 10:57:32 AM
Fantastic updates, its always great to read through your posts :D
Title: Re: Adara - Update 183 - March 20, 2012
Post by: noahclem on March 20, 2012, 01:13:54 PM
Great updates Gordon  &apls  It's nice to get a look "under the hood" of Adara and understand more of your playing style. Looking forward to the next one  :thumbsup:
Title: Re: Adara - Update 183 - March 20, 2012
Post by: Jmouse on March 20, 2012, 02:13:30 PM
The graphs are all a part of the game, and there's nothing wrong with showing them. In fact, I often bug my NUTty MDers about showing population data and transportation-usage maps. And speaking of stats, what size is this tile?

It looks like development is coming along well. I read somewhere that forcing Sims to pass through commercial zones in order to get to work boosts retail sales. Don't know if that's true or not.

I'm not too sure about putting industry on the riverbank, but we all approach the game differently and that's part of what keeps things interesting. And I'll have to admit 183-8 doesn't look bad at all.

As always, a well-planned and informative update... :)
-Joan
Title: Re: Adara - Update 183 - March 20, 2012
Post by: sim_link on March 20, 2012, 06:14:11 PM
Looks great, I really like how you show off the process of developing your city tiles. This current tile is already looking good, I really like where you used the narrow 4-lane road - looks realistic.
Title: Re: Adara - Update 183 - March 20, 2012
Post by: mave94 on March 21, 2012, 07:17:29 AM
I am sorry to hear about your illness.
Reading the previous updates was a pleasure as always. I am eager to see how you will develop the airport.  :)
And, congratulations on hundred pages of fantastic updates (;
Title: Re: Adara - Update 183 - March 20, 2012
Post by: Swordmaster on March 25, 2012, 07:23:29 PM
Nice update, Gordon! Nice sunken freeway. However, I really feel uncomfortable watching that railway slope in the approach to the bridge. You sure you can't smoothen that out a little more?

Cheers,
Willy
Title: Re: Adara - Update 183 - March 20, 2012
Post by: threestooges on March 25, 2012, 09:01:16 PM
As far as airports go, yes, they're pricey, but with the custom packs they do seem to start to at least balance themselves out in a way. Airline companies will pay a bit for jetway space, after all. I'll note for the record that the tile Greenacre's airport is on is operating in the red at the moment, but it's not wholly due to the airport; but it certainly doesn't cover its operating costs at present.

I agree with Robin about the highway tunnel. I'd prefer to see a bridge, but if you do decide to stick with the tunnel it still seems a bit close to the river bank for the slope it'd need to take to run deep enough. If nothing else, perhaps move it back a bit. Looking forward to seeing how the rest of it develops.
-Matt
Title: Re: Adara - Update 184 - March 26, 2012
Post by: Battlecat on March 26, 2012, 12:23:11 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg202.imageshack.us%2Fimg202%2F4853%2Fadararepliesbanner2.jpg&hash=9be68b20802b05dc99df9f87de2e2cbe8c865c72)

Robin (rooker1): Thanks!  Good point on the cost of the walls.  I'm not particularly worried about it though, the city is already carrying that cost with ease!  I'm less and less happy with the tunnel each time I see it.  I think I'll try to replace it next time I work on that tile.  Thanks for the thoughts!

JoeST: Thanks very much!

noahclem: Glad you enjoyed it! 

Joan (Jmouse): Agreed, it's an easy aspect of the game to overlook, as evidenced by 182 updates without showing a single one!  I have the same issue with night shots as well!  Industry on the riverbank is mostly me following development patterns around this region.  The river was the primary industrial corridor through the Fraser Valley.  In fact, there are going to be some port facilities on this tile as well as the airport.  But thanks for the thoughts, I certainly don't plan on industrializing the whole riverbank!

As for the tile sizes, all the tiles in Adara are large tiles.  Gives me lots of room to build and reduces the number of times I have to deal with edge issues! 

sim_link: Thanks!  Glad you like it.

MrMAvE94: It's hard to believe I've reached 100 pages!  Thanks for your kind words as always!

Willy (Swordmaster): Thanks very much!  I agree, there is something wrong with that railway slope.  I'll take a closer look at it next time I work on the tile. 

Matt (threestooges): Good to know!  That should help a lot when I get start on my airport.  I'm in agreement on the tunnel; it's going to have to be replaced or at least the portal will have to be moved.  I'll take a closer look at it when I go back to Seabird Island.  Thanks for your suggestions! 

Update 184
Bickerton Hill – Last New Tile for Now

Today we're visiting a new tile.  This is the last one I'm going to introduce for a while, just in preparation for next week's experiment.  This small town is in the far north west corner of the region.

184-1: Let's start off with a quick overview of the tile.  The key feature is the hill in the middle of the tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg861.imageshack.us%2Fimg861%2F2385%2Fadara18401.jpg&hash=c3b8321fda9575e6ce5ea2384d5c1b845ad416a9) (http://img641.imageshack.us/img641/9804/adara18401large.jpg)

184-2: First, some touching up to the hillside just so it looks nice. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg855.imageshack.us%2Fimg855%2F4590%2Fadara18402.jpg&hash=9098f53fe713ffa938efdce9d777fac4ec4f4852)

184-3: Just for something different with the railway I used a series of different track orientations to create a super wide curve.  I hope it turned out nicely!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F1747%2Fadara18403.jpg&hash=d954782dd0ec296fe3b086e1421f986ecf742c8f)

184-4: The main line continues north but there's a branch line that heads off to the east.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F2065%2Fadara18404.jpg&hash=e1befa8466a760a3ba9da6763afda612231ecb5a)

184-5: The branch line winds up over the hill for some reason, I'll give it a purpose later.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg854.imageshack.us%2Fimg854%2F452%2Fadara18405.jpg&hash=0716eecef547d9b4bcd5661500622e8a3ce905a6)

184-6: The highway also cross up over the hill here and then turns right across the tile border.  There will be a bridge over the river on the neighboring tile.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F3672%2Fadara18406.jpg&hash=7180fe663f2bbd1669670d7efe3981fa3975c9bc)

184-7: A rural road continues to wind northward.  I just built this whimsically just so it looks interesting. 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F6098%2Fadara18407.jpg&hash=139b9129423671e02dbf5e98c08fd3a2283b2589)

184-8: That's all for now, here's the tile composite.  As always, click for the larger version!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg829.imageshack.us%2Fimg829%2F6951%2Fadara18408.jpg&hash=42e26f21b91b109ee0a50641c1e5ef1cb8701650) (http://img546.imageshack.us/img546/8519/adara18408large.jpg)

184-9: And the reference composite image just to wrap things up! 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F9240%2Fadara18409.jpg&hash=f1e8b4e68a4bf9bc5fe7cbb97dd045e2cbb5d46a) (http://img862.imageshack.us/img862/4200/adara18409large.jpg)

That's all for now!  Next update will be a couple days late since I'm going to be away for this coming weekend.  But when I come back I'm going to do an experiment/tutorial regarding synchronizing terrain across region boundaries.  I don't plan on extending into a new region block any time soon but I like to keep my options open and I wanted to share this idea with the community.  So, see you next time!
Title: Re: Adara - Update 184 - March 26, 2012
Post by: RickD on March 26, 2012, 02:24:19 PM
I like the rail line over the hill. Even though I don't know what it is good for, yet.  :P