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SimCity 4 Devotion Custom Content Showcase => Team Custom Content Projects => Simmer2's Place => Topic started by: Simmer2 on December 11, 2015, 09:24:45 AM

Title: Simmer's Lotting Lab.
Post by: Simmer2 on December 11, 2015, 09:24:45 AM
Lots List moved to its own thread here http://sc4devotion.com/forums/index.php?topic=18198.0
Title: Re: Simmers's Lotting Lab.
Post by: CasperVg on December 11, 2015, 09:45:27 AM
Looks very nice! I'm just a little unsure about what the electricity lines around the entire lot are for. Seems like they would get in the way of the trains and might as well just have crossed the lot at the front :P Love it otherwise though
Title: Re: Simmers's Lotting Lab.
Post by: Simmer2 on December 11, 2015, 09:53:04 AM
Looks very nice! I'm just a little unsure about what the electricity lines around the entire lot are for. Seems like they would get in the way of the trains and might as well just have crossed the lot at the front :P Love it otherwise though

Hi Casper and thank you for the comment.
I actually measured the height of the wires and its on par. There is always room for improvement though  ;D
Title: Re: Simmers's Lotting Lab.
Post by: vortext on December 11, 2015, 09:55:16 AM
Welcome to the wonderful world of lotting and modding, where you quickly find yourself spending less and less time actually playing the game!  ;D

Quite a massive lot for a first undertaking and you pulled it off really well! I agree the electricity poles around the lot are a bit odd. That said, the detailing already is pretty neat, so more polish will certainly make it shine. And does it provide any jobs? If not I reckon making it a functional landmark would be icing on the cake.

I decided to make the rail textures based on the RRW color scheme and I ended up creating around 60 or 70 new textures and overlays. The pack will eventually be available for anyone who wants to do special railyards lotting.

That'd be great and appreciated by many! However, as far as I can tell you haven't got a texture IID range yet. Please request one over here (http://sc4devotion.com/forums/index.php?topic=2101.new;topicseen#new) in order to avoid conflicts.  "$Deal"$

All in all outstanding work, can't wait to see what else you come up with!  :thumbsup:
Title: Re: Simmers's Lotting Lab.
Post by: Simmer2 on December 11, 2015, 10:10:58 AM
Welcome to the wonderful world of lotting and modding, where you quickly find yourself spending less and less time actually playing the game!  ;D

Quite a massive lot for a first undertaking and you pulled it off really well! I agree the electricity poles around the lot are a bit odd. That said, the detailing already is pretty neat, so more polish will certainly make it shine. And does it provide any jobs? If not I reckon making it a functional landmark would be icing on the cake.

I decided to make the rail textures based on the RRW color scheme and I ended up creating around 60 or 70 new textures and overlays. The pack will eventually be available for anyone who wants to do special railyards lotting.

That'd be great and appreciated by many! However, as far as I can tell you haven't got a texture IID range yet. Please request one over here (http://sc4devotion.com/forums/index.php?topic=2101.new;topicseen#new) in order to avoid conflicts.  "$Deal"$

All in all outstanding work, can't wait to see what else you come up with!  :thumbsup:

Hello Vortext and thank you for pointing out the objects limit of 1280 on the other thread to me :) You saved me a ton of time trying to figure that one out, thank you!!
Also for reminding me about texture address ranges  $%Grinno$% I just posted a request on that link you graciously provided.
Simmer2
Title: Re: Simmers's Lotting Lab.
Post by: Swordmaster on December 17, 2015, 09:07:07 AM
That's just fantastic!


Cheers
Willy
Title: Re: Simmers's Lotting Lab.
Post by: Simmer2 on December 17, 2015, 03:00:53 PM
That's just fantastic!


Cheers
Willy

Coming from you it is an honor  :thumbsup:
Title: Re: Simmers's Lotting Lab.
Post by: Gugu3 on December 17, 2015, 04:55:40 PM
Really nice!
Title: Re: Simmers's Lotting Lab.
Post by: nos.17 on December 17, 2015, 06:15:57 PM
Agreed! Looks great!  :)

The only thing I am not sold on is the base texture you used. While paeng's grunge textures look good in some situations, on large lots IMHO the grass corners create an undesirable tiling effect.
Title: Re: Simmers's Lotting Lab.
Post by: Vizoria on December 18, 2015, 05:01:10 AM
Wow that's quite the lot and a great, big industrial one to! One can never have enough railyard/industrial lots.
Title: Re: Simmers's Lotting Lab.
Post by: FrankU on December 18, 2015, 01:51:45 PM
Now I must really join the conversation here. This lot is gorgeous! You will certainly have a long long list of dependencies in the readme, but hey.... who cares? We will almost all have those probably installed already anyway.

Good work! :thumbsup:
Title: Re: Simmers's Lotting Lab.
Post by: Simmer2 on December 18, 2015, 02:45:12 PM
Now I must really join the conversation here. This lot is gorgeous! You will certainly have a long long list of dependencies in the readme, but hey.... who cares? We will almost all have those probably installed already anyway.

Good work! :thumbsup:

Hi Frank, Nos.17, Vizoria and Gugu3
What can I say? I learned from the masters, plus a bit of creativity is never a bad thing :)
I'm trimming the dependencies as much as I can without subtracting too much from the piece.
Also those rail textures are undergoing an extensive overhaul and perhaps I will play around with the concrete textures to avoid said tiling.

Cheers, Simmer2
Title: Re: Simmers's Lotting Lab.
Post by: Simmer2 on December 22, 2015, 03:44:20 PM
Hi all. I edited the OP to reflect the new changes.
Here are the final (hopefully) close up pics of the edited lot.
Replaced most PEG base texture to avoid tiling and re-done all the RRW textures (darker and sharper to reflect long and heavy usage, oil leaks etc.)
Trimmed dependencies by 3 and replaced the building on lot2.
I guess now I would need someone to check and make sure its all balanced ( I ran both pieces through X-PIM)

1
(http://i65.tinypic.com/8vyj5g.jpg)

2
(http://i68.tinypic.com/35cq5wk.jpg)

3
(http://i64.tinypic.com/fd9da8.jpg)

4
(http://i64.tinypic.com/33za54g.jpg)

5
(http://i65.tinypic.com/i6icz4.jpg)

6
(http://i65.tinypic.com/2e2plxx.jpg)

7
(http://i66.tinypic.com/2zjc80m.jpg)

8
(http://i65.tinypic.com/210zr00.jpg)

 
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on December 23, 2015, 04:09:52 AM
If you'd like someone to give the lots a once-over, I'd be happy to oblige if I can get all the files and a list of dependencies.
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on December 23, 2015, 06:26:07 AM
Stunning lots  &apls These will make a wonderful addition!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 23, 2015, 12:15:18 PM
If you'd like someone to give the lots a once-over, I'd be happy to oblige if I can get all the files and a list of dependencies.

Ok, let me find a way to get the files to you.
I will find a free sharing site and then I will PM you.

Thank you mgb204

Simmer
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 23, 2015, 01:12:57 PM
Stunning lots  &apls These will make a wonderful addition!

Thank you noahclem  :)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 23, 2015, 02:17:26 PM
Ok, let me find a way to get the files to you.

You can use zippyshare.com for this.

Beautiful lots!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 24, 2015, 09:51:09 AM
Ok, let me find a way to get the files to you.

You can use zippyshare.com for this.

Beautiful lots!  &apls

Thanks Frank.
I used Dropbox, lets see how it fares.

Mgb204 you got a message.
Lets hope this project can get wrapped up and uploaded so everyone can enjoy it  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on December 27, 2015, 03:32:20 PM
I don't know how I didn't see this two weeks ago, but it looks awesome Simmer!  I see that you're putting up the various parts on the LEX today.

You said that you created all the textures yourself, but it looks like some of the overlays are from the files I uploaded in the NAM RRW thread.  If they're mine I don't mind you uploading them, but just make sure you give credit.   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 27, 2015, 04:18:56 PM
I don't know how I didn't see this two weeks ago, but it looks awesome Simmer!  I see that you're putting up the various parts on the LEX today.

You said that you created all the textures yourself, but it looks like some of the overlays are from the files I uploaded in the NAM RRW thread.  If they're mine I don't mind you uploading them, but just make sure you give credit.   :thumbsup:

Hi Joe.
I wrote that I "modified" them not "created" them. I just added a few from my own creations and I was told that Swordmaster created them therefore I listed him as the original creator in the credits.
I ran them all through Photoshop and made them sharper and slightly darker and assigned them brand new IID's
However if it was you that made them then of course I will change and/or add you to the credits.

*Edit* I just modified the credits, sorry for any misunderstandings
Thank you Joe
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 27, 2015, 04:44:55 PM
The lots and texture have been released on the LEX!!
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3312

Special thanks goes to vortext and mgb204 for the invaluable lessons they have given me. Without them this project would have stalled for a long time. Thank you for making this possible.
Also to the sc4devotion.com members that have followed the progress on my thread and gave me suggestions. Thank you.
Big thanks to Indiana Joe, Swordmaster and Fantozzi for creating the original RRW textures!!!

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 29, 2015, 04:24:46 PM
New lot  ;D

Knowing Vortext fondness for historic scenery I decided to put something together.
Its called Schiffenberg Monastery and I used his historic monastery props and a model made by Kwakelaar.
Its TE'd to street (I used the dirt road)
What do you think?

1
(http://i64.tinypic.com/2ngrjv8.jpg)
2
(http://i64.tinypic.com/n68cq8.jpg)
3
(http://i64.tinypic.com/ir19ic.jpg)
4
(http://i64.tinypic.com/10ype3b.jpg)
5
(http://i67.tinypic.com/2z8vlht.jpg)
6
(http://i67.tinypic.com/14lokn9.jpg)
7
(http://i63.tinypic.com/5ajcqs.jpg)
8
(http://i65.tinypic.com/200zdz4.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on December 29, 2015, 05:04:36 PM
That's a nice lot, for a beginner, you seem to be doing some fine work.

I'm not sure about TEing lots too much. There are some disadvantages with this approach. Did you know it's possible to fake it, even with SAM overrides so that the connection appears visually but doesn't need to be functional?

(http://i991.photobucket.com/albums/af39/MGB204/Fake-TE-Street_zpsarbkgec2.jpg~original)

The method shown here also works for various other networks and diagonals if you use the respective rail viaduct PP next to the blank one.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 29, 2015, 05:44:19 PM
Hi mgb204
Yup that's a great trick for placing the lot.
I just TE'd one tile on the street side. Just for visual connection, nothing goes through so everyone can connect it visually right out of the box.

Thank you for pointing that out  though, that's one neat trick  &apls
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on December 29, 2015, 07:44:22 PM
You're a hero! I'm horrified that I haven't had a chance to try your work out yet.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 29, 2015, 09:49:18 PM
Thanks noahclem.  :thumbsup:

The lot is now available here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3315
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on December 30, 2015, 07:45:19 AM
Thank you for this lovely lot! :) &apls &apls

I checked the dependencies and I think the BSC_DAE_DirtTrackTextures.dat (http://community.simtropolis.com/files/file/11023-bsc-dae-dirt-track-texture-pack/  (http://community.simtropolis.com/files/file/11023-bsc-dae-dirt-track-texture-pack/)) actually is in the BSC Textures vol. 01 pack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90)). At least the BSC Texture pack's RemoveList says that to me.

Anyway it's  great work and I'm looking forward another great stuff from You! :)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 30, 2015, 08:53:08 AM
The lot is beautiful!  &apls

And indeed: the dirt tracks are part of BSC textures vol 1, the other file is outdated and should be removed (although it won't hurt if it stays in your plugins).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 30, 2015, 11:12:29 AM
Thank you Tyberius06 and FrankU.
I will be checking my plugin tonight and make the necessary edits.

Cheers, Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Girafe on December 30, 2015, 03:03:40 PM
I just check the RRW textures pack and I am surprised that they are not matching the draggable RRW textures, is there a trick to fix that?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 30, 2015, 03:13:08 PM
I just check the RRW textures pack and I am surprised that they are not matching the draggable RRW textures, is there a trick to fix that?

Hi Girafe.
Do you mean the color scheme?
If that is what you mean, the reason why they are not a perfect color match is due to me making them a bit darker for LE lotting.
Rail tracks in freight stations/depots are a bit darker due to rust and heavy oil leaks, I have been at the CN Rail yard here in Toronto several times and paid particular attention to all the tracks (it is a monster freight depot).

I hope I answered your question.

Simmer2, Nick
Title: Re: Simmer's Lotting Lab.
Post by: Kergelen on December 30, 2015, 03:50:17 PM
Nice Monastery lot. Good use of Manchou farm houses &apls

Great trick mgb204 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 30, 2015, 10:32:55 PM
Thank you for this lovely lot! :) &apls &apls

I checked the dependencies and I think the BSC_DAE_DirtTrackTextures.dat (http://community.simtropolis.com/files/file/11023-bsc-dae-dirt-track-texture-pack/  (http://community.simtropolis.com/files/file/11023-bsc-dae-dirt-track-texture-pack/)) actually is in the BSC Textures vol. 01 pack (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=90)). At least the BSC Texture pack's RemoveList says that to me.

Anyway it's  great work and I'm looking forward another great stuff from You! :)

The lot is beautiful!  &apls

And indeed: the dirt tracks are part of BSC textures vol 1, the other file is outdated and should be removed (although it won't hurt if it stays in your plugins).

Tracker has been updated!
Thank you for pointing it out  :thumbsup:



Thanks Kergelen  :)
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on December 31, 2015, 12:43:03 AM
I just check the RRW textures pack and I am surprised that they are not matching the draggable RRW textures, is there a trick to fix that?

My original versions of the textures perfectly match with draggable RRW; Simmer chose to make them darker for his pack.  They're up for download (http://sc4devotion.com/forums/index.php?topic=15931.msg496900#msg496900) in the RRW thread
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on December 31, 2015, 04:09:09 AM
Do you mean the color scheme?
If that is what you mean, the reason why they are not a perfect color match is due to me making them a bit darker for LE lotting.

I figured from your previous posts, this was a creative decision.

One thing you should perhaps note though, if these textures were taken from the main RRW mod, they are already darkened. Because RRW is a model-based network, you actually need to lighten them to match as lot textures. However, whilst I don't like contrasting textures too much, it's OK when there is a transition that blends between them, which I believe was included here.
Title: Re: Simmer's Lotting Lab.
Post by: vortext on December 31, 2015, 07:27:59 AM
Congrats on uploading the RRW LE textures!  &apls

The rail yard looks great, and the monastery is lovely as well! Though maybe in the future don't use as much flora on the lots. It'll cut down the number of dependencies by a fair amount and in addition gives players the opportunity to decorate the lots with MMPs to their own taste. That said, you do have a great eye for detail!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 31, 2015, 10:19:08 AM
I just check the RRW textures pack and I am surprised that they are not matching the draggable RRW textures, is there a trick to fix that?

My original versions of the textures perfectly match with draggable RRW; Simmer chose to make them darker for his pack.  They're up for download (http://sc4devotion.com/forums/index.php?topic=15931.msg496900#msg496900) in the RRW thread

Bingo  :thumbsup: thanks Joe.

Do you mean the color scheme?
If that is what you mean, the reason why they are not a perfect color match is due to me making them a bit darker for LE lotting.

I figured from your previous posts, this was a creative decision.

One thing you should perhaps note though, if these textures were taken from the main RRW mod, they are already darkened. Because RRW is a model-based network, you actually need to lighten them to match as lot textures. However, whilst I don't like contrasting textures too much, it's OK when there is a transition that blends between them, which I believe was included here.

Great idea Robin! Should I make a few transitions and amend the packs? or upload a smaller pack?

Congrats on uploading the RRW LE textures!  &apls

The rail yard looks great, and the monastery is lovely as well! Though maybe in the future don't use as much flora on the lots. It'll cut down the number of dependencies by a fair amount and in addition gives players the opportunity to decorate the lots with MMPs to their own taste. That said, you do have a great eye for detail!  :thumbsup:

Erik, you are absolutely right!
My attention to details shall be my undoing. I abhor blandness therefore I decided that if I'm to upload lots I shall keep up with a certain standard. It's an automatic reflex on my part.

Thank you, Simmer2, Nick.

Oh and HAPPY NEW YEAR ALL!!!! :bnn:

Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on December 31, 2015, 02:51:22 PM
Great idea Robin! Should I make a few transitions and amend the packs? or upload a smaller pack?

My mistake, I had thought the textures included one you used on your railyard lots, was that from another pack or am I mixing it up with something else. I guess I'd just update the pack, since you should only need this for the basic ortho textures.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 31, 2015, 04:10:10 PM
Great idea Robin! Should I make a few transitions and amend the packs? or upload a smaller pack?

My mistake, I had thought the textures included one you used on your railyard lots, was that from another pack or am I mixing it up with something else. I guess I'd just update the pack, since you should only need this for the basic ortho textures.

I just made a few for testing purposes.
I'm doing a DTR and STR, just the 2 basic straight pieces.
I will check the railyard texture stubs to see if those pieces need transitions as well.

Happy new year by the way and thank you for pointing this issue and solution out.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on December 31, 2015, 05:40:43 PM
No worries, Happy New year.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 01, 2016, 04:00:16 PM
Great idea Robin! Should I make a few transitions and amend the packs? or upload a smaller pack?

My mistake, I had thought the textures included one you used on your railyard lots, was that from another pack or am I mixing it up with something else. I guess I'd just update the pack, since you should only need this for the basic ortho textures.

Because my railyard  entry and exit rail pieces are not regular straight overlays but are custom textures overlays which I made for the lot and because almost none of the base nor ties are showing on those pieces, I think transitions are a waste of time to implement for my lot.
Therefore I will not change the 60s freight and livestock railyard.
However I have made transition textures that match the standard RRW color scheme ( 1 straight DTR and 1 straight STR) which I will add to the RRW_Lottex_SM2 texture pack as soon as all the testing is done.
In conjunction with the ones already in my pack everyone will be able to use them as entry/exit points for lotting purpose.

I'm currently working on another RRW project.
I will reveal it when ready.

Cheers, Nick.
Title: Re: Simmer's Lotting Lab.
Post by: Girafe on January 02, 2016, 05:24:04 AM
I just check the RRW textures pack and I am surprised that they are not matching the draggable RRW textures, is there a trick to fix that?

My original versions of the textures perfectly match with draggable RRW; Simmer chose to make them darker for his pack.  They're up for download (http://sc4devotion.com/forums/index.php?topic=15931.msg496900#msg496900) in the RRW thread

Ahah, awesome. Would you mind to release them on the LEX. They are quite difficult to find on that thread and I am pretty sure many people would love to get them  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 02, 2016, 04:40:35 PM
Several new transitions from standard RRW to my color scheme plus a DTR to railyard junction are now online.
Please re-download the texture pack here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3310

Have fun.

Simmer2, Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 04, 2016, 07:34:16 PM
RRW DTR to QTR spurs anyone?
Also STR to QTR, STR, DTR and anything in between!

Currently working on making a whole bouquet of them, all sizes all flavors  ;D

1
(http://i67.tinypic.com/o5b2py.jpg)
2
(http://i63.tinypic.com/3ue76.jpg)
3
(http://i66.tinypic.com/2b8euw.jpg)
4
(http://i63.tinypic.com/21mytd1.jpg)
5
(http://i63.tinypic.com/2w58umt.jpg)
6
(http://i64.tinypic.com/2q3nn6h.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 05, 2016, 02:18:54 AM
Nice, really nice....  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 05, 2016, 09:52:10 AM
Nice, really nice....  &apls

Thanks Frank.
I will be releasing them in sets of 10. Everyone will have many styles to choose from.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 06, 2016, 08:57:18 PM
Something else I have been working on, full TE'd DTR sidings on a single tile. Just like real life.
Lets see where this goes.
Spurs are progressing fine, they should be ready in a couple of days.

Here is a few pics of the full DTR siding test lot, with props.

1
(http://i63.tinypic.com/28wp17d.jpg)
2
(http://i63.tinypic.com/2s9zyhu.jpg)
3
(http://i68.tinypic.com/qpl0nn.jpg)
4
(http://i63.tinypic.com/2sbwthe.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 06, 2016, 11:52:32 PM
That looks cool!
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 07, 2016, 03:36:57 AM
Amazing railway lots! When you place them on the railway are adjacent wealth tile textures created on the railway to?
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on January 07, 2016, 06:30:00 AM
Looks great   &apls  Would a longer version be possible? Are they slope tolerant?
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 07, 2016, 08:55:40 AM
Excellent lots!Just waiting to see where you can get :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 07, 2016, 04:37:30 PM
That looks cool!

Thank you! compdude787

Amazing railway lots! When you place them on the railway are adjacent wealth tile textures created on the railway to?

Hi Vizoria, if you look closely you can see a low wealth dirt texture where the lots meet the rail and other lots.
Trying to figure out if I can make them completely inert.

Looks great   &apls  Would a longer version be possible? Are they slope tolerant?

Hi Noah these lots can be made up to 64 tiles long  :D
But being single tile rail with prop lots, I decided to make them slope intolerant. Its more visual conducive.

Excellent lots!Just waiting to see where you can get :thumbsup:

Hello Gugu3
Once I worked out a couple of kinks they will be released for everyone to enjoy  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 07, 2016, 07:39:17 PM
Simmer2, I wonder if you could be so kind as to add a simple 1 by 1 blank TE RRW piece which has only a wealth texture and RRW track? It would simply add wealth textures to adjacent RRW tracks (which can't be reached by the wealth tiles created by lots) which are 3 or more tracks wide. It would work cosmetic wonders to the RRW appearance, especially in urban areas.

I think it would make a great addition to your spur and sidings RRW set. At the very least please consider this.
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 07, 2016, 08:07:01 PM
Simmer2, I wonder if you could be so kind as to add a simple 1 by 1 blank TE RRW piece which has only a wealth texture and RRW track? It would simply add wealth textures to adjacent RRW tracks (which can't be reached by the wealth tiles created by lots) which are 3 or more tracks wide. It would work cosmetic wonders to the RRW appearance, especially in urban areas.

I think it would make a great addition to your spur and sidings RRW set. At the very least please consider this.

Why not simply remove the dirt? It's far less hassle and everything is cleaner, especially diagonals.

(http://i991.photobucket.com/albums/af39/MGB204/Trans_zpsmqm8rnhm.jpg~original)

Lot's might seem the best way to go, but there are better solutions. Frankly if I wanted the dirt that badly, I'd just bake it into the textures for RRW so it always showed regardless of zoning. Actually, with my resources, that's not too difficult to achieve.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 07, 2016, 08:18:47 PM
Simmer2, I wonder if you could be so kind as to add a simple 1 by 1 blank TE RRW piece which has only a wealth texture and RRW track? It would simply add wealth textures to adjacent RRW tracks (which can't be reached by the wealth tiles created by lots) which are 3 or more tracks wide. It would work cosmetic wonders to the RRW appearance, especially in urban areas.

I think it would make a great addition to your spur and sidings RRW set. At the very least please consider this.

Why not simply remove the dirt? It's far less hassle and everything is cleaner, especially diagonals.

(http://i991.photobucket.com/albums/af39/MGB204/Trans_zpsmqm8rnhm.jpg~original)

Lot's might seem the best way to go, but there are better solutions. Frankly if I wanted the dirt that badly, I'd just bake it into the textures for RRW so it always showed regardless of zoning. Actually, with my resources, that's not too difficult to achieve.

Dulcis in fundo  :D

I think Robin's solution is the best. It will be the end user's choice.
I could redo the RRW textures by placing then on top of any textures in Photoshop and turn them in to base textures, however due to the astronomical base textures possibilities I will not attempt it.

Nick
Thank you Robin  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 08, 2016, 07:32:16 PM
Too lazy to upload these to my google drive... Ortho prop families, that just leaves the diagonals which I'll get to. I figured these would be the most use right now. :).

:edit: Tut Tut to those few who download the attached files without knowing what they were. If you did that, please do not use them, horribly broken and all that.  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 09, 2016, 01:27:26 AM
They are here :thumbsup:

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3330

Get them while they are hot :D

1
(http://i65.tinypic.com/vpgshx.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 09, 2016, 02:00:00 AM
Wonderful! You're doing a great job with these &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 09, 2016, 08:32:37 AM
Wonderful! You're doing a great job with these &apls

Thank you. :)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on January 09, 2016, 01:44:37 PM
Very nice-looking lots once again  &apls  It's so great to get all these options after such a long wait following RRW's original release. Are those terrain-mod-matching textures or transparent base textures?
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on January 09, 2016, 05:14:36 PM
Your textures and lot are great and very useful, thanks you  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 09, 2016, 08:08:11 PM
Very nice-looking lots once again  &apls  It's so great to get all these options after such a long wait following RRW's original release. Are those terrain-mod-matching textures or transparent base textures?

Hi Noah.
I used a single PEG dark grass texture, it blends nicely with many terrains.
I did try with overlays only at first but the water bug effect was too unsightly therefore I dropped that idea.
It's very simple to replace just the base texture with a matching terrain one.
I got your PM.
Thank you  :thumbsup:

Your textures and lot are great and very useful, thanks you  :thumbsup:

Thank you MR :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 10, 2016, 10:32:10 AM
Vol2 is progressing well.
Just an example of the possibilities with the new set of textures I'm working on.

1
(http://i65.tinypic.com/dc8lyg.jpg)

2
(http://i68.tinypic.com/24bvo79.jpg)

3
(http://i64.tinypic.com/2evytls.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 10, 2016, 01:09:09 PM
 &apls &apls

Amazing work Simmer2! Those railway sidings and train stops look great! Keep doing what you are doing.

As for that railway texture thing, well I created my own lot in the LE to extend the low wealth grass texture for when three or more railways are bunched together.
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 10, 2016, 01:26:26 PM
You know, someone was just asking on ST (http://community.simtropolis.com/forums/topic/69569-nam-34-now-available/?page=2) about how you did that. I posted a little mod to add the grass under the rails, perhaps that's useful to you? I thought that's what you'd done, but apparently not?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 10, 2016, 03:01:09 PM
&apls &apls

Amazing work Simmer2! Those railway sidings and train stops look great! Keep doing what you are doing.

As for that railway texture thing, well I created my own lot in the LE to extend the low wealth grass texture for when three or more railways are bunched together.

Thanks Vizoria, glad you found a solution that fits your map  :thumbsup:

New pics with HD props coming soon here.....
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 10, 2016, 07:29:21 PM
True DTR sidings with HD props  :thumbsup:

1
(http://i65.tinypic.com/20a3thi.jpg)

2
(http://i63.tinypic.com/292lcb6.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 10, 2016, 07:44:45 PM
Very nice  :popcorn:, what props are those I'd like to get my hands on them :).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 10, 2016, 08:08:19 PM
Hi Robin.

They are...

SCF Citaro Props

SFBT_Semaphore_Signals

SFBT_Rail_Catenaries
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 11, 2016, 01:46:43 AM
True DTR sidings with HD props 

 &apls &apls &apls

And, as a suggestion, maybe, since not all trains are equal in length, some sidings ought to be longer than their train?
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 11, 2016, 08:35:50 AM
Thanks for the links, I didn't know about the Citaro Props, I'm guessing that's the nice HD rail cars?

Anyhow fixed prop families attached. I'll PM you more details :).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 11, 2016, 08:56:57 AM
True DTR sidings with HD props 

 &apls &apls &apls

And, as a suggestion, maybe, since not all trains are equal in length, some sidings ought to be longer than their train?


...or trains shorter than the sidings.
Yes of course, I'm actually making several lengths choices so as to satisfy most players.  ;)

Something like 1x10 - 1x12 - 1x15 - 1x17 - 1x20
I think 5 choices in length ought to be enough.
Anything less than 10 is impractical and over 20 might be to big.

If anyone has any suggestions regarding length feel free to add your 2 cents.

Thank you

Thanks for the links, I didn't know about the Citaro Props, I'm guessing that's the nice HD rail cars?

Anyhow fixed prop families attached. I'll PM you more details :).

Ah links  $%Grinno$%
Actually it turns out, Citaro's train props are in this pack http://community.simtropolis.com/files/file/26342-train-prop-pack-vol1/ (why did PIM-X point to the bus pack??)
The other links are http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1714 (for the Semaphores)
..and http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=925 (for the catenaries)

Sorry about that.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 11, 2016, 09:39:48 AM
No worries, I'm not as quick as some, I've yet to click them :). I've got the SFBT stuff, I just never looked too closely. That's half the battle lotting, familiarity with what's available.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 14, 2016, 11:44:38 AM
Update.
True DTR Sidings ™ progressing well.
Already have a few ready, some are HD.
I even made some passenger sidings for those inner city scenes.

True sidings
(http://i64.tinypic.com/1j9b9l.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 15, 2016, 11:15:38 AM
Before I finalize this project is there any particular requests regarding lots length or trains/cars on the lots?
I think I probably have every train prop ever made on file.
Please keep in mind that some models are not up to standard but by making a request I will be able to sort it out.

Your input is much appreciated.

Thank you.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 16, 2016, 09:49:46 AM
Good job Nick.

You could make hundreds upon hundreds of these and still not cover everyone's idea of a siding, so don't worry about that. Here are some more ideas:
- siding with only engines parked on it
- siding mostly empty (except one or two cars, or a single engine)
- more parked trains without engines
- bunch of very long sidings (the realistic ones... a decent one should be 75-100 tiles long... they would need to be modular of course)
- FARR sidings? I know there are FA car props, probably in the Jestarr packs. I don't know how the lotting/TEing would work.
- I trust there are also empty sidings in the pack? That's what they are most of the time, after all.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 16, 2016, 10:41:42 AM
Good job Nick.

You could make hundreds upon hundreds of these and still not cover everyone's idea of a siding, so don't worry about that. Here are some more ideas:
- siding with only engines parked on it
- siding mostly empty (except one or two cars, or a single engine)
- more parked trains without engines
- bunch of very long sidings (the realistic ones... a decent one should be 75-100 tiles long... they would need to be modular of course)
- FARR sidings? I know there are FA car props, probably in the Jestarr packs. I don't know how the lotting/TEing would work.
- I trust there are also empty sidings in the pack? That's what they are most of the time, after all.


Cheers
Willy

Hi Willy
Ain't that the truth!
As far as FARR (pun intended) I have thought of it but they would have to be custom path and for now I'm not eagerly pursuing that idea.
I do have 2 more types of realistic sidings I'm working on at the moment. I'm in the process of making the overlays and will reveal them when I'm done with this project.
Extremely long ones such as the ones you suggested would be visually very appealing if large maps could be 4 times the size, so I will keep that idea on hold unless I get a request for a particular map.
I have completed 8 out of the 10 True DTR Sidings for this release, I will however take your advice and include 2 mostly empty ones, 2 maybe 3 family props on 14 to 16 tile lengths.

Thank you.
Nick.
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 16, 2016, 12:27:25 PM
Do as you see fit :thumbsup:


You said that you created all the textures yourself, but it looks like some of the overlays are from the files I uploaded in the NAM RRW thread.  If they're mine I don't mind you uploading them, but just make sure you give credit.   :thumbsup:

Hi Joe.
I wrote that I "modified" them not "created" them. I just added a few from my own creations and I was told that Swordmaster created them therefore I listed him as the original creator in the credits.
I ran them all through Photoshop and made them sharper and slightly darker and assigned them brand new IID's
However if it was you that made them then of course I will change and/or add you to the credits.

*Edit* I just modified the credits, sorry for any misunderstandings
Thank you Joe

Need to make a subtle point here regarding credits... anyone using the RRW textures, modified or unmodified, based on whichever version of the textures, ought to credit the NAM team, not me or any other NAM team members individually. That's the established policy regarding any modifications of NAM work. (Obviously, anyone whose work has been in between the NAM and you should also be credited of course.)


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 16, 2016, 12:46:30 PM
Aye Willy.
Sent you a PM on this matter.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 16, 2016, 01:35:35 PM
As far as FARR (pun intended) I have thought of it but they would have to be custom path and for now I'm not eagerly pursuing that idea.

Actually, that's not strictly true, the paths already exist, you'd just need to reference them on a lot. Not sure if these sidings even use paths beyond the entrance of the lot. Given that no RRW switches for FAR exist (currently), I'm assuming you'd have to start from a straight/diagonal for the lot itself? That's a moot point, I think Eggman is progressing well on this front. Either way, the TEing is not so difficult, and this would truly be a first to my knowledge. No pressure though, you've got enough going on here to keep us happy  :thumbsup:.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 16, 2016, 03:38:30 PM
As far as FARR (pun intended) I have thought of it but they would have to be custom path and for now I'm not eagerly pursuing that idea.

Actually, that's not strictly true, the paths already exist, you'd just need to reference them on a lot. Not sure if these sidings even use paths beyond the entrance of the lot. Given that no RRW switches for FAR exist (currently), I'm assuming you'd have to start from a straight/diagonal for the lot itself? That's a moot point, I think Eggman is progressing well on this front. Either way, the TEing is not so difficult, and this would truly be a first to my knowledge. No pressure though, you've got enough going on here to keep us happy  :thumbsup:.

Stephen is doing an amazing job on draggable FARR.
I would just make the FARR switches and FARR tiles for LE purpose.
The switches would be on the lot and I'm assuming if one wants to take this further, custom paths could be created to raise the level of realism 1 step above mere static.
Alas, like you said, I have enough on my plate at the moment but I do have 2 more types of sidings I'm also currently developing.

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 19, 2016, 01:40:41 AM
True DTR Sidings are out! 10X various sizes and decked out for your pleasure, enjoy  :thumbsup:
Get them here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3332

just one example
(http://i65.tinypic.com/28lug45.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 19, 2016, 02:52:35 AM
That's wonderful by every definition I'm aware of! &apls They are much appreciated!
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 19, 2016, 03:19:55 AM
Very nice stuff! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on January 19, 2016, 04:00:12 AM
It looks awesome!  &apls
Question: Is it just for the RRW?
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 19, 2016, 11:31:45 AM
You'd have to re-lot them to fit with non-RRW textures. Bear in mind, the textures are custom made for the lots too. So you may not end up with the same looks and some props might need moving also. It's not easy as a creator to provide a one-size fits all solution here.
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 19, 2016, 12:02:34 PM
Just use the RRW. It looks so much better and so much more realistic than Maxis rail.

Watch the language, please! - CasperVg, 2016-01-19
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on January 19, 2016, 12:14:20 PM
Sorry, but the rusty rails and rusty sleepers RRW I do not seem to be realistic. Textures by SFBT I prefer.
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 19, 2016, 12:51:28 PM
Sorry, but the rusty rails and rusty sleepers RRW I do not seem to be realistic. Textures by SFBT I prefer.

Go look at a railroad track on Google Earth. Even a well-traveled one will still have gravel around it that looks brown. And the shininess of the rails doesn't really show up from the air either.
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on January 19, 2016, 01:10:07 PM
Not far from my house is a railroad. Gravel brown, although more common gray. The rails are black with shiny polished surface and concrete sleepers, gray.

(http://savepic.ru/8335160.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 19, 2016, 01:28:06 PM
I know this argument comes up again and again. It doesn't matter what rails are supposed to look like. I can tell you how I think something should look, but others may have a different view. What this means is that the RRW texture style isn't for everybody. It we pigeon hole the idea that only the default textures are right, we form a split between those that like the style and those that don't.

RRW is the future, get on board or be left behind.

But RRW is not the textures, RRW is a fundamental rethink of how rail should work in SC4, the textures are not set in stone. There is nothing to stop alternate texture sets from being produced/released. Remember the alternatives to the Maxis rails were not available right off the bat either. RRW is still pretty new, and once there is more choice of styles, I think that a lot more people will make use of it.
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 19, 2016, 01:50:00 PM
In either case this is not a discussion for this thread. If you want to discuss the RRW look, please do so in the RRW thread. Nick is merely following the standards set by RRW.

Good work Nick :thumbsup:  I'll try and have a look at them in game shortly (I don't have all the dependencies right now, plugins folder is still a WIP).


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 19, 2016, 05:20:32 PM
Thank you all for the kind words :)

@Alan  Sorry to disappoint you but as Swordmaster pointed out, I'm indeed following the RRW standard.
The future is RRW, period.

I would much rather work with RRW than Maxis standard.
RRW has a more realistic feel to it, the curves, smooth angles and more scale accurate rail gauges makes it a pleasure to work with.

I'm in the middle of designing several new rail configurations and will not consider switching to Maxis.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 19, 2016, 05:44:43 PM
I think if the RRW could be retextured, or if there were texture options available this would not be a problem.
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on January 20, 2016, 04:05:27 AM
I think if the RRW could be retextured, or if there were texture options available this would not be a problem.

Which I think is the plan for the future, just not sure when exactly. I know some people have been working on this and early results are promising :)

Personally I'm waiting for new textures but this isn't really the thread for that kind of discussion.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 20, 2016, 08:00:33 AM
I think if the RRW could be retextured, or if there were texture options available this would not be a problem.

Which I think is the plan for the future, just not sure when exactly. I know some people have been working on this and early results are promising :)

Personally I'm waiting for new textures but this isn't really the thread for that kind of discussion.

I've seen pictures of the RRW retexturing, they do indeed look promising.

Anyway, thanks a lot Simmer2 for your amazing lotting work!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 20, 2016, 10:25:28 AM
Thank you Vizoria!

Just finished making the custom RRW textures for my next upload  ;D

QuadC
(http://i63.tinypic.com/jpbref.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on January 20, 2016, 10:36:12 AM
The textures and the siding lots look excellent :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 20, 2016, 11:06:55 AM
That picture is incredibly cool!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 20, 2016, 01:08:15 PM
Thank you c.p. and Gugu3  :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 24, 2016, 01:18:23 PM
Been busy designing and making a new railyard texture core base and other fancy pieces.
It is based on real life specs or at least as close as possible  ;D

Here is the real deal.

(http://i65.tinypic.com/2j1py75.jpg)

And here is a close approximation...

RRY1
(http://i68.tinypic.com/211sdat.jpg)
RRY2
(http://i68.tinypic.com/ab4aaa.jpg)
RRY3
(http://i64.tinypic.com/2nhet95.jpg)
RRY4
(http://i65.tinypic.com/2v368w4.jpg)

More to come...
Title: Re: Simmer's Lotting Lab.
Post by: vortext on January 24, 2016, 01:24:41 PM
That looks amazing! &apls

Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 24, 2016, 01:34:50 PM
My mind is blown!
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 24, 2016, 01:43:19 PM
Wonderful! &apls
Title: Re: Simmer's Lotting Lab.
Post by: TheTeaCat on January 24, 2016, 01:54:24 PM
Oh My Word!!!
that's about as close to RL as i have seen (within the game at least)  &apls &apls

I know all the railheads here will be  &hlp

Fantastic job!!


Derry.
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on January 24, 2016, 01:57:58 PM
Very, very nicely done  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 24, 2016, 02:07:35 PM
Pretty impressive start! What yard is that in the RL picture?

Of course I've got some remarks and tips! :)

This is actually a hump yard, which is a rather specific type of thing. Where you've put your DTR line would be a hump instead (kind of a hill).

(https://upload.wikimedia.org/wikipedia/commons/thumb/d/dd/Selkirk_Yard_2012c.jpg/640px-Selkirk_Yard_2012c.jpg)

Cars are shunted over it, decoupled and left to roll on their own onto the different tracks. Humps are usually only a single track, sometimes two tracks connected right after the hump (cars need to be able to reach every single yard track). In any case they shouldn't be represented by DTR.

I've been hurting my head over how to handle that specific area. My idea had always been to make it draggable rail up to where the actual yard begins. That way it's more modular. However, lots can handle the specific nature of the whole thing better. Because apart from the hump, there are also rail brakes that slow down the cars once they approach the yard tracks.

Found this again from when I was planning this years ago:

(http://i.imgur.com/8bYLAR6.jpg)

So, more specifically, I would make the area of your switches about twice the length it is now. You have single tracks diverging into four in a single switch. That doesn't exist really, even one to three is very rare. More importantly, the angles are too sharp for the speeds at which cars are travelling there. I would take a closer look to yards like Selkirk or Bailey and observe the nature of the tracks there. Mind, these are only subtle things, but nutters like me notice them.

Don't know if you've worked on that yet, but the other end of the yard should be made up of regular end switches (i.e. making the yard pencil shaped there).

I hope you don't mind I try to nudge you in the direction I'd be going myself. That way I actually won't have to do a thing anymore :D

+1 KP for bringing something to the table that's been a long, long time on my wish list.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 24, 2016, 02:49:02 PM
Thank you vortext, Vizoria, Themistokles, TheTeaCat, mattb325 and Swordmaster!

Willy.
What you see here is version 9.1  ;D The project is open to improvements of course.
My son works for CN Rail here in TO, he is a conductor and he has brought me at the main yard several times to see the operations!

I'm painfully aware that the hump single rail entrance should be implemented rather than DTR but the curves makes TEing the lot/s a nightmare. Also the hump elevation would have to be made as an actual prop. Unfortunately as we are all aware, textures only cannot represent elevation  :(
The reason I made the middle quad DTR compatible is so we can actually see train traffic go through the lot/s.

Also I thought of making this as small as possible so that it takes a small foot print in game. What you see here is only half of it  :)
I'm currently designing additions to make it bigger on all sides. I made the length of the actual yard connections a lot longer but it took a lot of tiles in game therefore I shortened them.

However I might design an actual monster just for giggles  ;D

Thank you for the KP  :thumbsup:

Oh and by the way Willy, "nudge away", again this is an ongoing project and any suggestions you have will be taken into consideration ;)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 24, 2016, 03:12:58 PM
I'm painfully aware that the hump single rail entrance should be implemented rather than DTR but the curves makes TEing the lot/s a nightmare... The reason I made the middle quad DTR compatible is so we can actually see train traffic go through the lot/s.

If you can make it happen, I'll TE and path it for you :).

Quote
Also the hump elevation would have to be made as an actual prop. Unfortunately as we are all aware, textures only cannot represent elevation  :(

Can't see another solution, the hard part would be colour matching the prop. How simple a shape would this be? I'm guessing it's a simple prop to make, again could be a possibility for me to handle it.

Otherwise, great stuff going on here all round. You're making a big improvement to rail yards and RRW in general with all your textures.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 24, 2016, 03:16:14 PM
I'm painfully aware that the hump single rail entrance should be implemented rather than DTR but the curves makes TEing the lot/s a nightmare... The reason I made the middle quad DTR compatible is so we can actually see train traffic go through the lot/s.

If you can make it happen, I'll TE and path it for you :).

Quote
Also the hump elevation would have to be made as an actual prop. Unfortunately as we are all aware, textures only cannot represent elevation  :(

Can't see another solution, the hard part would be colour matching the prop. How simple a shape would this be? I'm guessing it's a simple prop to make, again could be a possibility for me to handle it.

Otherwise, great stuff going on here all round. You're making a big improvement to rail yards and RRW in general with all your textures.  :thumbsup:

Oh wow!
Well then, let me mull the specs over for a new iteration of this baby!
Thanks Robin ;D
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on January 24, 2016, 03:25:15 PM
I must say your work is quite masterful Simmer2  :thumbsup:

Saying that your work is filling a void that has been around and am very pleased that you are applying yourself with great diligence.

I have been busy quite recently (Again). But hope to help you further in the future if you have any questions ;)

You have quite a good eye for detail and hope you continue your fantastic work  :thumbsup:

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 24, 2016, 04:09:02 PM
Textures can represent elevation if they're on slope tolerant lots. The hump should be terrain, not a prop (too much work, not modular enough), with separate lots representing 1/ the track(s) of the hump, 2/ the first line of switches with the retarders, and 3/ the yard lot(s) starting from the second line (where the balloons start). Different configurations of balloons can then be used with the same hump. Lots 1 and 2 would need to be completely slope tolerant.

I'm not particularly sold on the TEing part. Trains shouldn't run over it, they're pushed over it car by car (or a few sets of cars at once).

I guess it all depends on where you want to go with this. You can also sell it as a flat classification yard, which looks mostly the same, except there's no hump.

Btw, Nick, I'm not complaining about the size of the yard in general (there's about as much variation in size as you can think of), it's just what I said about the switches. I see you've got only two four-way switches, so if you can separate those into four two-ways I'd be quite happy already.

I've been planning to recreate a hump yard for a long time, and now I'd feel like a jerk if I started making my own, seeing how close you are to perfection.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 24, 2016, 04:25:23 PM
Thanks Stephen!!


Willy.
Splitting the quads in to pairs is easy, I will leave the triples though just to spice things up.
As far as the hump is concerned, it could be something that players can make with the game itself, like you suggested (great idea). Perhaps I could make a separate lot with the workers house to be placed on a 15m elevation before the actual yard entrance. I could have an elevated line curving in to that lot.  Slope tolerance is something I will be looking into as well.
Also I just downloaded the specs for the "retarders". I will be incorporating them on the lines going in.
Lets see where this takes us.

Cheers
Nick
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 24, 2016, 09:39:22 PM
Wow, that railyard looks awesome!!!! &apls &apls &apls

I'm planning on several places in my region to make railyards so this will be a neat thing to have!
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 25, 2016, 03:22:16 AM
Great effort! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on January 25, 2016, 06:04:02 AM
Hi Nick/Simmer2 ( and those getting involved here  ;)) ,

Splendid project actually !  &apls

Maybe time to resurrect some unforgettable works from MIncroabl he posted in « Show us your Miscellaneous Modular creations ! » back in ... 2007 (!)  ::) , pictures now gone and forgotten like so many other unforgettable treasures …  &sly

(http://imageshack.com/a/img905/4968/0Tstmj.jpg)

(http://imageshack.com/a/img903/7093/7wVksR.jpg)

(http://imageshack.com/a/img911/6335/YNcsBl.jpg)

(http://imageshack.com/a/img903/7485/AuMoTM.jpg)

(http://imageshack.com/a/img903/172/uwQlVx.jpg)

Don’t know if the way he made humps  and/or everything else  is accurate and can help but I hope that at least you will not take umbrage for what you could consider like a digression , and that it will motivate you ( if necessary , considering  the specialists list you’ve attracted here … ;D )  to patiently refine that essential project . SC4 railways for sure are still the larger , the wilder and the harder domain to conquer ; the most exciting so  … .

Another K-point here . :thumbsup:

Cédric.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 25, 2016, 12:45:17 PM
Thank you compdude787, Gugu3 and Badsim.

Badsim.
Those pics look amazing by the way. :thumbsup:
Those humps is the direction this project will be going. I will make separate lots and connect them to the actual railyards.
Work is progressing well, I will have a draft ready very soon for everyone to peruse and if more changes are needed I will keep going until its perfect!

Thank you for the KP :thumbsup:

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 26, 2016, 01:43:15 PM
Update.

6 pizzas, 2 bottles of soda, 42 espressos and 12 aspirins later I just finished re-designing and making the entire hump railyard. It's massive  :D
Its so big that I will have to split it in two.

Tonight I should be able to process and IID all the textures and dat pack them.
Next I'm creating a slope friendly STR line with props to be placed from the top of the hump to the entrance of the railyard.
Sorry for the lack of pics but due to the complexity of the design I have had no time to get to that stage yet.
Good things come to those who wait.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on January 26, 2016, 05:07:25 PM
Outstanding work with these yards  &apls  Really excited about the hump yard project!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 27, 2016, 11:24:45 AM
Thanks Noah

Well here goes iteration number 2  ;)
Still working on the actual ramp, that's just a prototype without the master retarder.
I will keep going until it is perfect.

1
(http://i65.tinypic.com/wbubh2.jpg)
2
(http://i65.tinypic.com/2i6ntd2.jpg)
3
(http://i65.tinypic.com/kala4i.jpg)
4
(http://i67.tinypic.com/nf0i04.jpg)
5
(http://i63.tinypic.com/2aka8pd.jpg)
6
(http://i65.tinypic.com/vsp6jt.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on January 27, 2016, 02:25:54 PM
Oh lala, oh lala ;) This is brilliant stuff &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 27, 2016, 02:31:32 PM
Big improvement!! That's actually very close to perfect, if you ask me. :bnn:


Cheers
Willy

PS: Great to see you Cédric! I do remember those pictures, but what we see here is of an entirely different plane of realism altogether.
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 27, 2016, 02:47:46 PM
That looks awesome!!! I assume the railcars are timed props and more will appear at various times, right?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 27, 2016, 02:52:09 PM
compdude787 most of them will be timed.

Some stats.

Lot = 50X13. (2 lots at 25X7 and 2 lots at 25X6)
75 switches.
40 tracks.
437 overlay textures.

I had to divide it in 4 sections because PIM-X only allows 33 tiles wide max.
So if we keep this configuration we will end up with 6 lots total (including the sloped STR and the workers house on the hump)

 :-[

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: art128 on January 27, 2016, 04:08:54 PM
This is really cool. :)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 27, 2016, 04:30:07 PM
I am left without words... :o :o
Awesome work! :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on January 27, 2016, 11:02:33 PM
Wow, that's huge.

Really nice work on the textures :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on January 27, 2016, 11:03:17 PM
Pefect!  That's what Willy and I first set out to do when I made those initial textures.  I'm so glad you took them and followed through on all this.  It's awesome to see a hump yard come to fruition.  You've done a better job than I could've hoped to imagine.

Geometry doesn't look quite perfect to me, but I think that actually adds to it.  I progressed really slowly because I tried to get every curve and tangent perfect.  But that's not how it works in real life; what you've got really looks like reality.  The detail is fantastic.  The curves look wide enough, there's ample space between each switching branch.  The texture detail is just awesome.

Keep up the good work!  &apls  :bnn:

Matt
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 28, 2016, 09:53:59 AM
Did anyone say SC4 is dying? ()what()
As long as we have people making this kind of awesomeness I don't need any other game.  :popcorn:

Just wow!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on January 28, 2016, 11:05:29 AM
Great texture work!  Can't wait to try them out in the LE.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 28, 2016, 11:47:29 AM
Thank you all for the kind words  &apls

Indiana Joe I'm glad I was able to fulfill Willy's and your dream  :thumbsup:

Simcoug I designed this texture set just for this lot, its custom made, almost down to pixel level. I don't think they can be used to make other combinations. However once they are released anyone is welcome to try them and who knows perhaps you will be able to combine them into something else.
As a matter of fact I will be including the texture pack (several MB's) with the lot.

I'm now in the process of deciding what base texture to use or if I should create a whole new set.
At 650 tiles total, its not a walk on the park.

If anyone has any suggestions for the base texture please do so. Perhaps you have in mind an already existing one I could use.
Then the only thing I would have to do is custom make the dirt roads rail crossings.
I will be including dirt road passages on the lot as well.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 28, 2016, 02:49:21 PM
Really nice work &apls I'm not so knowledgeable about rail yard design, but it looks wonderful and I'm sure it'll come to great use!

Regarding the textures, I'd prefer transparency, however with the water bug that's maybe not an option, so then I'd suggest picking a texture affected by mgb's TGN mod (maybe some of the more low-wealth ones for a less manicured look?), so that it'd still blend with the terrain.
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 28, 2016, 09:54:32 PM
Fantastic work here, I didn't even know what a hump yard was a few days ago! But the results in game with your custom textures are something to behold. I agree with other comments, this really is a step forward in terms of realism.  :thumbsup:

Regarding the textures, I'd prefer transparency, however with the water bug that's maybe not an option, so then I'd suggest picking a texture affected by mgb's TGN mod (maybe some of the more low-wealth ones for a less manicured look?), so that it'd still blend with the terrain.

In short that means using the Maxis textures for grass. There is a neat feature of some of these, called Multi FSH. Actually TGN (Gobias versions) does not replace these textures, that's handled by the terrain mod. In most cases though it replaces the multi-fsh textures with just one standard texture.

MultiFSH just means a number (usually 4), of tileable textures is applied randomly when the texture is used (like a prop family). This gives a more random appearance, especially over larger areas filled with one texture. I've done some initial work on bringing such textures into TGN at some point, but it's potentially a long way off. However Maxis used this on quite a few textures included with SC4, that would be the base to go with, allowing user overrides to deal with them where installed. Many creators don't take this approach however, because the results often look better with custom textures in the first instance.

You'd be surprised how many still use the base grass and fillers everywhere though, done well it does look clean at least. So I think this approach fits in the most number of users. The option is always there to save two versions, one with custom bases and one with Maxis grass bases? I wouldn't leave it transparent though (also my preference for rail). Personally I consider the water-bug a no go in my cities, so any lots that trigger it get modded or left out my plugins.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 28, 2016, 10:57:30 PM
Thanks Themistokles.

Robin think of a hump yard like a gigantic mail processing center where all mail pieces (train cars) get sorted out in their respective cities of destination.

This process is nowadays achieved with a computerized system that involves train cars being tagged with bar codes on the sides and the computer reads it with special scanners and then through hydrolic switch actuators directs the train cars on the proper track to temporarily wait until the sorting for that particular address is done and then the entire track (upwards of 40-50 cars) are picked up by a locomotive and together with other cars form the trains that deliver the goods.

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 30, 2016, 02:22:03 PM
While I cook up the humpyard base textures I had some spare time to finish this lovely station.
I used it years ago while I was in Italy.

It is loosely based on that design and I tried to re-create its quaintness by creating a whole new set of aged textures for the pavement. I stitched every stone on this texture  :D

1
(http://i64.tinypic.com/2i0bqtd.jpg)
2
(http://i66.tinypic.com/142x6dd.jpg)
3
(http://i64.tinypic.com/30ivryd.jpg)
4
(http://i67.tinypic.com/iyq4a9.jpg)
5
(http://i63.tinypic.com/1zexqv8.jpg)
6
(http://i63.tinypic.com/j5ji9h.jpg)
7
(http://i67.tinypic.com/2dcd6h1.jpg)
8
(http://i67.tinypic.com/e7o74h.jpg)

4

Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on January 30, 2016, 02:40:35 PM
Wow!  :o

Nick I know this phrase gets used quite often but you are officially awesome!!!

You deserve a K+Point for this ;D

Keep this as a token of my appreciation of all the hard work you are putting into LOTs for the RRW.

We (The NAM Team) Really appreciate you effort  :thumbsup:

-eggman121 (Stephen)

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 30, 2016, 02:47:04 PM
Thanks Stephen!!
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on January 30, 2016, 03:09:24 PM
Now that's... just simply... wow! &apls
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on January 30, 2016, 03:59:19 PM
The station is really lovely and its a very charming relot :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 31, 2016, 06:54:15 AM
Fantastic work on the cobblestone texture, it's reminiscent of Vortext's work  :). How many of the station textures are custom-made? I love the little details like the grime surrounding the drain for example.

Moreover, that's a wonderfully detailed little scene you've put together, any chance we will see more of your cities sometime?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 31, 2016, 10:01:07 AM
Thank you Themistokles, mattb325 and mgb204.
.

Robin, I donwloaded a freely available massive 2048x2048 pic of the cobblestones and I adapted it to my lot with 384x384px repetitions and carefully  stitched the seams with the clone tool. Then I created a 1280x640 grass overlay and worked some magic with opacity and the fade eraser.

The train track is custom made by me as well (Rivit's tool is amazing) with an added little shadow trick for a fake 3d look and the oil stains for that aged look.
The rest, such as the road and parking lot pieces, I cut and painted over from other textures.

Completely custom made. If you want my original untouched RRW 10 tile long texture set let me know.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on January 31, 2016, 12:53:32 PM
Very nice :thumbsup:

Where is that yellow work train from? Haven't seen that one before!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 31, 2016, 06:53:35 PM
Very nice :thumbsup:

Where is that yellow work train from? Haven't seen that one before!


Cheers
Willy

Hi Willy.
I believe you will find that and more in this little known neat HD pack  ;) http://community.simtropolis.com/files/file/26342-train-prop-pack-vol1/
Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 31, 2016, 10:45:56 PM
St. Paola Train Station is now available here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3340

Enjoy, Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 01, 2016, 03:19:06 AM
Very nice!Being an italian myself I can just say it loks lovely &apls
Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on February 01, 2016, 03:38:39 AM
Beautiful work, it's a very quaint little station :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 01, 2016, 11:10:34 PM
Thanks Gugu3 and reddonquixote

Small update on the Hump Yard... ;D
Still working on the massive base texture but I made some prototype pieces and it works, so far.
Keep in mind that nothing is final.
Enjoy.

1
(http://i66.tinypic.com/256af7s.jpg)
2
(http://i65.tinypic.com/20sahoj.jpg)
3
(http://i65.tinypic.com/2wrkpjr.jpg)
4
(http://i66.tinypic.com/3dg07.jpg)
5
(http://i65.tinypic.com/1znl6c1.jpg)
6
(http://i63.tinypic.com/20092ci.jpg)
7
(http://i63.tinypic.com/23rwjlx.jpg)
8
(http://i68.tinypic.com/27wt35d.jpg)
9
(http://i63.tinypic.com/2i6kiex.jpg)
10
(http://i67.tinypic.com/fc91k3.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on February 02, 2016, 03:02:49 AM
Two blocks from my house there is a yard ...
Your work is very natural!  :thumbsup: &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 02, 2016, 03:10:24 AM
Even though it's not the final version i have to say it looks beautiful already
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 02, 2016, 08:47:48 AM
Thank you Alan_Waters and Gugu3

Should not be too long now  ;)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 02, 2016, 10:34:33 AM
Not sure on all the trees here, but all the rest of it looks great!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on February 02, 2016, 10:56:12 AM
I watched a Mighty Machines special about a hump yard with my kids once... it's kind of mesmerizing watching the cars roll down the hump and get sorted... Nice work Simmer!
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on February 02, 2016, 12:01:51 PM
Your last works are stunning! The station lot looks fantastic, truly "Italian". Keep the good work! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 04, 2016, 04:58:58 PM
Thank you Willy, Simcoug and romualdillo

Update.
I'm about 75% done with the Hump Yard base textures and after re-doing the Base of OP, extension and ramp textures I have finalized 4 out of the 7 total pieces.

I have some time while at work and decided to look for some pics online for my next major project.
I'm planning on creating a realistic fully decked Intermodal Terminal such as this.
The Union Pacific Joliet Intermodal Terminal, as an example.
(http://i67.tinypic.com/2zqwhl1.jpg)

I already made a draft on some specs and noticed that some terminals have the center decks either with rails embedded in concrete such as this.
(http://i67.tinypic.com/124wvt5.jpg)

Or use a combination of both ballast and ties recessed into concrete such as this.
(http://i65.tinypic.com/azciyt.jpg)

I can easily make either one but would like your input on the matter. Once I dive into the project I will make one of them as standard for future textures/lots projects.

The outer multi-switch rail lines will of course be just standard custom made RRW textures.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 04, 2016, 06:11:04 PM
Great continued progress Nick and exciting new project  &apls  The slopes you've placed your hump yard on are a bit extreme though ;)
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on February 04, 2016, 06:18:35 PM
I would definitely prefer concrete for large freight terminals, because of the even leveling that would allow movable cranes to run over it grabbing containers; ballasts would be preferable in smaller terminals without containers, where the height difference permits to load and unload directly from the wagons.

I think MGB's newest warehouse lots would be useful as reference
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 04, 2016, 08:04:18 PM
Great continued progress Nick and exciting new project  &apls  The slopes you've placed your hump yard on are a bit extreme though ;)

Hi Noah. You are absolutely right  :thumbsup: The reason why I made that example at 15m is to emphasize the difference in levels. The ramp lot is 9 tiles long.
The Ramp, Base of operation and extension lots are made to be put on almost any slope, but I think 0 to 15m is the most practical, personally I prefer 7.5m.

I would definitely prefer concrete for large freight terminals, because of the even leveling that would allow movable cranes to run over it grabbing containers; ballasts would be preferable in smaller terminals without containers, where the height difference permits to load and unload directly from the wagons.

I think MGB's newest warehouse lots would be useful as reference

Hi Matias93
Concrete is a must for these terminals for exactly the reason you mentioned , the cranes.
If you notice the last pic, the rails, ballast and ties are recessed but the decks are made of level concrete. These terminals are made with either method but I'm trying to pick one that will be used as a standard.
Yes mgb204 lots are a beauty, he is a master! I designed those concrete embedded rail tracks for him  ;)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on February 04, 2016, 09:48:31 PM
The St Paola train station is really beautiful :thumbsup:

The hump yard lot is great, but the strip of dirt road seems odd to me (not knowing much about hump yards).
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on February 05, 2016, 02:14:07 AM
I would definitely prefer concrete for large freight terminals, because of the even leveling that would allow movable cranes to run over it grabbing containers; ballasts would be preferable in smaller terminals without containers, where the height difference permits to load and unload directly from the wagons.

I think MGB's newest warehouse lots would be useful as reference

Hi Matias93
Concrete is a must for these terminals for exactly the reason you mentioned , the cranes.
If you notice the last pic, the rails, ballast and ties are recessed but the decks are made of level concrete. These terminals are made with either method but I'm trying to pick one that will be used as a standard.
Yes mgb204 lots are a beauty, he is a master! I designed those concrete embedded rail tracks for him  ;)

Simmer2

The initial release of the RDP is a bit sparse on the texture front, in essence I only focussed on getting the basics into place to support the depots. But if you fancy making these the same way, sans-ballast, how about working on this together? For every RRW texture you make, I'll make the regular rail variants. That way you can link such lots to the textures in RDP and whatever rail style users had would work with your lots?

I did have some plans for a more comprehensive set of textures, since the concept of a user-switchable set of textures is better for end user-compatibility.
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on February 05, 2016, 03:14:21 AM
I have contributed:

It is possible to make concrete in large marshalling yards, if there is a terminal. And on the small sorting stations, where only sorting cars do the ground. For example, not far from my house sorting station "Mosselmash" where only cars are sorted on the composition, everything on the ground.

If it is not entirely clear - that I'm sorry for my English.

You are doing great! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 05, 2016, 10:03:56 AM

c.p.
Hump yards tend to be messy. The one I saw in operation here had almost all access roads made out of dirt, thus the reason why I made that one.

mgb204
Once I finish this project I will focus on the Intermodal Terminal and we will talk more about this. Thanks!

Thank you Alan_Waters

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 05, 2016, 01:33:29 PM
I get the impression that concrete terminals are mostly a North American thing. European terminals seem to use simple railyard layouts with concrete decks on the side.

(http://www.maritimejournal.com/__data/assets/image/0033/518928/The-number-of-rail-tracks-at-Rostocks-intermodal-terminal-has-increased-to-five-Rostock-Port.jpg)

The cranes roll on their own tracks, so they don't need any paving.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 05, 2016, 01:58:22 PM
I get the impression that concrete terminals are mostly a North American thing. European terminals seem to use simple railyard layouts with concrete decks on the side.

The cranes roll on their own tracks, so they don't need any paving.


Cheers
Willy

Thus my conundrum  :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 05, 2016, 02:12:27 PM
Half done. I only have to fill the rest of the tracks with the timed trains on these.... ;D
What do you think?

1
(http://i64.tinypic.com/evauso.jpg)
2
(http://i63.tinypic.com/id5gtl.jpg)
3
 
4
(http://i68.tinypic.com/2ywfrma.jpg)
5
(http://i66.tinypic.com/2u9lldh.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on February 05, 2016, 02:23:14 PM
 :o <makes incomprehensible mutterings of ecstasy>  :o

What a lot! What a lot!

Someone needs a karma point.

 :bnn:  :bnn:  :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on February 05, 2016, 02:47:59 PM
Wow!!! Awesome!!!!!!!
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 05, 2016, 03:41:23 PM
This stunning!Great lot! :thumbs:
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 05, 2016, 05:20:44 PM
Beautiful work with these yards  &apls I still think a hump yard would be unlikely to exceed the slope of the steepest conventional rails by such a massive extent though ;)
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on February 05, 2016, 06:49:08 PM
While I like both of the concrete terminal designs (in and not in between the tracks), I kind of like the idea of having the concrete in between the tracks as well as I feel like this would make the textures more usable in a possible port setup. Most of the ports I've seen pictures of have concrete between the rails so that trucks and such can move more freely. I realize this is completely different from the standard run-of-the-mill container terminal you're hoping to make, but you said that you were going to pick one as a standard. I personally lean towards the concrete-filled design being used as the standard for the above reason.
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on February 06, 2016, 05:30:54 AM
That looks really good! And so quick... &apls
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on February 06, 2016, 06:03:04 AM
One more I will come in and completely miss the main event, I'm drooling over the grass/dirt textures! Really fantasic those, it just looks realistic to have it all in broken patches like that!

P.s. I like the hump yard too  :D
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on February 06, 2016, 06:43:27 AM
Awesome work!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on February 06, 2016, 07:38:09 AM
That rail yard rocks!  :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 06, 2016, 09:47:56 AM
Thank you all for the encouraging words!!
I will not disappoint  :thumbsup:

Once I have all the lots finalized, the only thing left will be to write a PDF document illustrating how the parts will fit together.
This project will need a small tutorial to make sure it all works.

Simmer2/Nick

PS. Thank you Vizoria for the KP!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 09, 2016, 10:16:28 AM
Here are the other 2 halves, the field admin office/warehouse and the ballast depot.
The hardest part is done, now comes the tedious part  :D

1
(http://i67.tinypic.com/ri68up.jpg)
2
(http://i64.tinypic.com/23hotn9.jpg)
3
(http://i66.tinypic.com/20pc948.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on February 09, 2016, 06:20:00 PM
This is a seriously cool looking hump yard, excellent texture and lotting work! I'm also completely mesmerized by that water texture in particular - that is ridiculously realistic looking! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 09, 2016, 08:29:56 PM
Looks excellent!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 10, 2016, 03:17:19 AM
Great lot!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 11, 2016, 08:57:51 PM
I added a new level of realism. Why not.
Spring loaded retarders, they are used to catch the first train cars that run to the end of the hump yard.

Such as this one..
(http://i66.tinypic.com/2qauu61.jpg)

And so I redid 57 new rail textures..
(http://i65.tinypic.com/300sn84.jpg)

3
(http://i67.tinypic.com/35c22h5.jpg)

4
(http://i63.tinypic.com/2f0g7me.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 11, 2016, 09:36:21 PM
Interesting! We don't have those over here; they use skates for that.

(http://www.nolancompany.com/Main/Pictures/Photos-for-web-091603/Lg-S-1.jpg) (http://i.imgur.com/iQjIU3f.jpg)

I wonder how those spring retarders work. Are they purely mechanical? Or some sort of hydraulics/pneumatics? The retarders on the hump side of the yard over here are all pneumatic (pic (http://i.imgur.com/gQeUp61.jpg)).

As for the lot, do all the sorted cars in North American yards string together so well? Over here (that's here (https://www.google.com/maps/@51.2936907,4.3707712,404m/data=!3m1!1e3?hl=en)), they don't always bump into one another. Some get stranded a few feet from the others, some even halfway through the yard; in that case a shunting engine needs to fetch them and string them all together (one of the most annoying jobs really).

Ideally, I'd also leave some more space between the end retarders and the switches. The right hand side of the yard is perfect; the left hand side seems to have too little space there. Engines need to fit in between the first cars and the switches.

Again, just my point of view. Great work :thumbsup:  We're lucky to have you working on this!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on February 11, 2016, 09:43:32 PM
Your textures are amazing!!!   &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 11, 2016, 09:47:16 PM
Thank you omgitskosc ,Gugu3, Swordmaster and Simcoug :)

Willy.
I'm lucky to have a son that works for CN rail and has worked the hump for 3 years before he made engineer  :)
I have been picking his brains regarding any and all details regarding this project and he verified that indeed the end retarders are just spring loaded (no hydraulic/electric/pneumatic system in those retarders). Basically they are rail sections that through sheer force, from very strong springs, push against the regular rails and act as "catchers".

He also told me that when they grab the cars with the locomotives, they have to wear hearing protection due to the massive screeching sound coming from those retarders as the train pulls away.

As far as the left side of the end hump I might redo those retarders and place them further in. Nice catch  :thumbsup:
Oh and I'm still not done with cars placement  ;D

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 12, 2016, 09:49:15 AM
Willy.
I just took a good look at that google map and said wow, then I zoomed out and my jaw dropped! That is one massive railyard complex.
This is the one my son worked at https://www.google.com/maps/@43.8157844,-79.5124745,462m/data=!3m1!1e3?hl=en
I could re-create the whole thing but it would probably take half of a large game tile  :D

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 12, 2016, 10:41:20 PM
Alright, its time for another update.
Keep in mind that not all details are final yet. I have more train cars to corral  :D And also the lot in on a naked setting for testing purpose.

So, I redid the spring loaded retarders textures and now the really look like this.
(http://i66.tinypic.com/2qauu61.jpg)

Here is a closeup box.
(http://i67.tinypic.com/34ipxl0.jpg)

Here is the left side..
(http://i64.tinypic.com/hwz59s.jpg)

More details.
(http://i68.tinypic.com/2popmck.jpg)

Brand new custom texture for the base.
(http://i64.tinypic.com/iqvwjl.jpg)

Overview1
(http://i64.tinypic.com/b64l7q.jpg)

Overview2
(http://i67.tinypic.com/qwxd95.jpg)

Main pic
(http://i64.tinypic.com/103s9df.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on February 15, 2016, 02:45:18 PM
Much more detailed  &apls

Everything you do is amazing Nick; thought you should know  :D  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on February 15, 2016, 08:11:53 PM
Wow, great work so far!! It's really shaping up to be a nice railyard!
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 16, 2016, 10:23:46 AM
Very nice &apls

Willy.
I just took a good look at that google map and said wow, then I zoomed out and my jaw dropped! That is one massive railyard complex.
This is the one my son worked at https://www.google.com/maps/@43.8157844,-79.5124745,462m/data=!3m1!1e3?hl=en
I could re-create the whole thing but it would probably take half of a large game tile  :D

Simmer2/Nick

When you mentioned CN in TO, I already assumed Macmillan. It think it's only marginally smaller than ours. Interesting comparison is that both yards are double humps, although the southern one in Macmillan seems to have been reduced in size in favor of extra long through-tracks.

If you want to recreate the thing, though, my estimate is closer to an entire large quad for that in length ;D


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 16, 2016, 01:32:18 PM
Thank you Indiana Joe, compdude787 and Swordmaster

Ah yes Willy, you guessed it right, it is the MacMillan yard or commonly known as Mac yard.

Regarding the Hump Yard, good news its all done!!  ()stsfd()
I went a step further and modded section 2 as a freight yard therefore you will now see trains leaving the yard exactly how it should be.
I'm now in the process of making a comprehensive Read Me PDF file with pictures so as to make the process of building the yard fairly easy.

Choo-choo.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 17, 2016, 09:17:59 AM
Well, here is the last update before I upload the lot/s. I added a few mast type light poles
I placed the hump yard in a full plugins and here are the results after putting it in an industrial setting.
You can see the trains leaving and the freight truck arriving. It works just fine.

1
(http://i.imgur.com/Ir8gbYN.png)
2
(http://i.imgur.com/5kTKJZK.png)
3
(http://i.imgur.com/j7TIDtR.png)
4
(http://i.imgur.com/LhmLBKi.png)
5
(http://i.imgur.com/x5983kL.png)
6
(http://i.imgur.com/LJbw7jo.png)
7
(http://i.imgur.com/TNC34El.png)
8
(http://i.imgur.com/JeIp8C2.png)
9
(http://i.imgur.com/pliOO8q.png)
10
(http://i.imgur.com/NLcjQqD.png)
11
(http://i.imgur.com/FwozY0p.png)
12
(http://i.imgur.com/IY1YwUG.png)
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 17, 2016, 09:28:14 AM
Looks great in a full setting. &apls I hope your manual will include the instruction that people should place a second yard on the other side, before the hump.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 17, 2016, 09:41:51 AM
Great to see your work on these yards continue--really looking outstanding  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on February 17, 2016, 01:38:23 PM
The lot looks very nice and it fits beautifully with its surrounding. &apls Also I like your way of building industrial areas.
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on February 18, 2016, 12:18:42 AM
It's looking fantastic, especially with the industrial area around it &apls
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on February 18, 2016, 03:12:07 AM
It's gorgeous!
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 18, 2016, 06:10:06 AM
Great stuff! &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on February 18, 2016, 07:28:08 AM
beautiful!  And it fits very well in that atmosphere  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 18, 2016, 12:19:01 PM
Thank you Swordmaster, noahclem, Themistokles, c.p., FrankU, Gugu3 and Simcoug.

I just got confirmation that my PDF tutorial file is easy to follow therefore, barring any unforeseeable events, tonight (my TZ) is the launch date.

Cheers.
Simmer2, Nick
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on February 18, 2016, 07:07:59 PM
Wow, so awesome looking!

I hope your manual will include the instruction that people should place a second yard on the other side, before the hump.

Just wondering, why? Is that generally a thing in real life?
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 18, 2016, 07:26:19 PM
Just wondering, why? Is that generally a thing in real life?

Generally, yes. In the odd case that there's no yard (usually the case with very small hump yards), there's a dead-end track or two from where the cars are pushed across the hump.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 18, 2016, 10:54:41 PM
Thank you all for following me on this journey  &apls

You can now download the Hump Yard here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3342

Willy, I did put a note in the tutorial about adding either a freight yard or another hump yard before the hump.  :thumbsup:

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 19, 2016, 05:39:40 AM
That's amazing Simmer2/Nick!

Thank you very much for your hard work! And I'd like to thank all of your previous works, I love your sidings aswell!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 19, 2016, 08:05:42 PM
Thank you Tyberius6

I'm now working on yet another new RRW concept.
Railheads get ready  ;)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on February 19, 2016, 09:23:50 PM
Great to see that it is now released! It's pretty awesome!!
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on February 19, 2016, 09:45:02 PM
Just got through browsing this entire thread.  I must say I am very impressed with your work.  Can't wait to get these into the game.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 20, 2016, 11:32:18 AM
Thank you compdude787 and PaPa-J

There is more to come  :)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 24, 2016, 01:52:14 PM
Guess what this is.....
The first word starts with "I" and ends with "L"  :D

Base is still in developing stage, very detailed overlay is next.

(http://i.imgur.com/tthRH7d.jpg)

Cheers
Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 24, 2016, 05:36:35 PM
OMG!Is that a freight yard with cranes?
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on February 24, 2016, 11:12:47 PM
Design's looking good!  I expect to see a lot of industrial (the magic word?) equipment on it soon.  Your new overlay texture look great too, they blend in great.

Looks like you're shortening the radius of a lot of curves.  I can understand, as it keeps the lot down to a reasonable size.  I scrapped the railyard system I had once nearly completed, because of Willy's advice--that the tight curves just aren't possible.  But then you end up with a really really big lot.  It's a trade-off and you have to decide where to draw the line.  I used a minimum radius of 64 meters when I made that initial overlay pack.  (Central Radius of 4 tiles when using the Radial Bending script in GIMP).

I would at least change those complicated 3-way switches coming off of the bottom right track.  That's not something that could be built in real life.

(http://i.imgur.com/5Ivwrwj.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: woodb3kmaster on February 25, 2016, 12:36:15 AM
Those textures have a very intermodal look to them...

With all the textures you've made so far, I'm wondering whether the right ones exist for me to design my own ~32x8 railyard, with the through tracks on one edge. I have a space that size in my seaport where I've been itching to build a railyard, and seeing all of your incredible lots has only whetted my appetite. Of course, an equally important question is whether such a small railyard is even realistic, but it's all the space I have available.
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on February 25, 2016, 01:12:30 AM
Those textures have a very intermodal look to them...

Ah, you've definitely got the magic word.

As for a 8x32 railyard.  Using my original modular system, with the branching rail at the same angle as FAR-3, it would take you 24 tiles to expand a one-sided railyard to be 8 tiles wide.  So it would be much more practical to only have 4 or 5 tiles wide of tracks.  You could still fill up the the rest of the space with parallel rail lines, other rail lots, or whatever, and it would look just fine I think.

For sake of concept, here's a PNG of a 8-tile wide railyard entrance (the entire height of the image is 32 tiles long):

http://i.imgur.com/WtDXFTr.png (http://i.imgur.com/WtDXFTr.png)
1024x4096 pixels.  Warning--that's a big PNG! 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 25, 2016, 02:11:54 AM
Yap. It is an Inter modal Terminal.

Joe perhaps this is better...

(http://i.imgur.com/hxx7xRa.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 25, 2016, 09:56:27 AM
Pretty good Nick. I don't know much about this type of yard. Any RL examples you have handy? I wonder how those exits are supposed to be tied up. I also agree you should avoid those threeway switches as often as you can. If you do include them, you should also increase the cost of your lot :D

As for Matt's remark on turnouts. . . Tight curves are possible, but are they desirable? For this lot, I think it's pretty much up to what Nick wants to do with it. However, for a modular railyard system that's supposed to be compatible with American mainline engines, other rules apply. Here (https://www.csx.com/index.cfm/library/files/customers/industrial-development/site-design-guidelines-and-specifications/)'s a CSX spec doc for those interested in the details. Amongst other things, it kind of proves what I've been saying that a standard switch (No. 10) should occupy at least two tiles (116 feet to be precise, see page 7).


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Bipin on February 25, 2016, 10:48:22 AM
This looks great. However, I'd recommend using MGB's latest industrial road textures. I think they'd look great with the concrete you already have here, they're a bit worn, like the tracks, and some continuity between textures would look good. His textures were based on my own:

(http://tardis1.tinygrab.com/grabs/8afcd2507690130b2755866d6a5a51de0cbf0aa123.png)

Keep up the great work though!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 25, 2016, 11:52:45 AM
Hi Derek.
I chose those road textures because they are 1 full tile wide. Only 18 wheelers, 2 side by side, will be going through this lot.
Also this Intermodal Terminal is base on a brand new one just built a little while ago, so road aging is not permitted  :D

The road textures on your pic fit that decayed environment very well though  &apls
Is that reoccurring line intentional?

Nick
 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 25, 2016, 12:04:07 PM
Pretty good Nick. I don't know much about this type of yard. Any RL examples you have handy? I wonder how those exits are supposed to be tied up. I also agree you should avoid those threeway switches as often as you can. If you do include them, you should also increase the cost of your lot :D

As for Matt's remark on turnouts. . . Tight curves are possible, but are they desirable? For this lot, I think it's pretty much up to what Nick wants to do with it. However, for a modular railyard system that's supposed to be compatible with American mainline engines, other rules apply. Here (https://www.csx.com/index.cfm/library/files/customers/industrial-development/site-design-guidelines-and-specifications/)'s a CSX spec doc for those interested in the details. Amongst other things, it kind of proves what I've been saying that a standard switch (No. 10) should occupy at least two tiles (116 feet to be precise, see page 7).


Cheers
Willy

Yes Willy, my design mimics Joliet Intermodal Terminal.
(http://i.imgur.com/X0Qevix.jpg)

2
(http://i.imgur.com/H2M0pAt.jpg)

3
(http://i.imgur.com/76r4kjE.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on February 25, 2016, 12:44:37 PM
Impressive. Almost 2.5km in length--that's only 150 tiles :D

Any chance you can turn this into a modular lot so users can decide how long they make it? If the cars fit exactly on a certain lot width, they could be made to look like single trains on several of these next to each other, bookended by exit lots.


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on February 25, 2016, 12:54:41 PM
Looks like an ambitious project  &apls

I'd have to agree with Bipin, I think, at least as far as "aging" the textures a little.  (Though you're probably not done with the textures, so maybe that's a premature comment to make.)

Anyway, keep up the great work :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 25, 2016, 02:11:03 PM
Uhmm...I might be able to make it modular. The slight offset on the 2 left exit/entry rails is unavoidable due to the road width coupled with the tight foot print of the cranes I will be using.
BUT....a lateral split point is possible. What you see at the moment is 26X14 and I was going to add another lot for the warehouses below it.
Let me mull over this.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 26, 2016, 09:08:04 AM
So...

This is a prototype, I would say 80% done. Still need to make the parking overlay and another lot for the warehouses.
Also making a huge timed prop file.

1
(http://i.imgur.com/nqzEeFd.png)
2
(http://i.imgur.com/7Ri1FNB.png)
3
(http://i.imgur.com/Ct6Xx5R.png)
4
(http://i.imgur.com/YKeGqRT.png)
5
(http://i.imgur.com/pcT9rD9.png)
6
(http://i.imgur.com/vXFyf4b.png)
7
(http://i.imgur.com/4m1sdn0.png)
8
(http://i.imgur.com/54g9PKd.png)
9
(http://i.imgur.com/fuGysFW.png)
10
(http://i.imgur.com/K5YfyjR.png)
11
(http://i.imgur.com/QXXFsia.png)
Title: Re: Simmer's Lotting Lab.
Post by: vortext on February 26, 2016, 09:30:39 AM
Great work with the hump yard release!  &apls

As for your latest work: the road and concrete textures are still awfully clean, and the yellow too saturated. In addition the water textures looks slightly pixelated to me, like it's been scaled up from an original. Both issues are particularly evident in this picture (http://i.imgur.com/vXFyf4b.png) and it doesn't mesh well together in my eyes.

That being said, I know it's a wip and your standards are immaculate so I'm confident this lot will turn out superb. And if it'd be modular, well, that'd be icing on the cake!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on February 26, 2016, 10:47:04 AM
<licks lips> I agree with Vortext here. The road and concrete textures look clean and too uniform, but I am sure you can dirty them up and make them look less like fresh paint!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 01, 2016, 12:37:45 AM
Thanks guys!

Complete texture overhaul just for this project (520 tiles)
Just a little teaser.......
1
(http://i.imgur.com/8IsYRox.png)
2
(http://i.imgur.com/ebqNTOC.png)
3
(http://i.imgur.com/fAVCer2.png)

 
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on March 01, 2016, 10:19:22 AM
Nice :thumbsup:  The updated textures look tremendously better, IMO
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on March 01, 2016, 10:31:18 AM
That looks excellent, the revised concrete texture is very good. I'd happily use that for other industrial areas as well.

Normally, in my quest for a UK style, I'd not be keen on the yellow road lane markings but as this is a pretty unique and standalone site I'd be happy to use with the yellow.

I may have to start planning my deep water container port and distribution hub shortly to make use of this fantastic lot!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 01, 2016, 01:33:21 PM
Thank you c.p. and belfastsocrates

You will also be glad to know that I'm making the whole thing, modular  ;)

Simmer2/ Nick

PS.  MushyMushy if you are reading this, I'm sure you recognize those trucks....they are amazing  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on March 02, 2016, 03:45:03 AM
Alright, that newly textured look is some of the best SC4 lot work ever.  This is going to be an awesome lot.   &apls

Some final detail notes:  in the U.S. at least, a double yellow line always separates traffic lanes going in opposite directions.  This is generally true throughout the world as well (as long as the double yellow line is in the middle of the road), from what my research has found.

If the lanes are going in the same direction as you've indicated with arrows, that should be a white line down the middle.  If you want to indicate that trucks are not allowed to change lanes, the line should be solid rather than dashed.  This would also make the lot look better for Euro users.  Two birds, you know.  :thumbsup:

And also make sure to weather those yellow chevron patterns to match the new textures.  Again, the overall new look is killer!   &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 02, 2016, 03:43:00 PM
Alright, that newly textured look is some of the best SC4 lot work ever.  This is going to be an awesome lot.   &apls

Some final detail notes:  in the U.S. at least, a double yellow line always separates traffic lanes going in opposite directions.  This is generally true throughout the world as well (as long as the double yellow line is in the middle of the road), from what my research has found.

If the lanes are going in the same direction as you've indicated with arrows, that should be a white line down the middle.  If you want to indicate that trucks are not allowed to change lanes, the line should be solid rather than dashed.  This would also make the lot look better for Euro users.  Two birds, you know.  :thumbsup:

And also make sure to weather those yellow chevron patterns to match the new textures.  Again, the overall new look is killer!   &apls

Yup, I agree with those changes.
I will change the double yellow middle lines with a dotted single white and rough up the yellow hazard and the new lines.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: kelis on March 03, 2016, 06:31:42 AM
Man... it is really sad that I don't feel good using the RRW in my Japanese region because I really would like to use your lots... the new railyard is really really reeeeally nicee. I love it and definitely I will try to create my own lot when it is available, it is perfect for port zones...

Keep up the good work and thanks  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 03, 2016, 12:36:49 PM
Hi Kelis
Lets hope that perhaps you will consider switching to RRW so you can enjoy my creations. :thumbsup:

Well, here is the Euro version. Hope everyone likes it.
Please disregard the prop placement or lack thereof. It is not fully populated yet. Still working on the huge timed prop files I'm making just for this project.
This is just a quick test run to show the new textures.

1
(http://i.imgur.com/bCkdFiR.png)
2
(http://i.imgur.com/yGESAet.png)
3
(http://i.imgur.com/KKbwrLW.png)
4
(http://i.imgur.com/X3erO9d.png)
Pond1
(http://i.imgur.com/z4IJM5e.png)
6
(http://i.imgur.com/2vUOG4g.png)
Title: Re: Simmer's Lotting Lab.
Post by: art128 on March 03, 2016, 01:32:02 PM
Really nice work on the recent development!
I just hope you won't put American trucks for the European version.... :)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on March 03, 2016, 03:06:13 PM
I'll let you into a little secret... I was planning to mod the road textures on this one, but now I don't have to, that's perfect for me :D. This gets better and better.
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on March 03, 2016, 03:26:07 PM
This is looking really good!

Art does have a point about the trucks for the Euro version. I would shamelessly self-advertise my Euro trucks, but they aren't done...
I personally would recommend using this set of Euro trucks by SimCityFreak for the Euro version of the yard: http://community.simtropolis.com/files/file/25607-european-truck-prop-pack-vol-1/ (http://community.simtropolis.com/files/file/25607-european-truck-prop-pack-vol-1/)
From my experience it's a pretty good set with a decent number of angles.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 03, 2016, 04:28:38 PM
@Art128 Ah no! The beauty about those road markings is that they are used here in Canada as well (North America) therefore winwin!!

@ MushyMushy.

I'm already using those in the lot ...BUT there is only 5 usable euro trucks in that pack for this project.
Furthermore, they are a bit too big in size. (the ones on the roll-ons are the proper size). Also there are no separate trailers in that pack.
Your trucks & trailers packs are perfect for this lot therefore I will not change them.

@mgb204 Robin, I'm glad you like them :)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 03, 2016, 05:02:15 PM
Wow!
It's very nice. I can see it in my next seaport area.  :bnn: :popcorn: &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 03, 2016, 05:24:32 PM
Looks AWESOME.  Only one item of complaint, in one pix you show, the trucks along the rails are all going in the same direction.  Shouldn't they be going in opposite directions from each side of the tracks?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 04, 2016, 09:58:50 AM
Wow!
It's very nice. I can see it in my next seaport area.  :bnn: :popcorn: &apls &apls &apls

Thank you!

Looks AWESOME.  Only one item of complaint, in one pix you show, the trucks along the rails are all going in the same direction.  Shouldn't they be going in opposite directions from each side of the tracks?

That is intended. Trucks can only go in one direction in these type of terminals.
Look here.
(http://i.imgur.com/76r4kjE.jpg)

Oh and things are proceeding fast now.
(http://i.imgur.com/Ee7BpGL.png)

One more
(http://i.imgur.com/JJXW2CI.png)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on March 04, 2016, 10:11:45 AM
Great work  &apls  Had one of those moments where I thought your pic from the game was a RL one at first with the first SC4 one in the last post :D

That said, it looks like your truck lanes are almost twice as wide as they should be. In your last RL picture each rail track actually takes up a bit more space than the truck lanes but in the SC4 pic each truck lane has room for a set of dual tracks in it. I'd recommend doing them between 4-5m, with RHW width probably being optimal  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 04, 2016, 10:20:39 AM
Great work  &apls  Had one of those moments where I thought your pic from the game was a RL one at first with the first SC4 one in the last post :D

That said, it looks like your truck lanes are almost twice as wide as they should be. In your last RL picture each rail track actually takes up a bit more space than the truck lanes but in the SC4 pic each truck lane has room for a set of dual tracks in it. I'd recommend doing them between 4-5m, with RHW width probably being optimal  :thumbsup:

Hi.
Sorry cannot find these type of cranes wide enough to straddle the width you mention :( This setup is now final.

Nick

PS I'm also in the process of creating an entire network of these roads as a separate overlay pack for future lotting and or NAM SAMs if anyone is so inclined to use them.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on March 04, 2016, 11:20:24 AM
Simmer2: You are a lotting genius!

 &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on March 04, 2016, 11:53:37 AM
This lot is just awesome in every detail and texture! &apls (and, on a side note, it shows just how space-inefficient the modern world really is...)

oh, and I could spend a day looking at that water texture ::)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 04, 2016, 01:33:14 PM
Wow!
It's very nice. I can see it in my next seaport area.  :bnn: :popcorn: &apls &apls &apls

Thank you!

Looks AWESOME.  Only one item of complaint, in one pix you show, the trucks along the rails are all going in the same direction.  Shouldn't they be going in opposite directions from each side of the tracks?
Simmer2,

That is interesting to know.  I had no idea.  Regardless, your work is AWESOME and I cannot wait to FINALLY build a real  rail yard with cargo.  Great job again.

That is intended. Trucks can only go in one direction in these type of terminals.
Look here.
(http://i.imgur.com/76r4kjE.jpg)

Oh and things are proceeding fast now.
(http://i.imgur.com/Ee7BpGL.png)

One more
(http://i.imgur.com/JJXW2CI.png)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 05, 2016, 04:49:50 PM
Thank you everyone!

Still working on the timed prop families. There will be quite a few.
I'm even including blank props to the families for a truly random look  :thumbsup:
Heck, even the cranes will be timed.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 07, 2016, 11:16:03 AM
Well, while my latest project is in the oven, cooking, I figured I would pick another project to play with and I came up with yet another proper lot sorely missing in game and make it a la Simmer. A Train Repair Yard.
Building models for such a project are far few however in light of a recent release, I may have a solution.

So here is the real deal.
(http://i.imgur.com/kuouCeG.jpg)

Actual Google image.
(http://i.imgur.com/dqpl37m.png)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 07, 2016, 05:01:26 PM
Sure we can expect another great lot from you :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 08, 2016, 08:04:38 AM
Oh yes! We are expecting a top notch project!
We won't be satisfied with less, now that youhave shown what you can do.
Anyway.... these train yard textures just might be the solutions to my questions concerning a Container Seaport project I was working on the other day.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on March 08, 2016, 10:26:59 AM
Not sure you're aware of it, but the picture you posted is from the Minneapolis light rail system. (You can tell by the tight curves and stuff.)

Here's some examples of maintenance shops I could think of:

https://bit.ly/1UbaSHG
https://bit.ly/1pvH2SV
https://bit.ly/1R3GFox


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 08, 2016, 12:46:43 PM
Thank you GUgu3, FrankU and Swordmaster

Ah yes Willy, I could make them all :D If I had the proper building models.

The Intermodal Yard is proceeding well.
I have created 288 timed props so far..... :P
The tough part is being able to use the modular components with as little repetition as possible. So far though I'm doing ok.

Cheers
Nick
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 09, 2016, 11:28:24 AM
Wasn´t that active in the last months but it seems I should be again!  :bnn:
You did one of the most horrible jobs out there to make this texture set, and from now on, SC4 with RRW is not only a solution, it is a must. Thank You soooooo much!  &apls &apls &apls

Away from that I definately like your lots, although I need to clean them from props I can´t use on my damn old machine here. But your use of buildings is fantastc, the details on the lots are amazing, and - most important: here is someone lotting, who knows how a railyard must look.

Keep the outstanding work, I am totally exited...  :)

EDIT: You deserve much more than only one KP for all this work. So one from my side too...   $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 10, 2016, 11:45:45 AM
Thank you carlfatal and also for KP  :)

New update on the Intermodal Terminal. A few more props and tweaks and its ready for testing in a fully populated city.
Being modular you can make a 26, 34, 42 or 50 tile long Terminal.
Also its designed to be fully Transit enabled.
The one shown is the 42 tiles long version made with the modular pieces.

Almost there....
(http://i.imgur.com/smSLQdM.png)
2
(http://i.imgur.com/JlnmpA4.png)
3
(http://i.imgur.com/buNfhUV.png)
4
(http://i.imgur.com/O0aCGv1.png)
5
(http://i.imgur.com/8tBx054.png)
6
(http://i.imgur.com/QKyc7WQ.png)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 10, 2016, 11:53:43 AM
That is excellent!
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on March 10, 2016, 05:37:09 PM
Simply fantastic. Can't wait to get my gubby mits on it. Where oh where will I put it though... Ah I'll just demolish some homes, sims don't mind that, right?
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on March 10, 2016, 05:46:56 PM
<slobbers>

Too much railyard goodiness! Great work!
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 11, 2016, 09:38:46 AM
Mindblowing!  &apls

Yesterday I´ve played a bit with your texture sets in the LE. I really like the diversity, and it was fun to build a first attempt for a station. I am not sure, but it should be possible to create stations with diagonal entrances - what an improvement.  :thumbsup:

But where all the light is, is some shadow too. So I have some small critics: On the sidings lots you used german semaphores, but sadly in the wrong position. The arm should point away from the tracks.  $%Grinno$%

Btw: The KP wasn´t imaginery, seems I am allowed to give it to you! Thank you for the work!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 11, 2016, 09:53:34 AM
Hi carlfatal
You are right regarding the semaphores  $%Grinno$%. I guess in the rush to finish them I did not re-check the proper position.
I'm designing a new set of True Sidings for a different rail configuration and as soon as I'm done, I will make the proper correction on the old ones.
I edited my prior post regarding the KP. Thank you  &apls

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 11, 2016, 11:03:06 AM
Sweet!!!  Sweet as candy when we are all young kids tasting sweetness for the first time :thumbsup:  Great job and making room in my very roomy county side along side my numerous rail line.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 11, 2016, 12:24:52 PM
Maybe I'll try tomake my next seaport container terminal as an addon to this monster?
Seems appropriate....
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on March 11, 2016, 01:15:05 PM
Hmm, looks like I'm going to have to start making realistic looking railyards now...because with your latest rail lots I have no excuse for taking shortcuts anymore.   ;D

Very nice looking rail related lots you have made.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on March 11, 2016, 03:19:47 PM
Wow!!! Awesome!!! :o
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 11, 2016, 05:19:19 PM
Sure we can expect another great lot from you :thumbsup:

Gugu3, as always  :thumbsup:

Simply fantastic. Can't wait to get my gubby mits on it. Where oh where will I put it though... Ah I'll just demolish some homes, sims don't mind that, right?

Robin you should ask the mayor before you demolish any homes..... "$Deal"$

<slobbers>

Too much railyard goodiness! Great work!

Vizoria, no such thing as too much railyard  :D

Sweet!!!  Sweet as candy when we are all young kids tasting sweetness for the first time :thumbsup:  Great job and making room in my very roomy county side along side my numerous rail line.

Dyoungyn, that's a thought, perhaps I should include a digital chocolate aroma with my uploads  :D :D

Maybe I'll try tomake my next seaport container terminal as an addon to this monster?
Seems appropriate....

Frank, good idea but this is a "sealand" terminal. I will explain more later  ;)

Hmm, looks like I'm going to have to start making realistic looking railyards now...because with your latest rail lots I have no excuse for taking shortcuts anymore.   ;D

Very nice looking rail related lots you have made.  :thumbsup:

Shark7, promise?  :)

Wow!!! Awesome!!! :o

compdude787, why thank you  :)

Cheers
Nick
Title: Re: Simmer's Lotting Lab.
Post by: cmdp123789 on March 11, 2016, 06:36:26 PM
Wow.. I just caught up with this whole thread, and managed to see your uploads.. again.. wow!
Title: Re: Simmer's Lotting Lab.
Post by: kelis on March 11, 2016, 06:36:44 PM
Definitely I will do my best to try to adapt this lot and use it in my japanese region, it is really nice my friend !!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 15, 2016, 12:20:53 PM
Thank you cmdp123789 and kelis

Going forward with the Terminal. I'm now preparing a PDF tutorial for proper installation.

I will soon be posting more pics with all the individual modular components....stay tuned.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on March 15, 2016, 03:54:57 PM
Great work!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 16, 2016, 12:24:57 PM
Thanks Willy.

Here is a brief explanation on the modular components.

As you already know I designed this Intemodal Terminal to be modular and I achieved it by creating 10 separate pieces.
8 components are static and 2 are the repeaters.
All components are populated with different timed families to avoid repetitions and emulate activity throughout the day and night.
 
S2 and S5 are the pieces that will be plopped up to 4 times in order to have either the 26, 34, 42 or 50 tiles length Terminal.
S2 is where the main building is and I made it so that every time you plop it you get a 1 of 5 possible buildings.
Also, S2 and S3 are modded to be medium wealth manufacturing lots with 98 jobs each.
S1 is designed to be an actual freight yard thus you will see freight trains leaving this lot.
Rail pieces 26, 34, 42 and 50 have been modded to allow only freight trains to run through the lot, keeping the lot realistic. You only plop the one length you need.
S4 and S6 are static pieces with prop families.

All parts will show up in game under the rail icon so as to keep everything together.
Here are some pictures to better explain the lots.

1
(http://i.imgur.com/XkofGu6.png)
2
(http://i.imgur.com/kdkL8qZ.png)
3
(http://i.imgur.com/zlbUFO2.png)
4
(http://i.imgur.com/2yko15I.png)
5
(http://i.imgur.com/jlSmXUq.png)
6
(http://i.imgur.com/M0CxDp5.png)
7
(http://i.imgur.com/I5TyTd1.png)

Cheers
Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on March 16, 2016, 01:02:48 PM
That is frickin' awesome!
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on March 16, 2016, 01:58:37 PM
Cute! I cannot wait  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on March 16, 2016, 02:40:12 PM
Looks great!!!
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 16, 2016, 05:14:00 PM
Well... well.
It's huge. And it's awesom. The only problem is, that I still can not find this in my plugin folder.  :D :) ;) And I don't understand why.  ;) I'm not unpatient just greedy.

But seriously, thank you for your hard work. All these specifications (e.g. modularity, timed props) are amazing.

Thanks!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 18, 2016, 11:45:00 AM
Thank you all for following me on yet another great project!!

You can now get it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3351

Time to work on something else :D
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 18, 2016, 03:54:21 PM
Simply wonderful, and hehe, downloaded it directly!  :bnn:

Thanks a lot!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on March 18, 2016, 04:29:07 PM
Impressive! Thank you for your awesome work!  &apls :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 21, 2016, 02:45:40 AM
Impressive! Wow.

Just one thing that struck my eye:
The repeating lot S2 contains prop families of warehouses and trucks. The result is that on every lot you see trucks on the same location. Not always the sam trucks, because it's families, but trucks nontheless.
I have a small improvement that you could add.
You could add blank props to the prop families. This would mean that some times there is no visible prop: no truck on that location.
Of course you could make a new prop family and even you could make props with prop random chance, but there is a simple way.

Maxis provided blank props. Their IID's are: 0x8f81378a, 0x8f81378b, 0x8f81378c, 0x8f81378d, 0x8f81378e, 0x8f81378f.

After you have plopped the prop families on your lot, you save the lot, exit LotEditor (or SC4-Pim) and open the lot in Reader.
At the end of the LotConfigPropertyLotObjectData of the according prop (remember the IID of the prop family and find it as the last number in the list) you add one or more of the IID's above. Save and exit.
When you now plop the lot the game chooses between the props in the family and the blank prop. Meaning: say the family contains six truck and you have added one blank prop. The chance of the blank prop appearing is now 1 out of 7.

There is a tutorial by smoncrie about this technique. You find it here (http://sc4devotion.com/forums/index.php?topic=5350.0).
I use this technique a lot and it is really very versatile.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 21, 2016, 10:14:11 AM
Impressive! Wow.

Just one thing that struck my eye:
The repeating lot S2 contains prop families of warehouses and trucks. The result is that on every lot you see trucks on the same location. Not always the sam trucks, because it's families, but trucks nontheless.
I have a small improvement that you could add.
You could add blank props to the prop families. This would mean that some times there is no visible prop: no truck on that location.
Of course you could make a new prop family and even you could make props with prop random chance, but there is a simple way.

Maxis provided blank props. Their IID's are: 0x8f81378a, 0x8f81378b, 0x8f81378c, 0x8f81378d, 0x8f81378e, 0x8f81378f.

After you have plopped the prop families on your lot, you save the lot, exit LotEditor (or SC4-Pim) and open the lot in Reader.
At the end of the LotConfigPropertyLotObjectData of the according prop (remember the IID of the prop family and find it as the last number in the list) you add one or more of the IID's above. Save and exit.
When you now plop the lot the game chooses between the props in the family and the blank prop. Meaning: say the family contains six truck and you have added one blank prop. The chance of the blank prop appearing is now 1 out of 7.

There is a tutorial by smoncrie about this technique. You find it here (http://sc4devotion.com/forums/index.php?topic=5350.0).
I use this technique a lot and it is really very versatile.

Hi Frank. Been there done that :)
There are several blanks included in my families.
The trucks parked at the docks have it active.
The one for the trailers is there but not active, here is why. There are 5 different timed families of trailers on that lot and when I use a blank, it makes the lot look kind of empty therefore I chose to leave it out of the line up.

Nick

Oh and btw I found an easier way to make invisible props than the one you are referring to.
X-Pim is a very powerful tool.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 21, 2016, 03:31:39 PM
All right then, Nick....

Even easier? What is easier than using something that is already there? Please tell me?

Frank
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 21, 2016, 05:24:16 PM
All right then, Nick....

Even easier? What is easier than using something that is already there? Please tell me?

Frank

In X-PIM you have the option to make an invisible prop. Just drag and drop your prop in the "invisible prop" line on your left, and assign the same prop family IID as the props you need a blank into and you are done. You even have the option to turn it into an RTK 4 prop for timing purpose.
I have probably made well over 300 props this way.
No need to open the reader.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 22, 2016, 02:34:22 AM
Hmm, yes. I know the routine. Indeed that is simple. But it has the disadvantage that I have to make new props. And in my opinion it's better not to make new props if I can avoid it. I have props enough in my plugins already. Therefore I prefer my way of doing.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 22, 2016, 09:46:08 AM
Of course Frank :)
We each have our own way of doing things.
I like plain pancakes and some people like them with blueberries  :D
The end result is the same  :thumbsup:

Peace

Nick.
Title: New Project
Post by: Simmer2 on March 22, 2016, 12:23:11 PM
I have been busy as of lately with something..different.
A power plant but with a twist!
This one is for the team, the NUT team  ;)

The building was created by our very talented vester and it will be uploaded on the LEX along with other building props by the author, soon.
Lot, modding and custom textures created by me.
It has its own coal hopper depot and I designed it so that any rail traffic will pass through the lot for that realistic look  ;D

Well here are some pics to illustrate my new project which incidentally its called "SM2 NUTS VDK Swan Mill Power Plant"

1
(http://i.imgur.com/D7JGlBw.png)
2
(http://i.imgur.com/8VDVQt8.png)
3
(http://i.imgur.com/GVs8K6z.png)
4
(http://i.imgur.com/uYxUtla.png)
5
(http://i.imgur.com/6uue288.png)
6
(http://i.imgur.com/nFc07IA.png)
7
(http://i.imgur.com/jbCe8DE.png)
8
(http://i.imgur.com/2JaOSz3.png)
9
(http://i.imgur.com/lGfcYM2.png)

And here you can clearly see the night commuter train going through the lot.
(http://i.imgur.com/YeChkKJ.png)
Title: Re: Simmer's Lotting Lab.
Post by: vortext on March 22, 2016, 12:53:11 PM
Such a treat these industrial power plant models and props will soon finally be available!  &apls

And as per usual the lotting is outstanding, too.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on March 22, 2016, 01:15:51 PM
:o

:thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on March 22, 2016, 01:40:21 PM
How deliciously dirty!

We don't use coal in Perseus but I think I may have to relot to create a nice converted residential or business complex, the power station building is superb!!
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on March 22, 2016, 01:43:13 PM
 :o Wow! You are surely providing us with some of the highest-quality lots being released at this time. That's another beauty, the attention to detail is just superb.
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on March 22, 2016, 01:49:50 PM
Sooooo great!!  &apls Both, lot and building are fantastic. I'm not a rail specialist, but with all your new additions I'll have to learn how to build a realistic railway, because I really want to use them!!
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on March 22, 2016, 01:54:06 PM
Oh yes. This is something I want  :) I have always wanted a big dirty poluting coal plant in my city. :D I really do.  ::) Now I need to think a way to add some steam trains and old fashioned coal wagons....
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on March 22, 2016, 02:15:50 PM
Although I am not really a fan of coal power plants ... this is just amazing! The sweetest polluter I have ever seen  ()stsfd()
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 22, 2016, 02:30:57 PM
I agree that I to am not a big fan of dirty coal power plants; however, I must say this looks MUCH MORE realistic and AWESOME that I must include in my Industrial section.
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 22, 2016, 02:46:57 PM
Yep, that is a real powerplant. I´ve always wondered how the plants get their coal without a yard. The model is great but the lotting as well. This one will definately be of great use.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Missvanleider on March 22, 2016, 03:49:47 PM
the powerplant looks incredibly good. Well done, looking forward to getting my hands on it
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on March 22, 2016, 09:14:42 PM
Simply phenomenal! Your lot and texture work is amazing!
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on March 23, 2016, 02:09:38 AM
Whoa, that looks awesome!! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on March 23, 2016, 06:19:49 AM
This is the most power plant looking power plant in all of SC4!

Dem coal textures!
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 23, 2016, 06:38:41 AM
I can't find the proper words. It's amazing!! :bnn: :popcorn: &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 23, 2016, 11:52:07 AM
OMG :o :o :o
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 23, 2016, 12:06:58 PM
This is simply superb!  &apls
Now I finally have a reason to plop a coal power plant actually. Usually I drop some kind of cheat-like power plant lot into my industrial area, where it produces a lot of energy without pollution and without fuss.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 23, 2016, 12:16:55 PM
Wow!! Thank you all for all the kind words  &apls
Remember that if it wasn't for vester's model, this lot would not exist so kudos to vester  &apls &apls

Due to many requests I have gotten, I will release two version of the lot.
One with all the proper stats due to a coal plant for the hardcore players.
And one with ZERO emissions for the ones that still want it in their maps but do not want the pollution associated with a coal plant.

Here are a 3 more pics and again, thank you  :thumbsup:
1
(http://i.imgur.com/8rY1jMz.png)
2
(http://i.imgur.com/cTA8YqZ.png)
3
(http://i.imgur.com/ZVYeeBn.png)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 23, 2016, 12:44:37 PM
Simmer2,

I personally have a mod/cheat that eliminates pollution for both my dirty farms and industrial.  I would have to dig around to figure out which one it is when I got from LEX.  My question is would this apply to your coal power plant?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 23, 2016, 12:47:16 PM
Simmer2,

I personally have a mod/cheat that eliminates pollution for both my dirty farms and industrial.  I would have to dig around to figure out which one it is when I got from LEX.  My question is would this apply to your coal power plant?

Hello dyoungyn.
If you read my last post you will see that I will be releasing 2 versions of the lot.
Therefore if you use the one with ZERO emissions, you will not need any cheats and if you have a pollution cheat installed it will have no effect on the ZERO emission one, so you are good  :thumbsup:

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on March 23, 2016, 10:19:34 PM
Um...wow!  I'm actually speechless atm.  Now that is about as real as it gets.

Too bad I don't use coal power plants in my cities (though I might have to start).

Just out of curiosity do you have any plans for a clean fuel power plant (meaning LPG or similar) in the future?  Not a request, just a question.  :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 23, 2016, 10:35:27 PM
Um...wow!  I'm actually speechless atm.  Now that is about as real as it gets.

Too bad I don't use coal power plants in my cities (though I might have to start).

Just out of curiosity do you have any plans for a clean fuel power plant (meaning LPG or similar) in the future?  Not a request, just a question.  :)

I actually have been thinking about doing something along those line.
If I find all the proper models I would love to create one.
Regarding the coal powered plant, I will be releasing a ZERO emission one as well therefore you can still use it on your maps without worry about pollution.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on March 24, 2016, 01:56:36 PM
Actually I'll use the one with the emissions as they should be, its just my current region is 'high tech' or 'futuristic' so coal fired plants just don't fit in for the moment.

But I can always start a new 'low tech' region.  ;)
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on March 24, 2016, 03:38:49 PM
Simmer, these projects are great. The RRW has transformed our rails, and you are adding some real "icing on the cake".

In fact, you are making me feel like firing up the BAT to make some new freight handling equipment for you to work with.

Hope you keep it up!  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 27, 2016, 01:59:48 PM
Simmer, these projects are great. The RRW has transformed our rails, and you are adding some real "icing on the cake".

In fact, you are making me feel like firing up the BAT to make some new freight handling equipment for you to work with.

Hope you keep it up!  ;)

Thank you tigerbuilder!

While we wait for vester to decide when it is time to upload the models for the Coal Power Plant, I have been busy with something else.  ;D

The Train Repair Yard I said I would build a few pages ago is now a reality and here are some pics to showcase it.
I'm making good use of mgb204 wonderful models for this project  &apls
Hope you like it  :)

So from this....


(http://i.imgur.com/kuouCeG.jpg)

To this....


1
(http://i.imgur.com/Jwg4EEv.png)
2
(http://i.imgur.com/mnTAtBh.png)
3
(http://i.imgur.com/dwQq2py.png)
4
(http://i.imgur.com/4UpjGnb.png)
5
(http://i.imgur.com/RptM7LG.png)
6
(http://i.imgur.com/YrVlyXR.png)
7
(http://i.imgur.com/j4izpP7.png)
8
(http://i.imgur.com/IIAUtuY.png)
9
(http://i.imgur.com/sTCx5Cy.png)
10
(http://i.imgur.com/s586U1w.png)

Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on March 27, 2016, 03:15:04 PM
That looks fantastic!! You may have saved me the effort of creating a dedicated GLR depot from scratch
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 27, 2016, 05:06:42 PM
That is some impressive stuff! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 27, 2016, 06:36:23 PM
OMG!!!!
That's fantastic. :)
I just need to find some space for this monster :) What are the dimensions of this lot?

Thanks your hard work! :)
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on March 27, 2016, 08:17:57 PM
Looks awesome Nick, you've become a RRW lotting machine!   :bnn:

My only complaint about the depot are these unlikely switches.  A suggested improvement:

(http://i.imgur.com/yLjXRAr.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 27, 2016, 11:11:59 PM
Thank you belfastsocrates ,Gugu3, Tyberius06 and Indiana Joe

Tyberius06, it is 30X13.

Joe.
Funny you point that section out  :D
I have pondered on that knuckle for over 1 hour while designing it and due to the tight 1 tile allowance within the 45 degree line I cannot make 2 dual and a single switch.
There is only one way and that is the "ladder" but it looks ugly. What you propose is not possible with the tight tolerance allowed on that particular design.
A single monorail perhaps but not with 2 rails at 12 pixels apart. I could have 2 gradual dual 45's and one split 22.5 plus an inverted 67.5 but it is not symmetrical.
So I looked at several north american specs and found that in some rare cases, triple switches or to be exact, "3 way turnout" are allowed but only in yards.
Besides, it looks elegant  :thumbsup:

Nick

Examples.
(http://i.imgur.com/V4CbMCh.jpg)
2
(http://i.imgur.com/BZN0l0P.jpg)
3
(http://i.imgur.com/xLsNRxg.jpg)

Title: Re: Simmer's Lotting Lab.
Post by: APSMS on March 28, 2016, 01:58:13 AM
I miss the days of toy train track sets when worrying about having enough track pieces to finish the loop was my biggest concern (they were the wooden rail kind).

Excellent work, Nick, though I'm not fond of the catenaries. Will there be a version without, as my region uses diesel and steam, and only the trolleys are electric (appropriately enough, considering).

The coal pp was also great, but the semicircles seemed a bit sharp. Are they usually that way irl? It was the only thing irking me, and I had no idea if it was justified or not.
Title: Re: Simmer's Lotting Lab.
Post by: schokoladeneis 1 on March 28, 2016, 04:26:00 AM
Hello Simmer.
Thank you for your awesome lots.  :thumbsup: I have one thing I don't like that much. It's the grunge concrete texture you used on the last lot and on the recent one. For my preferences it looks too much cracked. It feels repetitive. Maybe if you know that I mean, and you agree on me you can change it for your next lots. Perhaps 25% less cracked would be good. Who knows? ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 28, 2016, 08:33:52 AM
Hi APSMS
The depot is a replica of a real one as you can see from the top pic and it does have catenaries.
But it would be child's play for you to open the lot with LE and remove and or add what you wish.

Regarding the coal power plant, rail curves come in many radius, I picked one that fit the lot and building and made it.

Hello schokoladeneis 1
The majority here would disagree with you but hey, open photoshop and create your own pattern  ;)
Of course there will more choices as I create more textures, eventually.

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Golhbul on March 28, 2016, 10:04:48 AM
Such realism is SUBLIME ...

I remember SimCity ... I'll get back and get into the realism .... It's hard and tedious but what sweetness to the eye ....

Thank you very much
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on March 28, 2016, 02:26:39 PM
Granted I know very little about trains, except the fact that they don't stop easily...so don't cross the tracks when one is coming.  ;)  But the switches look fine to me.

I do wonder, out of curiosity again, what is the sharpest curve that a train can negotiate?  Or perhaps worded better, how gentle does the curve need to be for a train to be able to safely traverse it?  And I'm rather certain you need a decent amount of clearance around the tracks because an engine or car will 'cut the corner' and not stay directly above the tracks (since the bogies turn but the structure can't bend).

Basically what I'm asking is when building my track systems, should I really leave a 1 square space between the tracks and any roads, etc in game to be more realistic?

That repair yard is absolutely beautiful and something that has not be adequately represented in game until now.  Definitely getting that one.  :)
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on March 28, 2016, 03:34:29 PM
I love both the coal power plant and this new, huge lot :thumbsup:

I'm going to have to start playing on a region with some flatter cities  &Thk/(
Title: Re: Simmer's Lotting Lab.
Post by: Girafe on March 28, 2016, 04:23:09 PM
This LOT is amazing  &apls &apls

I am not just convinced with the concrete texture especially the cracks which are a little bit too dark / contrasted  ::)
At the opposite, I really love the grass and soil texture at the border of the tracks  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 28, 2016, 05:26:08 PM
I completely dis-agree that the concrete looks too dark and cracked.  I love it; and. looks more realistic and blends in VERY WELL with the road.  Great job and can't wait for release.
Title: Re: Simmer's Lotting Lab.
Post by: schokoladeneis 1 on March 29, 2016, 07:21:55 AM
Hi APSMS
The depot is a replica of a real one as you can see from the top pic and it does have catenaries.
But it would be child's play for you to open the lot with LE and remove and or add what you wish.

Regarding the coal power plant, rail curves come in many radius, I picked one that fit the lot and building and made it.

Hello schokoladeneis 1
The majority here would disagree with you but hey, open photoshop and create your own pattern  ;)
Of course there will more choices as I create more textures, eventually.

Simmer2


My understanding of modding is not so good. Is it possible to change/replace a texture in a dat.-file or is the texture burnt in the dat. and/or the lot itself?
Thank u
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on March 29, 2016, 01:05:53 PM
Textures on a lot can easily be swapped out using the Lot Editor.

The problem comes if the concrete texture includes other parts which you still need. Even then it's still possible to alter the concrete part only, but you'd need some experience with texture manipulation (GIMP/Photoshop Etc).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 29, 2016, 02:29:25 PM
Thank you all for the criticism and non criticism  :)

I promise that my next project will have a different asphalt texture (on my pics it is supposed to be asphalt, not concrete)
The concrete is the base of the buildings and the asphalt it the parking lot.

You will be happy to know that the lot test is now complete and it works as intended, trains will run through the lot and sims will come to work there.
Pictures will be posted here soon.

schokoladeneis 1
What mgb204 said is correct. You can use the Lot Editor to remove and replace any base and overlay textures however my textures are custom made to fit the lot and chances are you will not be able to find a suitable set of pre made textures to fit.

You can use Photoshop or Gimp to create your own textures and then you need other tools to cut it up, assign new IIDs and pack it in to a .dat file so the LE can see it.
Or you can pull the textures out of my .dat, remake them and then re-pack them.
Not easy, but doable.

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 30, 2016, 02:05:34 AM
Once again thank you all for following me on this latest project.
You can now get it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3352

Have fun  ;)

Here are some more pics in a game setting and you can clearly see both commuter and freight trains go through the lot.

1
(http://i.imgur.com/Xnqw6cQ.png)
2
(http://i.imgur.com/Z04MKVj.png)
3
(http://i.imgur.com/Gysx5El.png)
4
(http://i.imgur.com/lLqYgAG.png)
5
(http://i.imgur.com/tIy6XRu.png)
6
(http://i.imgur.com/3EBTnJz.png)
7
(http://i.imgur.com/LyasHCP.png)
8
(http://i.imgur.com/VPPbI42.png)
9
(http://i.imgur.com/5kOWqg6.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on March 30, 2016, 08:37:53 AM
Great work, once again. &apls Thank you!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on March 30, 2016, 10:09:48 AM
@Simmer - What's the building prop, the warehouse with the glass skylights, you're using on that lot?

Scrap that! :D I've just seen you've uploaded the lot for download on STEX
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 30, 2016, 03:01:17 PM
Thank you Themistokles and belfastsocrates

I'm now gathering all the pieces for my next industrial project  ;D

If any of you have any rail related requests that you would like to see made, please list them here.

Simmer2, Nick
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on March 31, 2016, 09:34:22 AM
If any of you have any rail related requests that you would like to see made, please list them here.

Yes!
Rail in concrete for my seaports:
1. straight double, triple and fourfold,
2. connectors and transitions form one to the other
3. curves: double lines curving 90 degrees in 4 tiles and the connectable to normal rail.

Would that be feasible? Some of them you have made already, I think.
Maybe just a set of simple overlays of tracks that I can put on my own choice of concrete base textures?
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on March 31, 2016, 09:40:58 AM
If any of you have any rail related requests that you would like to see made, please list them here.
Maybe just a set of simple overlays of tracks that I can put on my own choice of concrete base textures?

I'd second this as well.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 31, 2016, 11:36:51 AM
If any of you have any rail related requests that you would like to see made, please list them here.

Yes!
Rail in concrete for my seaports:
1. straight double, triple and fourfold,
2. connectors and transitions form one to the other
3. curves: double lines curving 90 degrees in 4 tiles and the connectable to normal rail.

Would that be feasible? Some of them you have made already, I think.
Maybe just a set of simple overlays of tracks that I can put on my own choice of concrete base textures?

If any of you have any rail related requests that you would like to see made, please list them here.
Maybe just a set of simple overlays of tracks that I can put on my own choice of concrete base textures?

I'd second this as well.

Its settled then. I will start work on a RRW compatible rail only overlay (no sleepers) with transitions points.

Frank, as I go along I will query you on possible switches configurations you wish to see made.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on March 31, 2016, 12:14:04 PM
If you are doing requests, I do have one.  A stockyard...rather a very large stockyard.  Having the packing plant integrated into the lot would be nice as well.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 31, 2016, 03:22:51 PM
Hello!
Thank you for your hard works!
I'm not a real life railway expert so I need a little explanation about hump yard and how to use it in the game. Each part of it ending in a DTR line, I guess that could connect to the main lines, but the other side is a STR line with the ramp and base. Where does that STR line come from in real life? What could be the end of that line? Any advise what should I build there?

Other thing, the request. I like roundhouses (I think oppie and the wmp team also made one in the past), so I can imagine one from you which would be compatible with RRW and somehow your previous railyards, terminals etc.

Thanks for any help!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 31, 2016, 04:33:45 PM
@ Shark7 I already made one. Its a freight and stockyard combo lot. Look here. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3312

@ Tyberius06  1) Both the DTR and STR rail stubs on the Hump Yard will only visually connect to the RRW network. Follow the instructions I made in the PDF file included with the lot. The STR line coming in can be connected to the rest of the network, it just simulates incoming freight to be sorted at the yard. Like in real life. Use your imagination :)


@ FrankU  3 hours and I got this far. They are overlays of course and some need to be cut up but you get the gist.
DTR-----STR-----DTR TO STR------TTR-----TTR TO DTR-----TTR TO STR-----QTR-----QTR TO TTR-----QTR TO DTR-----QTR TO STR-----QTR TO TTR-----DTR DIAG-----STR DIAG-----DTR END-----STR END----DTR TRANSITION-----STR TRANSITION------TTR TRANSITION-----QTR TRANSITION-----DTR 1 45-----DTR 2 45------DTR 3 45-----DTR 4 45-----DTR 5 45-----STR 1 45-----STR 2 45-----STR 3 45-----STR 4 45-----STR 5 45-----DTR 1 90-----DTR 2 90-----DTR 3 90-----DTR 4 90-----DTR 5 90-----STR 1 90-----STR 2 90-----STR 3 90-----STR 4 90-----STR 5 90.
More to come.

These are just jpeg proofs, I apologize for the watermark and the background color but because they are work in progress, I will not show the pngs until I'm ready to publish the dependency pack.

Simmer2/Nick

1
(http://i.imgur.com/ZJhT1wi.jpg)
2
(http://i.imgur.com/209UBWo.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on April 01, 2016, 03:21:11 AM
Great stuff going on here!
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on April 01, 2016, 06:12:56 AM
Wow!
I was thinking you were going to make maybe 10 overlays.... but I admit I never counted what I was requesting. On the other hand: I think I'll only need one 90 degrees curve of about 4 tiles, but of course it's better to make one big package of consistent textures.
Fantastic!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 01, 2016, 06:29:51 AM
Those overlays are fantastic Simmer!

I may reconfigure and relot my own heavy rail depot to make use of these. They'll have so many uses!
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on April 01, 2016, 11:59:04 AM
Um...you want to know the bad part?  I already had the freight and stockyard installed, but had forgotten.  That is the problem with having so many plugins installed.  :-[
Title: Re: Simmer's Lotting Lab.
Post by: kelis on April 02, 2016, 06:05:50 AM
You're doing a fantastic work in the last days, your contribution to the game with all those lots and textures is really BIG, Thanks !!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 02, 2016, 10:15:09 AM
Thank you for the compliments!!

Here is another update on the rail overlays dependency pack. These sleeper-less overlays are designed to mach the Real Rail Way gauge standard.

These are just some of the possible configurations you will be able to make, there are a lot more you can do. A bit of imagination will go a long way when creating new lots  ;)
Obviously I shortened them so they fit in the layout I'm presenting. By using center tiles you can make them as long as the max lot allowed which is 64 tiles long..... :D
No such dependency pack as ever been created therefore without being presumptuous I would think it will be used as the standard for this type of textures.

After this, I will create a GLR pack cloning the one I'm creating. 

There are few more pieces I need to create and the pack should be ready to release. More specialized pieces will be added as the need arises.

Again, actual size of components has been altered for copyright reasons therefore they may look askew to the connoisseur type :)

Simmer2/Nick

Without further ado here are the designs.

1
(http://i.imgur.com/QNSC3cr.jpg)
2
(http://i.imgur.com/GRhYm2z.jpg)
3
(http://i.imgur.com/RfQxalK.jpg)
4
(http://i.imgur.com/KJgxnu4.jpg)

Title: Re: Simmer's Lotting Lab.
Post by: vortext on April 02, 2016, 10:50:43 AM
Excellent work Nick!  &apls

It will undoubtedly become the go-to rail texture pack indeed!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: CT14 on April 02, 2016, 11:30:19 AM
Those overlays are looking great! They will be a huge timesaver for lotters.
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 02, 2016, 11:53:54 AM
Excellent!! Looking forward to seeing these progress ;)

Exciting times for lotters!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 02, 2016, 04:37:37 PM
Why thank you guys  :)

Things are proceeding fast now, I'm stamping rails configs faster than a printer....
Heck I even made a new rail config, its called "SC4 trains black hole". As the trains approach the event horizon they experience a time dilation. Now we know why some trains are not on time  :D :D

More to show, some connectors, crossovers and end line bend.
Same rules applies as far as the copyright is concerned.

1
(http://i.imgur.com/JWkFPIk.jpg)
2
(http://i.imgur.com/SNgkk4T.jpg)
3
(http://i.imgur.com/gCMGywl.jpg)

....and here is the SC4 Trains Black Hole.... ;D
(http://i.imgur.com/YzfeeaP.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on April 03, 2016, 02:41:36 AM
Fantastic stuff!!! &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: CT14 on April 03, 2016, 04:26:42 PM
I am still excited about that power station from a few pages back.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on April 04, 2016, 01:38:49 AM
I'm getting lost here.....
But this is indeed a gorgeous set.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 04, 2016, 09:20:13 AM
Thank you Gugu3, CT14 and FrankU

RRW sleeper and ballast less overlays are almost done. I have added over a dozen more configurations, re-did a few and created a new quad standard for yards modularity sake.

I have now just started working with the GLR standard and boy is it different, its a whole new beast that requires twice the time and twice the amount of pieces to make some configuration where Single Track Rails are called for.
GLR inherently is a network that lacks STR within the game, only a few pieces were ever created and they are usually found on lots and some rare puzzle pieces, namely the stations roundabouts on streets, roads and avenue pieces.
The pixel spacing between tracks is odd, not even like the RRW thus making the creation of STR configs a bit harder.
However the end result is that less configurations are needed due to the lack of a functional GLR single track rail network.
Because this pack is going to be used exclusively on lots I may ultimately change the rail gauge by 1 pixel in order to make things easier for STR pieces creations. (I'm still mulling the problem over).

Later last night I created a few pieces and here they are. (Art and or Frank, I apologize in advance for the size of the second pic but I did not want to take away the size perspective even though I changed its size slightly to make it smaller.)
As far as I know these pieces do not exist in game therefore I took the liberty to make them with a bit more realism (longer smoother curves) therefore you wont find 90 degree curves within a single tile such as the ones that already exist in game.
But that can still change, we will see.

GLR1
(http://i.imgur.com/fe0HLVN.jpg)
GLR2
(http://i.imgur.com/Jaex1i0.jpg)

This piece, like the "SC4 Trains Black Hole" was made with RRW parts and its for entertainment only  :D
Find the track that leads in and out within itself..... :popcorn:

(http://i.imgur.com/KmiDAIO.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: rivit on April 04, 2016, 09:47:29 AM
 :laugh: the perfect audition track for prospective drivers....
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 04, 2016, 10:39:44 AM
Swoon.. :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 08, 2016, 09:34:30 AM
As promised, here you will find the RRW version of the sleepers and ballast less texture set. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3357

Thank you Rivit (Ron) for creating the necessary tools to make this a reality &apls

Here are a few configs, just a few examples. The pack includes enough pieces to satisfy even Frank  :D
(http://i.imgur.com/Eth00ec.png)
2
(http://i.imgur.com/QJsH4Fo.png)
3
(http://i.imgur.com/scNG7xq.png)
4
(http://i.imgur.com/5TGybdf.png)
5
(http://i.imgur.com/9wVsFBN.png)
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on April 08, 2016, 09:52:30 AM
With Maxis rails can be combined?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 08, 2016, 09:56:11 AM
With Maxis rails can be combined?

No but that is coming next, the GLR set I'm making will be compatible with Maxis rail network.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on April 08, 2016, 10:00:01 AM
Thank you Nick! You do wonders. I hope that can help such an admirable job holders Maxis rail in the future.
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on April 08, 2016, 11:02:47 AM
Great set, much needed! :thumbsup:

Where have you found these Danish-Swedish trains in the last picture (the upper-most passenger trains)?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 09, 2016, 01:39:58 PM
Thank you Alan Waters and Thermistokles

Thermistokles, if you are referring to the subway wagons and the ones with the red pantographs, they are my own, perhaps one day I will share them  ;)

I'm now working on a GLR rail set and a massive Tram Depot to complement the last one I made. A new rail color scheme, which I designed just for this latest project, will debut with the Tram Depot.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on April 09, 2016, 01:52:00 PM
Thermistokles, if you are referring to the subway wagons and the ones with the red pantographs, they are my own, perhaps one day I will share them  ;)

They look so much like the Øresundståg trains used over here. I've been all over the internet looking for something like that... You bet I'll be looking forward to that day! ;)
Title: Re: Simmer's Lotting Lab.
Post by: rkelly17 on April 09, 2016, 09:34:07 PM
I'm not sure whether this is the right place to ask this question, so feel free to direct me elsewhere as necessary.

I absolutely love all of your rail oriented lots. They are truly a rail nut's dream. I'm looking forward to using the massive power plant. Now all I need is an equivalent massive coal mine and flood loader to put in an adjacent city. Now, if only we could have unit coal trains!  ;D

I just downloaded the intermodal yard and, after reading the fine PDF manual you did, downloaded all the dependencies and installed one and all. Then I built the yard and caught the curse of the brown boxes near the lake at the end of the three dead-end tracks. Hmmm. I rechecked all of the dependencies and which NAM version (34). Still the curse held. I downloaded the old PEG mod that replaces the brown boxes with the flags so I could get a better view of where exactly the problem is. The attached photo is the result. I opened the lot in Lot Editor and the offending props appear to be 0x345f3196_SM2_IM_NUTS_Railroad_Bumper_US---####. In Lot Editor's props window when I click on the blue boxes for all the surrounding props, they are present and accounted for, but when I click on the blue boxes for the six instances of the bumpers nothing is highlighted. There is also nothing visible at the spots where the instances ought to be. I checked and the prop does appear in the list that comes up for "Add a Prop," but nothing appears on the lot.

I've noticed that several people are reporting this issue and thought this might be of some help in figuring out what is going on. You are doing great work and I'm looking forward to more.

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 10, 2016, 02:06:01 AM
Hello rkelly17

Even though I could not replicate the issue I still fixed it and posted an update on the LEX and on the STEX.
Please re-download the zip file and follow the instructions I posted on both download pages.
Thank you for bring it up.

PS. A coal mine with related industry lots are on my list to do to complement the Coal Power Plant.
As soon as the author uploads the models I will complete that project.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: rkelly17 on April 10, 2016, 09:23:13 AM
Thank you, Nick. That fixed the problem.  :thumbsup:  As always, great service here at SC4D. I am looking forward to the coming coal mine.

Your engine shop is another great piece. It got me thinking that you could take the square building and create a car shop for freight car repair using just that building and approach and exit tracks. It looks just like the Canadian Pacific's car shops in Sudbury, Ontario. My model railroad club (http://sudburydivision.ca/) is working on a scale replica, but the original is still visible from Google Earth. Nowadays car shops are a bit more frequent than locomotive shops, which are down to very, very few here in North America.

Bob
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 10, 2016, 12:46:50 PM
Thank you, Nick. That fixed the problem.  :thumbsup:  As always, great service here at SC4D. I am looking forward to the coming coal mine.

Your engine shop is another great piece. It got me thinking that you could take the square building and create a car shop for freight car repair using just that building and approach and exit tracks. It looks just like the Canadian Pacific's car shops in Sudbury, Ontario. My model railroad club (http://sudburydivision.ca/) is working on a scale replica, but the original is still visible from Google Earth. Nowadays car shops are a bit more frequent than locomotive shops, which are down to very, very few here in North America.

Bob

rkelly17. I looked at that area and found several yards, 2 of them match your description, in order to get a good look at it's layout I would need the exact location and since your club is making a replica, perhaps some pics besides the Google map one, would be a great starting point.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Golhbul on April 10, 2016, 04:34:17 PM
I spent just congratulate you for your work ...

By against a question bothers me .... When you sleep?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 11, 2016, 09:40:30 AM
I spent just congratulate you for your work ...

By against a question bothers me .... When you sleep?

I don't sleep.
You did not know? What do you think Simmer2 stands for? Simulated Intelligent Machine Made Entity Revision 2

Here is a dream someone had a while ago. He wished this location to became part of SC4 and I have been busy stitching pixels to make it happen.
belfastsocrates here is a small part of the Gogar Depot in Edinburgh, Just a tiny section....
The original one has a base made with crushed red bricks and white concrete sleepers under the tracks.
 
The real one.
(http://i.imgur.com/6EBz6Vm.png)

Work In Progress
(http://i.imgur.com/JPwJEjq.png)
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 11, 2016, 10:03:43 AM
Oh my!!! Such a tease :D


This is very very exciting. Something completely unique and a credit to your texture skills

Title: Re: Simmer's Lotting Lab.
Post by: c.p. on April 11, 2016, 10:14:44 AM
Wow, you've been busy :o

Some great stuff in this thread, especially the texture work :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 12, 2016, 02:43:21 AM
Waiting time is over, you can now get the SM2 VDK NUTS Swan Mill Power Plant here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3360
......
(http://i.imgur.com/SLgmS80.png)
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on April 12, 2016, 03:29:54 AM
 &apls &apls &apls

I'm seeing the steampunk prospects :D
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on April 12, 2016, 04:47:17 AM
Nick, you're a real artist.
Unreal!
 &apls &apls &apls
 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Mero90 on April 12, 2016, 06:25:29 AM
Wow! That's amazing!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 12, 2016, 03:40:48 PM
Awesome stuff! I can't wait for NUT's other industrial buildings! Let's see NUT go nuts with the industry since new industrial buildings are sorely needed.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on April 13, 2016, 01:37:51 AM
A gorgeous lot.  &apls  :thumbsup:  &hlp
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on April 13, 2016, 10:59:43 AM
Your power plant lotting is really impressive. Well Done.

However, did I download a test version?  I opened the powerplant in PIMX and I found some odd stats. Power generated is nice 12000, double of the standard Maxis plant. Although I could do more power from a really big plant.

But this large powerplant has only 1 job? See attached picture. And even the "dirty" version's polution rate is 3 for air and 2 for water. My terrace houses polutes more.  &Thk/(

I can fix this of course so it is not a real problem. My guess is that these are leftovers from invisible builidng used. I personally avoid invisible boxes as much as I can. Unless I need diagonal or overhanging building. Because PIMX calculates stat by using the model size and if the invisible box is small, then the stats are low, too.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2016, 12:33:45 PM
Thank you Themistokles, Alan_Waters, Mero90, Vizoria, FrankU and bombardiere.

@ bombardiere.
Those were the stats assigned by XPIM and I left them as is. I felt that 10 points of pollution on the graph coupled with the radius stats was plenty to deal with. As far as the jobs is concerned there should not be any, keeping the lot inline with the game utilities. However everyone is welcome to change those stats to match their game style  :thumbsup:

The Zero emission version has, well, Zero emissions  ;)

Thanks for bringing it up.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: vortext on April 13, 2016, 12:59:03 PM
As far as the jobs is concerned there should not be any, keeping the lot inline with the game utilities.

The ingame utilities do in fact provide jobs though, the coal power plant for example offers roughly 40 jobs total. 

Those were the stats assigned by XPIM and I left them as is.

That may be but looking at the occupant size it seems you have used the blank model to generate the building exemplar, or changed the dimensions afterwards in which case SC4PIM will recalculate stats if you're not careful doing so. Whichever way, it seems like the stats are based the small, invisible model, not the actual power plant.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2016, 01:06:39 PM
As far as the jobs is concerned there should not be any, keeping the lot inline with the game utilities.

The ingame utilities do in fact provide jobs though, the coal power plant for example offers roughly 40 jobs total. 

Those were the stats assigned by XPIM and I left them as is.

That may be but looking at the occupant size it seems you have used the blank model to generate the building exemplar, or changed the dimensions afterwards in which case SC4PIM will recalculate stats if you're not careful doing so. Whichever way, it seems like the stats are based the small, invisible model, not the actual power plant.

Uhmm..I used the original model, before he packed them for the release, which was provided by vester, it came sans the exemplar. I drag and dropped the model form the model tab on XPIM on the "Utilities" tab and thus was the SC4Desc created.
I changed no dimensions.

If it matter so much I can re-release another one tonight.

Nick

Title: Re: Simmer's Lotting Lab.
Post by: vortext on April 13, 2016, 01:16:08 PM
Well, somewhere along the lines something clearly went wrong. Here are the stats I generated just now

(https://dl.dropbox.com/s/jq6kcp46474dig4/vkdpp.JPG?dl=0)

Also note I dropped the filling degree down to 0.3, as the stacks add a considerable height to the LOD.

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2016, 01:19:41 PM
Thank you Erik.
I will definitively look into it tonight.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2016, 07:50:31 PM
Stats are now more in line with the game. It will now definitively pollute more than bombardiere's  terrace house... $%Grinno$%

The one marked Z will have same stats but ZERO emissions for those that still want the lot but do not want to deal with pollution.

New stats.

Lot size 20x14
Plop cost = 68,500
Monthly cost = 1,550
Power output = 39,200 MWh
Jobs $196 $$104  $$$13

Thank you bombardiere and vortext for pointing out the flaws.  :thumbsup:

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 15, 2016, 06:12:04 PM
I have a query about the SM2 Intermodal Terminal-

(http://imageshack.com/a/img921/571/ZaIo8d.jpg)

What on Earth is going on!?! I downloaded all the dependencies and I noticed the wider station pieces glitch out bad.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 15, 2016, 10:00:41 PM
You are missing Mushy Mushy's truck cabs and trailers.
Regarding the building in the middle....definitely a glitch of some kind.
I just retested it again in a 6GB plus plugin and it works fine here

1400 plus downloads and it's the first time I see this.

Empty your plugin in a separate folder and just drop my lots, texture pack and all the dependencies. Try it and report back.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on April 16, 2016, 12:46:40 AM
The building showing is one of the Maxis residential buildings. Ordinarily I'd jump in and say that this was an ID conflict, which can happen. But having used these lots myself I never saw any such issue. Additionally, since everyone has the original Maxis buildings, it's hugely unlikely that there is a regular ID conflict, that over a thousand people didn't notice.

If the lots were made entirely with PIM-X (I believe they were), that rules out the obvious modding errors that come from using the original Lot Editor.

That suggests to me this building has been given another ID by some mod you've installed. Might be a bit of a PITA to track down. Just a thought, do you use the original Maxis Buildings as props, or perhaps the alternate one from T Wrecks? I wonder if he used different IDs for his props? Could explain the issue and why it's not come up before? Otherwise, I'm not sure what mod/lot would need to create a duplicate of an existing Maxis Building? But if you've any re-lots with this building, then it might be worth removing those files to see if that resolves the problem.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 16, 2016, 02:49:00 PM
The glitch is gone, I was missing some truck dependencies. However I did notice that crime in the lots is very high, even with a police station nearby. Perhaps you could do something in PIMX or something to sort out the crime? The building becomes dilapidated when running the simulation.

(http://imageshack.com/a/img921/9287/mOhi4s.png)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 16, 2016, 04:06:52 PM
I ran the game for 5 game years and none of that happened.
Again, first time I see this.
All lots and props exemplars were created with no crime indicator.
Not sure what might be causing it in your game environment.

Baffled.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on April 16, 2016, 04:15:00 PM
Stupid question, Vizoria, but you do have the "Crime doesn't pay" fix, right?
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on April 16, 2016, 08:54:13 PM
Not sure what might be causing it in your game environment.

Baffled.

Issues related to crime are very unlikely to be a result of your lotting. So if there is a problem with crime, I would expect that to be an issue of your game Vizoria.

As mentioned, ensure you've the crime doesn't pay mod. But this issue with mega-lots and crime has been there since Maxis released the game. So if you do have the crime doesn't pay mod installed, you might want to consider adding some additional police coverage.
Title: Re: Simmer's Lotting Lab.
Post by: vester on April 17, 2016, 09:39:03 AM
However I did notice that crime in the lots is very high, even with a police station nearby. Perhaps you could do something in PIMX or something to sort out the crime? The building becomes dilapidated when running the simulation.

The crime can be a problem with bigger lots. As I have understood, there is very little that can be done about it.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 17, 2016, 10:52:58 AM
I have used the "Crime doesn't pay" mod and the crime issue is no longer a problem. Thanks compdude787 for the recommendation!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 20, 2016, 01:39:57 PM
So, to reiterate.
This is where I'm at for the time being, remember its still work in progress.
I had to shrink the pic significantly in order to fit within the forum rules, therefore some details may not show clearly.

From this...
(http://i.imgur.com/6EBz6Vm.png)

To this.
(http://i.imgur.com/k8s9WxK.png)
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on April 20, 2016, 02:42:51 PM
Nick, you can use the tag
Code: [Select]
[img width=1024]image url[/img]to comply with the site rules and avoid losing picture quality. This allows both low and hi res monitors to view the image in full glory, but the low res users can still see the whole image without scrolling.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 20, 2016, 03:43:19 PM
Simmer2 you are the God of texture creation!

Incredible stuff, incredible stuff!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 20, 2016, 03:43:38 PM
OMG!!! :o
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on April 20, 2016, 05:13:01 PM
Great stuff! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 22, 2016, 11:00:38 AM
Thank you APSMS, Vizoria, belfastsocrates and Gugu3

APSM, that's good to know.

The base texture is all done.
The reason this project is taking longer than usual is because due to the odd angles involved I'm actually making a lot of the props that will go with this lot.
Pull polygons.....move vertexes...UV mapping...mesh shredding...paint...repair dents (lol) and then render....re-render....re-re-render....etc etc.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 24, 2016, 10:14:59 PM
Update on the Gogar Tram Depot.
It is still a work in progress, lots of props still to make. They are hard enough to make but having to do a dozen or so angles for every iteration is truly a pain in the neck. I may retire before I complete this project... :D
I'm debating if I should continue with the wired catenaries or just do the whole thing with wire-less poles..lol.
I also had to adjust the base texture to accommodate mgb204's ortho depots. The real ones are on an 18.5 degree angle therefore I had to adapt.

Here are a few pics. Keep in mind that the lot is still pretty bare and in its infancy. Far from being fully populated.
I may also still change the texture, even though the depot is a replica of a brand new project, I may scuff up the concrete with tire marks and or oil stains and perhaps make transition tiles for the road connections. Still a lot to do.

1
(http://i.imgur.com/M1nBxOD.png)
2
(http://i.imgur.com/f2mowX2.png)
3
(http://i.imgur.com/1vKVHxC.png)
4
(http://i.imgur.com/LYvz0i5.png)
5
(http://i.imgur.com/SvhPoq0.png)
6
(http://i.imgur.com/FSUYxLx.png)
7
(http://i.imgur.com/qsj2b3E.png)
8
(http://i.imgur.com/nRCrSOu.png)
9
(http://i.imgur.com/cJg7TlH.png)
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on April 25, 2016, 01:36:31 AM
Looks nice! I think you should try and make the road in your lot line up better with the game's road and of course make the cars drive on the right side of the road, for those of us who don't live in LHD countries. ;)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on April 25, 2016, 05:03:43 AM
Looks great already!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 25, 2016, 06:48:42 AM
The looks incredible so far! Amazing work

I was wondering what you were going to do in regard to the trams and the angled platforms. Now I know, the tram props look excellent!

I agree with you in regard to making it a bit dirtier. Such great work!
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on April 25, 2016, 08:59:39 AM
Looks great! &apls The far trams add much to the realism.

I'd argue for wireless catenaries, not because of looks (these ones that you've done already look stunning and honestly I wish they'd appear on the whole tram network :D) but in order to keep it consistent with the rest of the network. For the same reason I'd consider using MandelSofts catenaries, to cut down on work and because it's the only GLR catenary mod out there. (And to my mind they are really good, too, albeit unfinished and wireless.) Also, just a thought, how do you think about standard gauge vs. RRW gauge?
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 25, 2016, 10:03:57 AM
Just awesome work  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Kergelen on April 25, 2016, 10:42:31 AM
Amazing textures. Looks so realistic &apls
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on April 25, 2016, 04:28:16 PM
Those curves, that complexity ... What can I say, I am on standby   &apls
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on April 25, 2016, 04:41:14 PM
Excellent!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on April 26, 2016, 04:17:15 AM
Unbelievable! &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 26, 2016, 03:02:19 PM
compdude787 Gotta make the Europeans happy too no?  ;D

Gugu3 Thanks!

belfastsocrates See what you started?  ;)

Themistokles Mandelsoft never released a full GLR set of catenaries. I believe it is still a work in progress. However you will be happy to know that I re-did all the pylons in HD and no wires in sight. My set will include 13 different angles. No such collection exist anywhere.

feyss Thank you!

Kergelen All my projects shall have unique textures, nothing also will do!  :thumbsup:

Mandarin(a) Thank you!

Swordmaster Thanks Willy! I'm glad to know that you are still kicking around  :D

Alan_Waters Glad you like it!

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 01, 2016, 10:42:59 PM
Update.
Things are proceeding well and almost all props are done.

Still work in progress therefore....
(http://i.imgur.com/PJjReWA.png)
(http://i.imgur.com/6HToycq.gif)
1
(http://i.imgur.com/rH7u3hc.png)
2
(http://i.imgur.com/F5DviLg.png)
3
(http://i.imgur.com/lyxZWsY.png)
4
(http://i.imgur.com/DwBdX2D.png)
5
(http://i.imgur.com/Wsly0cX.png)
6
(http://i.imgur.com/xG90QV4.png)
7
(http://i.imgur.com/58aFj89.png)
8
(http://i.imgur.com/ZO1H5CH.png)
9
(http://i.imgur.com/xJROGtf.png)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on May 02, 2016, 05:14:54 AM
Wonderful!This is just great
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on May 02, 2016, 05:19:05 AM
 &apls &apls &apls
It's huge, it's nice, these details... OMG :D :D
I love those concrete (?) road barriers side of the road curves. I could use them in other Lotting projects of mine. Did you make them, or they are already existing?
Can the tram models be replaceable (is that even an existing word??? Sorry if It isn't) for example with the VDK tram automatas? Because I use his automatas (the Hungarian ones), and it would be odd a little bit... But anyway...

Huge thanks for your work!!! :) &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Terring7 on May 02, 2016, 05:51:08 AM
Oh boy, that's impressive! Great job :bnn:
By the way, I wonder if those trams are available as automata as well. I'd like to see them moving around in my cities.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on May 02, 2016, 06:44:52 AM
Too. Much. Realism.

Well done! The crane lifting the concrete barriers into place was a nice touch! It's one of Bipin's cranes right?
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on May 02, 2016, 08:21:15 AM
WOW!!! You even got down to the last detail as the Jersey Walls on the corners.  I am not a big fan of the pink surface under the rails, however, FANTASTIC and IMPRESSIVE work.
Title: Re: Simmer's Lotting Lab.
Post by: vortext on May 02, 2016, 11:23:44 AM
yeah I agree the construction scene is a nice touch but I do have two remarks about it. First, the crane doesn't cast a shadow. Simple fixed by setting 'IsGroundModel' to true in the prop exemplar.

Secondly I feel the temporary nature of construction work kinda clashes with the permanent nature of the lot, imho these kinda temporary scenes are best done either by MMP, or small eyecandy lots. I'd either leave it out, or offer an 'under construction' version of the lot in addition to a normal, 'completed' version. Or maybe that's exactly what you had in mind already, in which case you can disregard this all together.  :)

Other than that, it's looking really, really great.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on May 02, 2016, 06:21:32 PM
all I can say is...

Awesome     :bnn:


watching progress on the lunch breaks
 :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Pat on May 02, 2016, 09:21:09 PM
Im soooo drooling over this wow!!!! Great work indeed Simmer
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on May 03, 2016, 09:23:04 AM

belfastsocrates See what you started?  ;)


:D

I may have planted the seed but the work you've put into this project is immense and pretty spectacular and all of your own. Incredibly impressive  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 04, 2016, 10:31:16 AM
Gugu3 Thank you!

Tyberius06 Yes those barriers along with many new props you see are mine and will be uploaded as a separate prop pack for everyone to use. As far as the automata, I'm still in the infancy of batting and have not dabbled with automata making yet.
However vester made a close enough match a while ago and you will find it in his VDK GLR vol 3. You can see it in action in the following pics.

Terring7 Thank you! Please read above for the automata answer.

Vizoria Thank you! Aye, I do tend to get carried away by realism when I make lots  ;D

dyoungyn Thank you! As far as the "pink" surface, its actually made of crushed salmon colored bricks and I had to stick with the program which was to replicate a real depot. (see pics).

vortext The construction scene was a temporary thing I put together just to emphasize the fact that I'm still working on the project  ;)  The final lot will have no such thing because it will be...finished!!

Jack_wilds So its like having dinner and a show :D Gonna start selling tickets :P

Pat Thank you!

belfastsocrates Thank you!!

I'm now at the testing stage. I have pathed the ground level GLR and it works! Trams will happily use my lot!!
Here are a few pics to showcase that indeed it works. I have activated the path tool so you can clearly see it and you can also see one of vester's automata running through the lot.

It is still work in progress and I have already made some changes right after I made these pics  :D

So once again here is the original for the ones that have not seen it.
(http://i.imgur.com/6EBz6Vm.png)

And here are the pics.
(http://i.imgur.com/qRSdeeJ.jpg)
2
(http://i.imgur.com/b70fFY4.jpg)
3
(http://i.imgur.com/K8qJofO.jpg)
4
(http://i.imgur.com/lXqg54H.jpg)
5
(http://i.imgur.com/ytSyruM.jpg)
6
(http://i.imgur.com/HHoBURW.jpg)
7
(http://i.imgur.com/7Me1mbw.jpg)
8
(http://i.imgur.com/Bdjs29a.jpg)
9
(http://i.imgur.com/NEhMuAO.jpg)
10
(http://i.imgur.com/MjNPt8f.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on May 04, 2016, 10:35:14 AM
I. Can't. Wait.
Title: Re: Simmer's Lotting Lab.
Post by: vortext on May 04, 2016, 10:39:21 AM
vortext The construction scene was a temporary thing I put together just to emphasize the fact that I'm still working on the project  ;) 

 :facepalm:

In hindsight the two gifs were pretty big indicators of wip status as well . .  ::)  :D

Exciting the hear it's closed to finished!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: TheTeaCat on May 04, 2016, 02:28:44 PM
Looks ........ what's a good word..... Stupendous!
Yes that will do until I can find a better superlative!
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on May 04, 2016, 07:04:56 PM
@Simmer2 @Tyberius06
I think he was referring to whether or not these were automata generated models like those used by mgb204 in his rail depot lots.

From your answer it appears they are BATted, but it may be worth giving the other method a look, since otherwise it limits use of the lot to either those with similar looking trams or those with the skills and will to change the lot in the LE, which isn't always an ideal solution (or suggestion).

Those tram BATs are indeed impressive, but as I said, they are a bit limiting o the potential uses (LHD is a lot easier to ignore).
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on May 04, 2016, 11:40:59 PM
This is actually very impressive !   :o
Thank you for all the new lots, it's a real pleasure to play with  :thumbsup:
About catenary, I have a suggestion (if you allow) : i don't know if you plan to make the T21 for all tram lines, but I think the posts seem a bit too white and shiny especially from zoom 4.
I know they really are white on the RL picture, but I think they would be more consensual with a neutral or metallic appearance.
In any case, thank you again for your outstanding work, i'm impatient to see the next  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on May 05, 2016, 05:17:12 AM
Simply great!
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 05, 2016, 09:55:31 AM
You can do that in the parking lot were the same trams, as well as main in tram mod,  as in the tram depot on MGB204?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 06, 2016, 11:25:56 AM
Thank you all for the kind replies and suggestions.
Considering the odd angles involved with my tram models I have a hard time figuring out the proper course of action in order to have installed automata to show up properly.
If I recall correctly, Robin's lots only work with a few of vester's automatas, not all of them.
In conclusion I will not, at this time, tackle that conundrum until such time as my skills, on that type of modding, improve considerably.
Regarding the poles, I will leave them as they are to reflect the fact that they are brand new, on par with the new look and feel of the real life one.

You will be happy to know that I amended the base texture in order to reflect the finished project status.
I will now begin testing the ensemble on a 7GB plugin to see how it behaves and will report my findings as soon as they are completed.

Regards

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 06, 2016, 11:40:28 AM
 &apls
Look forward to!
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on May 07, 2016, 05:23:27 AM
Considering the odd angles involved with my tram models I have a hard time figuring out the proper course of action in order to have installed automata to show up properly.
If I recall correctly, Robin's lots only work with a few of vester's automatas, not all of them.
In conclusion I will not, at this time, tackle that conundrum until such time as my skills, on that type of modding, improve considerably.

Well, technically my props will work with all automata, regardless of who made them. The issue is that when you place the props on a lot, you space them according to one set. Therefore, if a user had larger automata, they may appear to overlap each other. Whilst if they were using smaller automata, they could appear with gaps. Given the reluctance of many to whip out the lot editor and make small adjustments, I can understand why you might prefer another approach.

As for adjusting/adding such angled-versions, that's really no big deal, since S3D automata models are true-3D models. So you can rotate them to any angle you like. That said, I don't recall making any other than straight ones for the RDP pack, so they wouldn't have existed to begin with.

Once again though Nick, it's nice to see you putting the Rail Depots to great use. I never expected to see one lot with them so soon, let alone two. I know this is another one that will make my plugins folder. I really feel you are at the forefront of a new style of lotting altogether. Just making completely custom textures for each lot is something that you rarely see. I also like how you are not afraid to use dependencies, which prevents the feeling of the lots being dumbed down for release, as is so often the case. The result is a series of lots that ooze details and stand out as centrepieces whenever you see them. Not something that's commonly achieved with off-the shelf downloads. :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 09, 2016, 10:46:29 AM
SM2 Gogar Tram Depot is now online. Grab it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3365

Once again a big thanks to all who followed me on this project  &apls

1
(http://i.imgur.com/41cSIlR.png)
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 09, 2016, 11:03:00 AM
Thank you, Nick! Great job! I waited!  &apls &apls &apls
Incidentally, these trams is in your depot, there with a automata?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 09, 2016, 11:13:04 AM
Thank you, Nick! Great job! I waited!  &apls &apls &apls
Incidentally, these trams is in your depot, there with a automata?

You will find the tram props in my SM2 Prop Pack Vol1, listed in the dependencies list.

The automata I choose to use when testing is the HMR found in vester's VDK GLR Train Mods Vol 3 here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2306

My props will not be replaced by the automata, we already discussed this subject a few posts ago.
Enjoy it!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on May 09, 2016, 11:21:44 AM
Exciting!

I was in Edinburgh at the weekend and took the tram from the airport, passing the depot, the broken brick is utilised for both the depot and as ballast as various points along the tram route, and actually looks rather good.

Looking forward to using this in-game.

Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 09, 2016, 11:39:06 AM
Nick, you do not understand. I would use the trams as in my city. In Moscow, similar, but only gray.
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on May 09, 2016, 12:02:27 PM
Great lot, again!  :thumbsup:

Alan, I think that the link Nick posted is for tram automata ... a pack of them, actually. You are looking for automata, am I right?
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 09, 2016, 01:03:47 PM
Mandarin(a), you are absolutely right!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 11, 2016, 12:12:05 PM
Sooooo its time to pick another project huh?
Well something has been rattling in my brain as of lately and would like your input on the matter.
I was thinking something along the line of a Fuel/Oil Depot, perhaps modular?
Here are some pics I found to give you an idea of what I'm talking about.
It will be made with RRW in mind if I go through with it.

1
(http://i.imgur.com/KeSwsOZ.jpg)
2
(http://i.imgur.com/TBMeavS.jpg)
3
(http://i.imgur.com/JC6emmf.jpg)
4
(http://i.imgur.com/NnWSS2F.jpg)
5
(http://i.imgur.com/2WYdiw5.jpg)
6
(http://i.imgur.com/gvfNWRt.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on May 11, 2016, 12:44:54 PM
 :thumbsup:

Looks like another good project to me.
Title: Re: Simmer's Lotting Lab.
Post by: vortext on May 11, 2016, 01:00:54 PM
Modular, RRW compliant oil depot sounds like a plan to me!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on May 11, 2016, 04:16:58 PM
Now that would be totally awesome to FINALLY have a more realistic Oil Refinery with all the fixens.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on May 11, 2016, 05:07:45 PM
Modular oil port/depot/refinery/station... <slobbers>

Why not have both? You have a knack for using all kinds of dependencies, so a modular oil depot would be amazing! A must have for any industrial enthusiast!

Just where is the slobber smiley by the way?
Title: Re: Simmer's Lotting Lab.
Post by: art128 on May 11, 2016, 05:20:48 PM
To save some time and labor you can try to re-use NBVC's stuff.
Title: Re: Simmer's Lotting Lab.
Post by: weixc812 on May 12, 2016, 01:41:30 AM
Hi Nick, will you consider making a RRW compatible modern railway stations?
It's been a long time since we saw such an upload last time...
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on May 12, 2016, 02:11:41 AM
Nick, that would be a great addition to the game!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 12, 2016, 09:14:57 AM
So it looks like its a go then. :thumbsup:

@art128 NBVC models are going to play a huge part in this project. I had gathered everything he has made already in my plugin.

@weixc812 I already made a custom made RRW station. Here is the link http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3340 however there is always room for more. If you have a particular building in mind, please link it here and I will happily create a custom texture and lot for it.

Simmer2/Nick


Title: Re: Simmer's Lotting Lab. It is good to be back home!!
Post by: Simmer2 on June 07, 2016, 09:37:19 AM
While the movers were busy moving our home I have been busy with the Oil Depot Project.
Some of you have probably seen some pics over at ST but I thought I would post some here to keep in line with my thread.
So here are few pics of some of the sections I have been working.
Warning, still work in progress..
1
(http://i.imgur.com/6HToycq.gif)
2
(http://i.imgur.com/mW7YeN2.png)
3
(http://i.imgur.com/YMiMukx.png)
4
(http://i.imgur.com/7W9tiS7.png)
5
(http://i.imgur.com/bzVMr2P.png)
6
(http://i.imgur.com/u1Bcclc.png)
7
(http://i.imgur.com/zZ5GjRx.png)
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on June 07, 2016, 12:59:54 PM
Oh dear, this is massive. :) I really like your style of lotting. You think big, but still it has balanced real world functionality in it. Do you plan to offer it as industry with jobs?
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on June 07, 2016, 01:04:19 PM
As always, I'm really overwhelmed by your work! You're bringing the game to the next level!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: art128 on June 07, 2016, 01:39:51 PM
Impressive. And considering this isn't even all of it we are looking at something awesome.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 07, 2016, 01:53:04 PM
This is enormous!

If you make this lot a Landmark with jobs I fear it will kill demand for a century or so...
But it is a beauty. Really gorgeous.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on June 07, 2016, 03:05:53 PM
...Must ...download!

Honestly, as a person who lives out in 'oil country' I can say that this does indeed look very much like the oil storage and refineries we have around here.  Now if I could only find some good single tank batteries and a heater-treater unit, I could easily recreate the oilfield facilities I am used to seeing out here.

You've started something Simmer2.  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: Mikey Knox on June 07, 2016, 04:19:09 PM
I really like your Mods because they are so Big and Rail  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 08, 2016, 03:25:09 AM
OMG!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on June 08, 2016, 09:01:58 AM
Amazing! Looks fantastic so far

Goodness...such fantastic content I now have at my disposal for some exciting projects
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 08, 2016, 11:52:12 AM
Thank you all for the kind words!!
Well, things are now proceeding at a frantic pace. Section 4, 5 and 6 are now done, just a few tweaks and they are ready.
I would say that 80% of the complex is done. Once the lots are complete the only thing left is to mod it all  :P
Here are a few more pics to show the progress so far. There are a few areas not shown here because they are still blank ;D

PS. Don't worry Frank, due to extensive automation on these type of industrial complexes, the labor force will be minimal.

1
(http://i.imgur.com/Mef0MTW.jpg)
2
(http://i.imgur.com/h4dBphc.jpg)
3
(http://i.imgur.com/JHxZLxU.jpg)
4
(http://i.imgur.com/WKtfgKM.jpg)
5
(http://i.imgur.com/jshCSIv.jpg)
6
(http://i.imgur.com/Bd5Y4gl.jpg)
7
(http://i.imgur.com/5f95ogO.jpg)
8
(http://i.imgur.com/I5LZz9e.jpg)
9
(http://i.imgur.com/vbF1Wdv.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on June 08, 2016, 05:37:35 PM
That is awesome and finally seeing a more realistic oil storage/distribution rail facility.  Love all the little details you added, GREAT WORK!!!
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on June 09, 2016, 10:51:42 AM
Looks fabulous! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on June 09, 2016, 05:17:32 PM
The building arrangement looks great but I think some of the empty spaces are too big and could be filled in with either industrial props around the buildings, more security fencing/barriers or more custom textured roads with additional parking.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 10, 2016, 04:55:25 PM
Vizoria those pics are old...WIP remember?

One more....

1
(http://i.imgur.com/WRZ74uI.png)
Title: Re: Simmer's Lotting Lab.
Post by: vester on June 10, 2016, 05:06:05 PM
Looks great, but those pipes... are a bit to clean.
Maybe adding some rust and dust would do the trick!
Also make them less bright white, more grey (a brightness around 65-80 % would do the trick).
My guess would be, that this will also makes the shape comes out better.

When doing trains ect. the brightness of a texture would average a max around 85%.
That way I still have room to show of highlights.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 10, 2016, 05:12:40 PM
Looks great, but those pipes... are a bit to clean.
Maybe adding some rust and dust would do the trick!
Also make them less bright white, more grey (a brightness around 65-80 % would do the trick).
My guess would be, that this will also makes the shape comes out better

You are correct! I wish I had the original models.....
Those are NBVC's pipe set.
By using them I shaved months of tedious work. Perhaps when I slow down I will model a new much "used" set :)
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on June 10, 2016, 05:50:49 PM
Yeah! Now it's looking more better and less empty.
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on June 11, 2016, 03:52:18 AM
This thing is huge! SimCity 4 finally gets a proper oil handling facility! Looking great.

On the subject of the pipes that vester brought up, I've always felt that way about the set as well. It's not an overly complex set, so I could offer to make a comparable set with the same pieces that's more up to "modern SC4 standards" in a reasonably short period of time. With varied grungy textures in mind, I could pretty easily make 5 or 6 different straight pipe sections, which could also be rotated 180 degrees for even more variation. I also searched for oil trucks on the internet and got some decent results.

(http://i.imgur.com/52bZVKf.jpg)
(http://i.imgur.com/8bVhtgG.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on June 11, 2016, 07:14:17 AM
Man, this lot makes me feel at home!  ;D  There are expansive oil fields in my state, with facilities much like that one scattered about.  Everything is placed sensibly here, so that this looks like an actual oil refinery.  Nice work, Simmer2!

 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on June 11, 2016, 07:18:39 AM
I look at the "Grungy" look as a an area that gets no love.  When I build my cities I insinuate a rich environment that maintains equipment in pristine condition such as routine sanding and panting for aesthetic look :)   Just kidding, like we living in la-la land here.  Grungy does look more realistic.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 11, 2016, 08:25:13 AM
Yes, grungy pipes...  &apls
That would even be better. MushyMushy: we would love you all if you could come up with a set of those pipes!  ()flower()
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 11, 2016, 08:33:41 AM
Yes, I agree NBVC's set is a bit too clean. However, the preview you showed MushyMushy may be a tad too rusty. These kind of facilities actually tend to be well maintained, at least in Europe, because of safety.

(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Ffootage.framepool.com%2Fshotimg%2F917916512-horst-city-chemicals-industry-oil-refinery-pipeline-conduit.jpg&f=1)
(https://images.duckduckgo.com/iu/?u=http%3A%2F%2Ffootage.framepool.com%2Fshotimg%2F689892911-horst-city-chemicals-industry-oil-refinery-pipeline-conduit.jpg&f=1)
More pictures of the same plant can be found here. (http://footage.framepool.com/en/shot/634182144-horst-city-chemicals-industry-oil-refinery-pipeline-conduit)

That said, your effort to make another set with would definitely be appreciated!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 11, 2016, 11:12:37 AM
MushyMushy, those look great and so does the trucks.
However I must warn you that what you see in my pics are not just the mere straight and bends but the entire NBVC pipe collection.
You will only see them by opening the NBVC folder with XPIM.
There are many pieces that he did not make into lots.

I agree with Erik's statement, these facilities are indeed well maintained but it would be nice if NBVC set was a bit duller and on the grey side.

By the way, i placed a point of connection on one of the lots where it will connect to NBVC original lots so players can expand the oil field even more or connect my assembly to his oil port.
I even made it compatible with another utility set made by another player.
I will explain with a pic soon.

I'm fighting the smoke effect gremlins at this stage of the project.
Placing those effects on buildings with a LOD the size of Nebraska is like putting someone in a round room and telling them to pee in the corner...*sigh*

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 11, 2016, 11:21:14 AM
[...] it would be nice if NBVC set was a bit duller and on the grey side.[...]

By the way, i placed a point of connection on one of the lots where it will connect to NBVC original lots so players can expand the oil field even more or connect my assembly to his oil port.

Hm, given the outside connections I'm wondering if maybe it'd be an idea to tweak NBVC's FHS textures. .   &Thk/(

Rivit did the same for this catenary set (http://community.simtropolis.com/files/file/27787-faded-catenary/), i.e. batch processed the fsh to tone down the contrast. Maybe he or Robin can chime in here how to go about but I reckon it'd be faster than creating a new set from scratch. And you could upload the altered textures independently so players had a choice whether to use it or not.
Title: Re: Simmer's Lotting Lab.
Post by: nos.17 on June 11, 2016, 12:45:03 PM
I have been following the progress on this closely and have been meaning so say something for awhile. I know it is a WIP and do not know if they are final, but personally, I am not satisfied with the dirt road textures. Something about them just does not sit well with me; maybe it is the contrast between the tracks and base color. I also would think that a facility this big would have something a little more improved than dirt tracks ... something like crushed gravel maybe?

(1 (https://www.google.com/search?q=crushed+gravel+road&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiQnr-SwqDNAhUET1IKHVdzDzkQsAQIHQ&biw=1920&bih=995#tbm=isch&q=gravel+and+oil+road&imgrc=eEBfTpBprhwYeM%3A)) or (2 (https://www.google.com/search?q=crushed+gravel+road&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiQnr-SwqDNAhUET1IKHVdzDzkQsAQIHQ&biw=1920&bih=995#tbm=isch&q=gravel+and+oil+driveway&imgrc=ohx_1zpX6BwOgM%3A))? Just some suggestions...
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 11, 2016, 01:02:56 PM
Hi nos.17
I researched the various layouts of an Oil depot facility and found that indeed dirt roads are predominantly used.
Here are a couple of pics..
1
(http://i.imgur.com/NnWSS2F.jpg)
2
(http://i.imgur.com/KeSwsOZ.jpg)
3
(http://i.imgur.com/TBMeavS.jpg)

..and to be honest I would prefer not to redo 1500 tiles all over again  $%Grinno$%
However that is not not say that I will not take your suggestion into consideration for future projects I have in mind  ;)

Erik I have thought about your suggestions and it would be possible for me to create an action within Photoshop to batch process the FHS but would I not need NBVC permission to upload any changes to his original work?

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 11, 2016, 01:26:23 PM
Erik I have thought about your suggestions and it would be possible for me to create an action within Photoshop to batch process the FHS but would I not need NBVC permission to upload any changes to his original work?

Of course asking for, and getting permission would be ideal but NBVC hasn't been around for almost two years so I doubt you'd get a reply - that's not to say you shouldn't ask him obviously. However there's some precedent regarding modifying BATs, though in that case it were tweaks made to S3D files (iirc Frank tweaked some of MJB fence models).

At any rate, since a BAT consists of two file types, S3D & FSH, both of which are utterly useless without the other, my understanding is that uploading modifications of either one is fine, since it still requires the original files to work properly.

Or in other words, since it's basically a texture override and NBVC's models still serve as a dependency giving credit would be sufficient, at least in my opinion.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 11, 2016, 02:13:54 PM
Something like this?

Original.
(http://i.imgur.com/nOIjpOo.png)

Mod
(http://i.imgur.com/FjRFZWX.png)
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on June 11, 2016, 04:11:08 PM
May be with smaller brown patches.

You need grungy, but I agree it that should not be too prominent. Not to mention that these facilities are maintained, then there is a perceptive of the distance. We view the game's buildings from a birdseye and from distance, so the grunge will not be that visible to a human eye.

It is actually quite difficult to get proper amount of dirt and effect in the BATs. It should be there and it should be visible, but it should not overpower the model. I am getting better in my batting, but I am still looking for the right balance.  Assuming that there is a “prefect balance.”  :) 

In my country, Finland, the road would be asphalt. But I suppose that the road surface would depend on the ground where those are built on. I don't mind your dirt texture. In fact I love the texture work you have able to do with my lot. :)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on June 11, 2016, 04:14:54 PM
Is it possible to remove the rust spots and only add a gray light tint to emulate weathered pipes, you know when you have silt and dirty air.  With the rust, it would appear to be a huge problem with leaking oil.
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on June 11, 2016, 05:40:50 PM
I looked over nbvc's set in the LE and cataloged the pieces, and it still isn't a particularly daunting-looking task. I can save those overly grungy textures for something else, but I went ahead and tried some new textures out, which are grey and weathered instead of rusty. Here's an example what I can offer now:

(http://i.imgur.com/O1jGUbl.jpg)

Now that I have most of the basic sub-models done, I can throw together the remaining 5-pipe and 2-pipe pieces pretty easily. I'm also studying the rail filling stations and it should be pretty straightforward to remake those as well. I should be able to remake the whole set, though I'd probably skip the two oil port pieces due to irrelevance. I also studied your images and I see maybe one or two situations where the pipes have to kind of loop around due to the limitations of the set. Since I'd be making this set specifically for your oil lots, I could make a new piece or two that could remedy that.
I also figured out a pretty simple way to make a transition at the edge of your lot to let the pipes transition to nbvc's. All that would need to be done is to make a small structure with the pipes modeled going in on the inside of the lot and a flat panel leveled with nbvc's pipes at the edge of the building, which would be lined up with the edge of the lot. Thus his modular pipe set could just be "plugged in."
Title: Re: Simmer's Lotting Lab.
Post by: nos.17 on June 11, 2016, 06:38:53 PM
..and to be honest I would prefer not to redo 1500 tiles all over again  $%Grinno$%
However that is not not say that I will not take your suggestion into consideration for future projects I have in mind  ;)

 :o  I don't blame you: I would not want to do that many textures over again either. It still doesn't sit well with me, but I'm gonna have to suck it up because the rest of the lot is gorgeous, and I don't think it would be possible for me to dislike it enough to flat out not use the lot. Can't wait to see the final thing...
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on June 11, 2016, 06:50:03 PM
Your pipes look OUTSTANDING and really weathered due to dirty industry pollution.  GREAT JOB!
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 11, 2016, 07:02:06 PM
yep that's excellent! &apls

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 11, 2016, 11:46:36 PM
MushyMushy, you absolutely nailed it!!!
Well beyond my expectations,

Since you are redoing the set please add those missing pieces like you suggested.
If you have looked at my layout carefully you can see where some pieces are sorely missing, such as the end piece. As you can see I have had to make do with the small dual 90. Also please make a few single pipe pieces as well ( straight long, straight short, long and short bends) and that single vertical offset bend, please make it both left and right.

Also I'm sure you noticed that the loading platform is made up of several pieces. Make it a single piece and for both single DTR and dual DTR rail track.

Wow! I'm absolutely impressed!!

Nick

PS. Please also consider making a few storage tanks to match your pipe set!!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on June 12, 2016, 07:34:05 AM
Amazing project here  &apls  Really great work on those redone props too, MushyMushy  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on June 12, 2016, 10:12:56 AM
MushyMushy, those are some incredibly grungy industrial pipes and a perfect update of nbvc's original oil pipes. I wonder if these will be released as an independent set of lots? Or will they come with the oil depot files?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 12, 2016, 03:26:32 PM
While we wait for MushyMushy to deliver her awesome prop pack I managed to finish about 85% of the work, including placing dozens of various smoke effects  :-[. Off course, I will redo the piping as soon as she makes it available.
I also started a texture set for those pipe pieces so as to have a complete expansion set for my lots and any other future uploads from other players.
It is still work in progress.

Here is a legend of the full 7 piece assembly.
(http://i.imgur.com/KBEiUnF.jpg)

Also here is a pic of NBVC old hookup. It will be replaced by Mushy's new piece.
(http://i.imgur.com/pkk3bXf.jpg)

And the high voltage hookup which is compatible with Jes's lot set.
(http://i.imgur.com/cYUZVqK.jpg)

Bitumen loading facility.
(http://i.imgur.com/pHmfULe.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on June 12, 2016, 05:10:52 PM
It looks great! I'm not familiar with how oil processing/storage plants look IRL (though we do have some scattered about in San Diego, for the shipyards and whatnot), but yours look excellent for in-game. And incredibly massive, as well...

While we wait for MushyMushy to deliver his awesome prop pack I managed to finish about 85% of the work, including placing dozens of various smoke effects  :-[. Off course, I will redo the piping as soon as he makes it available.
Shhh... MushyMushy is a girl. And yeah, her revisions look incredible; really adds some realistic texture to NBVC's BATs (which were originally made in GMAX, IIRC).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 12, 2016, 06:27:15 PM
MushyMushy 誤解についてとても残念
Gokai ni tsuite totemo zan'nen

I amended my last post &ops
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on June 12, 2016, 07:53:34 PM
Great work MushyMushy on re texturing the FSH files  &apls

This I think opens up a whole new way we can use Gmax and graphics editors for the same effect as other propitiatory programs  ;) Basically being able to edit the FSH files will save alot of work and time. This will be very useful to fix up some of my already rendered BATs.

I have KP'ed you accordingly

And Nick, Great work on the Oil Depot  :thumbsup: I think we have a great set of work going on!

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on June 12, 2016, 08:49:36 PM
Grungy, grimy, oily, and industrial always gets my vote.  Great job, Simmer2 and MushyMushy!  &apls  This new FSH editing technique might solve an ongoing dilemma I have going with BATs.
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on June 13, 2016, 03:26:35 AM
Oh my goodness!! This is going to be absolutely epic!

Mushy those revised pipelines are fantastic, be good to get those as a standalone set as well, I'm sure many would make great use of them. Could I make a small request though? In regard to the tankers, is there scope of a Euro-style cab? I don't mind changing them all in LE one this lot is released so I'm not suggesting more work for your Nick.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 13, 2016, 10:52:27 AM
Wow! thanks guys!!

@Stephen. I may be wrong but I think MushyMushy is actually remaking the models and not the FSH.

@belfastsocrates. I already started a texture set to make a replacement standalone expansion pack.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on June 13, 2016, 02:23:07 PM
I can probably make some European-styled trucks, but I'll need to wait a bit first. They'll have to be made from scratch since European trucks differ so greatly from American ones, and these two truck models put together probably took 4 hours already (although part of that is because I haven't done any work with American semi trucks in 3DS yet). European ones are definitely on my list, though.

After this showcase I'll probably just start posting these strictly on my BAT thread since it doesn't seem right for me to clog up Simmer's thread with other images.  :D
That aside, Simmer is right, I'm just modeling new pipes from scratch in 3DS max to replace the old nbvc set (which was made in gmax), not FSH editing. It is possible, however, to achieve some pretty good looking results with FSH editing if I recall (didn't someone try that with bridges or something? Was is it vortext? I don't remember).

So this is the first example of "looping" pipes that I noticed before Simmer posted a more complete list of problems that original set has, which I will also attempt to fix, of course:

(http://i.imgur.com/LSZwS5x.jpg)

So in addition to providing all of the original overpass pieces, I made some new ones (see if you can spot them) to greatly increase the versatility of the pieces (also, truck colors!):

(http://i.imgur.com/dkeAimx.jpg)
(http://i.imgur.com/ByP6TCq.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on June 13, 2016, 02:29:32 PM
Love the pipes and support braces with details such as maintenance bridges/paths.  I say again, does look much better and more realistic.  Ya, maybe a little cluttered with the yellow support braces and paths, but that is what makes them look even better.

Great job.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 13, 2016, 03:26:48 PM
Phenomenal  &apls

MushyMushy you have mail.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on June 13, 2016, 05:15:08 PM
HOLY MOTHER OF GOD is that good!

If Bipin is the king of industrial grunge then MushyMushy is the queen of industrial grunge.

This may seem like crazy talk but what about diagonal pipelines? Giving Simmer2's lotting wizardry I'm sure he can create diagonal pipelines to fit in for oil ports and also maybe a separate version for more natural areas, perhaps with diagonal transparent textures?
Title: Re: Simmer's Lotting Lab.
Post by: vester on June 13, 2016, 05:17:07 PM
Wow, GREAT work, MushyMushy!!!


The U-turns is there for a reason, to take the extensions due to the differences in temperature, from day to night, summer to winter.
Title: Re: Simmer's Lotting Lab.
Post by: Girafe on June 13, 2016, 05:41:36 PM
lovely work dears  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on June 13, 2016, 06:33:50 PM
Oh my, you're on fire!  ;D  Those overpasses will be a welcome addition.  Excellent job, MushyMushy! 
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on June 14, 2016, 12:00:43 AM
@MushyMushy, if you keep this up, you're gonna have to open up a BAT thread here, too!

Will you be releasing these props in HD, as you renders suggest?
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 14, 2016, 05:18:56 PM
Amazing pipes!!! &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 15, 2016, 06:14:29 AM
Fantastic work, MushyMushy!
Much better than any pipe set we have until now.
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on June 15, 2016, 01:55:09 PM
So grungy I can hear Nirvana playing in the background  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 15, 2016, 05:00:34 PM
Thank you all for the kind words!
I'm in the process of testing out Mushy's amazing models and we have been sharing notes in order to achieve the best possible outcome.

While we wait for things to cook properly, I have been busy creating a texture set for 2 other projects I have had in mind for quite some time.

A set of RRW STR transit enabled mini train yards, to be placed along rail routes and a fully loaded rail served metal junkyard.

Examples
Mini train yard1
(http://i.imgur.com/C4BSI7e.jpg)
2
(http://i.imgur.com/lRA4sYx.jpg)

Metal scrapyard example
(http://i.imgur.com/MfZ2inw.jpg)
2
(http://i.imgur.com/SzlzO32.jpg)
3
(http://i.imgur.com/mZ5HERm.jpg)

Cheers, Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: art128 on June 15, 2016, 05:19:29 PM
Scrapyard pic 2 is from a model network isn't it? :D
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on June 15, 2016, 05:56:34 PM
MushyMushy your models are fantastic!!! I'm looking forward to seeing them on Simmer2's lot!  :popcorn:
I have the impression that grime is slowly conquering Simcity...  :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 16, 2016, 12:47:43 PM
Here is one those STR mini yards, almost done.

These type of small rail yards dots the country side and they are used for train cars parking and when small repairs, such as air brakes, oil leak repairs and emergency axle replacement is required.

I plan to release 2 versions, both in RRW STR format.

Keep in mind that its still work in progress.

A few pics. (In one of them you can see a crew repairing an oil tanker train car)

1
(http://i.imgur.com/xg7dKxQ.jpg)
2
(http://i.imgur.com/QzyemDl.jpg)
3
(http://i.imgur.com/Hw5dD7e.jpg)
4
(http://i.imgur.com/GD0HToo.jpg)
5
(http://i.imgur.com/LETYVmX.jpg)
6
(http://i.imgur.com/HLKfasP.jpg)
7
(http://i.imgur.com/G7SCbUC.jpg)
8
(http://i.imgur.com/mWiI59K.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on June 16, 2016, 05:54:03 PM
 :thumbsup:


exciting use of texture
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on June 16, 2016, 05:56:59 PM
I think it already looks exactly like the first two pictures, good job!!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: art128 on June 16, 2016, 07:02:53 PM
Looks cool. There are some pickup props in WMP props I believe that would look really nice as an utility truck for such settings.
Title: Re: Simmer's Lotting Lab.
Post by: heartless on June 16, 2016, 09:44:08 PM

Nick,

Epic work here, just outstanding!

The rail/scrapyard/junkyard definitely gets my vote, Sir.

Hopefully replete with the junk cars, various sheds, and maintenance out buildings, and the scrap piles as depicted within the photo references. MMPs would be beautiful regarding this.

Thanks so much for your hard work, its very appreciated.

Eagerly awaiting, whilst drooling!  &apls

ps.

Mushy Mushy's addendums are stellar as well.

Though I may differ a bit from most, I'd simply love it, were you to go forward with the heavily dilapidated pipe set.
They'd a very welcome addition as well.
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on June 16, 2016, 09:51:29 PM
This just gets better and better.  &apls

Out of curiosity, will the mini yards have any capacity, or are they just eye candy?

And a metal salvaging yard?  A nice big one?  Yeah, that will be a must download for me.  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 17, 2016, 09:26:39 AM
Great set!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 18, 2016, 02:49:20 PM
SM2 Rail Service Yard 1 is almost done.
Revamped the texture (there is a little old pond in there too), added more details and created several sets of timed props for that special touch!
It will have jobs and it is transit enabled for both freight and passenger trains but it will not be a freight yard. Got to keep it real  ;D
SM2 Rail Service Yard 2 will follow soon.


Here are the latest pic.
1
(http://i.imgur.com/NbdtmEU.jpg)
2
(http://i.imgur.com/u5WrdmB.jpg)
3
(http://i.imgur.com/u2pLQMl.jpg)
4
(http://i.imgur.com/lreYElN.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Mikey Knox on June 18, 2016, 03:02:21 PM
I really like your Terrain Mod, which one is that?  :)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 19, 2016, 04:19:00 PM
Great stuff!!! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 20, 2016, 09:30:21 AM
I really like your Terrain Mod, which one is that?  :)

I replied to your message.


Thanks, Gugu3

The lot is done. Now I'm trying to figure out how to STR path it.  &mmm

Nick
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on June 20, 2016, 03:28:20 PM
The lot is done. Now I'm trying to figure out how to STR path it.  &mmm

Easily done in SC4 tools. You need to connect a path file of the model type group 0xA966883F to the rep 16. I will make a path file for you and step you though the process.

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on June 20, 2016, 04:06:58 PM
Won't you be wanting 0x5D500000 for RRW? Although I have the feeling those are both identical in practise.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 20, 2016, 05:47:54 PM
Thank you Stephen and Robin.
Either method works as advertised &apls &apls

Final lot presentation will be done very soon.

Stay tuned.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on June 20, 2016, 06:19:53 PM
The work done here is awesome! Really beautiful! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 20, 2016, 11:16:29 PM
Thank you Akallan

Weeeell..it is done!

STR rail line works as intended!!

So, I decided to make this lot a bit..uhmm animated. I achieve it by creating a few dozen timed props and some are in families.
Every time you plop this lot some of the train cars will change configurations, furthermore, the service rail line (the one nearest the gravel road) will display 2 different convoys.

Between 5am and 1pm you get the tanker cars and the first shift repair crew.
One of the tanker blew the air brakes and you can see then crew making that repair.

Between 2Pm and 4am you will get a convoy of train cars loaded with beets but one of the wagons has a very serious issue.
The left front axle bearing retainers broke apart shearing the massive bolts therefore a crane had to be called in to lift the wagon onto a flatbed truck and bring it to a better equipped repair facility (I think they will write it off).

80% of the other train cars will appear and disappear according to preset times throughout the day in order to simulate activity.

Here are some pics showing the lot going through the motions and of course you can see one of vester's trains happily crossing the lot. Pay attention to the other train cars and you will see different ones and none as time goes by.

Now, should I release this lot first? Or wait till I have the second one of this set ready?

Simmer2/Nick

1
(http://i.imgur.com/3OuYzMX.jpg)
2
(http://i.imgur.com/aJD7pYE.jpg)
3
(http://i.imgur.com/YZy66SW.jpg)
4
(http://i.imgur.com/jaZFtI0.jpg)
5
(http://i.imgur.com/WQvM1uk.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 21, 2016, 05:19:57 AM
Amazing jobs!! &apls &apls &apls

The Tram Depot is gorgeous! :bnn:

The Oil Depot is outstanding! :o

The Rail Service Yard is incredible! &hlp

What are the specifications for all three?
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 21, 2016, 01:00:13 PM
Really clever use of timed props, well done!  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: romualdillo on June 21, 2016, 01:07:04 PM
Fantastic work! Those last details are really the icing on the cake!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 21, 2016, 10:07:32 PM
Thank you everyone &apls

SM2 Rail Service Yard 1 is now available here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3374

@vinlabsc3k The Oil depot is not done yet. The others are available from the LEX and the Stex.
Search my name on both sites and you will find many more lots I have made

Have fun.

Simmer2/Nick

PS I'm already working on SM2 Rail Service Yard 2. Initial pics will be forthcoming.
PPS I have not forgotten the Oil Depot (MushyMushy and I have been at it non stop)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 22, 2016, 02:23:59 AM
Stunning work Nick!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on June 22, 2016, 04:25:24 PM
Beautiful work once again  &apls  I've finally finished school and have had plenty of time for SC4 lately and it's been just awesome finally getting to use all your goodies!
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 22, 2016, 04:33:53 PM
Thanks for the clarification Nick, but I would know the lot size and jobs for example.

P.S.: If I can give you a suggestion, instead to create an automata props for a new lot and fill it with only those
use the standard one too, so the downloading player can view its favorite automata on your amazing creation.
Title: Re: Simmer's Lotting Lab.
Post by: heartless on June 22, 2016, 04:41:34 PM
 :bnn:

Thanks so much!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 24, 2016, 10:50:52 AM
Thank you everyone, I'm glad you like my creations. ()stsfd()

vinlabsc3k My lot specs are on the readme's and spec list. I have created so many lots that I cannot possibly remember all the specs at the top of my head. The journey to discovery is as pleasurable as the discovery itself.
Regarding the automata, I already explained a few pages ago that due to the weird angle I love to dabble with and the complexity of my lots, creating automatas to match them is a massively daunting task and my skills on that department is not the greatest.
I rather concentrate in creating new content.

Ok now its time to unveil something also I have been working on. Over the months I have had many requests to re-create some of the famous rail related lots already available. Well, I heard you and here is the first!!
The model was created by Simgoober.
Tell me what you think. (WIP warning!)

1
(http://i.imgur.com/NIvVLYs.jpg)
2
(http://i.imgur.com/fwl2xY4.jpg)
3
(http://i.imgur.com/qCYoj3A.jpg)
4
(http://i.imgur.com/j6YPyDs.jpg)
5
(http://i.imgur.com/BV7fv7o.jpg)
6
(http://i.imgur.com/wrqGEd5.jpg)
7
(http://i.imgur.com/e0nYWIg.jpg)
8
(http://i.imgur.com/HayTAT8.jpg)
9
(http://i.imgur.com/IQFNBnI.jpg)


Nick
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on June 24, 2016, 02:07:38 PM
Yet more amazing lotting! There are a few dozen train stations which could do with your excellent attention.
Title: Re: Simmer's Lotting Lab.
Post by: nos.17 on June 24, 2016, 05:23:43 PM
Again loving the progress!! I especially appreciate those maxis billboards you stuck on the side of the station. They look good about everywhere, don't they?

Those parking lots seem a bit sparse, and for a relatively urban (looking) station, there seems to be quite a bit of wasted space. Those 3 tiles should at least allow you to fit an extra row in the center, adding about 8-10 spots on each side. If you want to reposition the shed with the aluminum roof in pic 1, you could maybe add some interesting-looking diagonal parking in the otherwise empty area.

I would also add some maxis random walk effects to the front of the station. IMO, the more activity in a lot, the better. One can never have too many people...  :P


Where did you locate those concrete barriers next to the parking lots? Are they LBT?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 25, 2016, 12:35:52 AM
Again loving the progress!! I especially appreciate those maxis billboards you stuck on the side of the station. They look good about everywhere, don't they?

Those parking lots seem a bit sparse, and for a relatively urban (looking) station, there seems to be quite a bit of wasted space. Those 3 tiles should at least allow you to fit an extra row in the center, adding about 8-10 spots on each side. If you want to reposition the shed with the aluminum roof in pic 1, you could maybe add some interesting-looking diagonal parking in the otherwise empty area.

I would also add some maxis random walk effects to the front of the station. IMO, the more activity in a lot, the better. One can never have too many people...  :P


Where did you locate those concrete barriers next to the parking lots? Are they LBT?

Thank you Vizoria

@nos.17 I appreciate your constructive criticism and have therefore made some changes. I will leave the outbuilding where it is because it has a function (machinery repair tools, garbage holding place etc.) and also because that area is restricted to staff only due to the vicinity of the tracks, it cannot be made into a public parking.
I did add a few more parking spaces, cars and doubled the people milling about.
Regarding the concrete barriers, they are actually mine and you can find them in my prop pack here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3364
Thank you for your suggestions.  :thumbsup:

Here are a few pics showing the changes.
1
(http://i.imgur.com/KucARgl.jpg)
2
(http://i.imgur.com/1bLXXjO.jpg)
3
(http://i.imgur.com/EKtBXXc.jpg)
4
(http://i.imgur.com/oz2KNxc.jpg)
5
(http://i.imgur.com/2MJmWFk.jpg)
6
(http://i.imgur.com/a5FOayd.jpg)
7
(http://i.imgur.com/zo0DcCg.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: vortext on June 26, 2016, 05:43:56 AM
Looks great already!  :thumbsup: Hope you won't mind another suggestion.

It's a bit strange imho the cobblestone texture extends all the way to the back. I'd imagine IRL the rails would run over less fancy surface. In addition an alternative texture on the back would add more visual interest to the lot.

That said, I really like the stairs in the front which I presume done just with textures?
Title: Re: Simmer's Lotting Lab.
Post by: Kergelen on June 26, 2016, 06:29:31 AM
What a nice station &apls Awesome lot as allways
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on June 26, 2016, 06:19:11 PM
Looking nice so far!!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 26, 2016, 09:08:16 PM
Thank you compdude787 and  Kergelen

@Erik Actually its not cobblestone, it is supposed to be pattern concrete. Unlike my Santa Paola station which was built over 100 years ago and has cobblestone, this station is modern therefore its made with cheaper materials.
However, I noticed that blunder a few days ago and needed a little push in the right direction to fix it  ;D
Sooo I changed the rail area to compact 2 inch crushed gravel and off course gave it a somewhat "dirty" feel  ()stsfd()
Thanks Erik  :thumbsup:
Oh and yes those are "fake" textured stairs  ;)
PS you will also notice a new prop I made for this occasion....hint: its got colored lights.....

I will be releasing this lot in a day or 2.

Here are the new pics.
1
(http://i.imgur.com/AGPvjbT.jpg)
2
(http://i.imgur.com/I1R9rM6.jpg)
3
(http://i.imgur.com/xOxuDOJ.jpg)
4
(http://i.imgur.com/mWkiCxC.jpg)
5
(http://i.imgur.com/WJgDuxQ.jpg)
6
(http://i.imgur.com/BB4bvGC.jpg)
7
(http://i.imgur.com/hp3IPtO.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: nos.17 on June 27, 2016, 05:20:11 PM
Simmer2, you are very welcome. I never really feel like I get enough constructive criticism about my works so I try to help others out where possible.  8-)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 28, 2016, 02:30:11 AM
SM2 SG Simtropolis Station is now online http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3378

On to the next project.....DTR version perhaps?

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 30, 2016, 01:12:41 AM
SM2 SG SimTropolis Station DTR version is ready. Once I'm done testing it it will be released.
Lot configuration is almost the same. I only had to add and subtract a few props to accommodate the dual track layout.
The dependency requirements are the same as the STR version including some of the textures from that version. Therefore you must have the STR version in your plugin to work.
You can have both stations on the same tile with no problems.

Here are a few pics.

1
(http://i.imgur.com/WEO3Okw.jpg)
2
(http://i.imgur.com/IG5AnDa.jpg)
3
(http://i.imgur.com/yi6f6yp.jpg)
4
(http://i.imgur.com/d35IgqX.jpg)
5
(http://i.imgur.com/QtsEvaY.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 30, 2016, 01:30:05 AM
Outstandig work, Nick!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 30, 2016, 12:19:33 PM
Thanks Frank!

SM2 SG SimTropolis Station DTR is now online.

Get it here. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3379

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on June 30, 2016, 01:23:05 PM
Magnificent! You're a lot of work in a short time. And texture transiton between the rail and the train station is an excellent point! Your creations are always amazing! :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 02, 2016, 04:07:15 PM
Thank you Akallan  :thumbsup:

Time to unveil SM2 Rail Service Yard 2.

Its a tad older than Yard 1, there is even an old abandoned steam locomotive sitting in a corner just rusting away. Also you can see the rail tracks are really old as well.
Train cars will come and go throughout the day as will workers. The base of this lot was repaved a few years ago with 3/4 inch crushed limestone when the economy had an uptick due to a local factory re-opening for business.

Both passenger and freight trains will pass through the lot and like Yard 1, it is not a freight yard but a holding place for trains and it acts as a small repair facility for minor issues.

1
(http://i.imgur.com/vtYEP0V.jpg)
2
(http://i.imgur.com/GgNd8ux.jpg)
3
(http://i.imgur.com/6Fcbkoq.jpg)
4
(http://i.imgur.com/IwHYrtI.jpg)
5
(http://i.imgur.com/2UdpqUF.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on July 03, 2016, 03:22:57 PM
Fabulous work.  Out of curiosity, what ever happened to your oil facility with the pipes?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 05, 2016, 12:05:12 PM
Thank you dyoungyn
The Oil Depot is on hold until all the necessary props have been made.

SM2 Rail Service Yard 2 is now online here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3381

These are the pics of the lot in an industrial setting.
On to the next project....

1
(http://i.imgur.com/q6qLsNl.jpg)
2
(http://i.imgur.com/B7fbUJM.jpg)
3
(http://i.imgur.com/ePjzyGc.jpg)
4
(http://i.imgur.com/4B9GEh3.jpg)
5
(http://i.imgur.com/CnfdDBR.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Swordmaster on July 05, 2016, 12:08:51 PM
Great work here!


Cheers
Willy
Title: Re: Simmer's Lotting Lab.
Post by: art128 on July 05, 2016, 01:11:44 PM
Looking great! I would only suggest to make the pass through rail normal RRW and not old "abandoned" style. (since it's going to be used for passing trains) :)
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on July 07, 2016, 06:21:03 AM
Spectacular! Every time I open your thread there seems to be some new wonder being worked  :D This brings much needed variation to STR.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on July 07, 2016, 04:16:02 PM
The lord of rail and lotting returns once more! These will make fantastic additions for every player with railway and industrial ambitions.
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on July 08, 2016, 05:06:00 AM
I have to say that they rail service yard looks like it belongs right where you have it.  Another nice lot that is on my must have list.

And a question if you don't mind.  I notice you have an 8 unit tank battery in pictures 2 and 5.  And I know I don't have it.  Is this something that is available to DL and I have missed it somewhere?  And if so, where can I find it?  :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 08, 2016, 10:04:06 AM
Hi Willy, nice to see you back!

Art128 You are correct, unfortunately I noticed the error right after I uploaded the lot. Oh well  :D

Themistokles Yup, I noticed the lack of STR lots while playing over the years and I'm now correcting the discrepancy. :thumbsup:

Vizoria Thank you Viz  ;D

Shark7 You will find that lot and more here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1549
By the way, those are the models I'm using for my Oil Depot.

I'm currently creating new props for a project I mentioned a while back and will do a show and tell soon  ()stsfd()

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on July 08, 2016, 06:00:55 PM
Thank you for the pointer.  :)

Turns out that I had this installed prior to my computer failure a couple of years ago (had a PC taken out by a lightning strike to my house).  Apparently, in rebuilding everything I missed re-downloading and installing it...that is being fixed as I type this.

Sometimes I wonder if I don't have maybe too many bats installed...but can you ever truly have too many?  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 14, 2016, 01:21:20 AM
Just a little something for the farmers with an industry twist out there....
It will be released soon!

1
(http://i.imgur.com/mOi41Zp.jpg)
2
(http://i.imgur.com/HKzbRzw.jpg)
3
(http://i.imgur.com/eFxZIOQ.jpg)
4
(http://i.imgur.com/9JEZOo7.jpg)
5
(http://i.imgur.com/QkXzz76.jpg)
6
(http://i.imgur.com/tsYsjhb.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on July 14, 2016, 03:00:39 AM
Great stuff! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: vester on July 14, 2016, 05:41:38 PM
Like the rail side of the plant, but...

the truck side, the ground textures are a bit off.
The original one (citynuts) is a better and more interesting.

Maybe add a few more tracks here and there, to break up the solid surface.
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on July 14, 2016, 06:07:52 PM
Wow! The work is great, and little more: the reflect in the water! :D &apls
Title: Re: Simmer's Lotting Lab.
Post by: CT14 on July 15, 2016, 12:08:31 AM
The grain lot is looking really good. I agree that the parking lot side could stand to be more dusty, often for this type of facility they are just dirt lots.

On the rail side, any given cut of grain hopper cars would often represent many different lines, but that's a minor detail as I can see a lot of work went into those props! I like how some of them are open for loading and the ones on the other tracks are closed.  :thumbsup:

ETA: I'm also loving the non-canal water, which keeps the original spirit of the lot while not requiring canal connections to be rammed through.
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on July 15, 2016, 01:32:40 AM
That looks great! You really know how to make some good looking reflective water textures.
Title: Re: Simmer's Lotting Lab.
Post by: JoeST on July 15, 2016, 06:51:15 AM
this is a fantastic display of lotting gosh darn you do the things gooooooood
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on July 15, 2016, 09:45:20 AM
Beautiful work  &apls &apls  Your big rail lots have fundamentally changed the way I'm able to use rail in my cities--huge thanks for that! I hope I don't offend with a bit of constructive criticism but I'd be a bit worried about the tightness of the turning radii in places--particularly for the sidings where using a wider radius wouldn't really take much space. A heavy freight train going around that 90 degree bend would also put a huge amount of force toward the center of the circle and risk derailing. Just my two cents, you're welcome to ignore it ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 16, 2016, 09:29:11 AM
Thank you for the kind words  :thumbsup:

@Noa If I had to replicate the real rail radius curves I would need to make lots far bigger. I do what I can with the limited amount of necessary space. Also when trains work inside railyard facilities, they are limited to 10km an hour max.

Regarding the asphalt side of the lot, I heard you and made some changes, I also created 3 models for this lot which were necessary. Can you spot them?

I will start this presentation with an idyllic setting. The lot is geared towards the countryside.
Passenger trains will pass through the lot and so will freight trains. You will also see freight trains leave the yard just as it should because it is, after all, a freight yard.

Oh and I will enter this lot in the ST lot challenge.

1
(http://i.imgur.com/dC9qd7D.png)
2
(http://i.imgur.com/I1lq49I.png)
3
(http://i.imgur.com/Ijx50JM.png)
4
(http://i.imgur.com/EyPdmQG.png)
5
(http://i.imgur.com/qTOYQ6F.png)
6
(http://i.imgur.com/WcjlF9H.png)
7
(http://i.imgur.com/bs5AUqH.png)
8
(http://i.imgur.com/tXanaJw.png)
9
(http://i.imgur.com/euEg8QU.png)

Simmer2/Nick




Title: Re: Simmer's Lotting Lab.
Post by: CT14 on July 16, 2016, 10:20:24 AM
Street side utility poles, guard poles at scales office, texture on truck loading facility wall? "$Deal"$ ???
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 16, 2016, 11:17:31 AM
Street side utility poles, guard poles at scales office, texture on truck loading facility wall? "$Deal"$ ???

You got one!

Well, you can now check it out up close and personal here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3384

Have fun

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 22, 2016, 08:43:14 AM
These ancient ruins were made by someone deep in the well of time. There are many speculations as to its function, some say that human sacrifice were made within its stony walls and others say that it is an astronomical tool built to follow the stars.

Today it stands there, solitary and well maintained by the current city staff, while traffic from a bustling metropolis moves by it. Sometimes people that identify with the ancients, conduct ceremonies there.
Generations go by and the stones just sit there, unchanged, immutable and immortal.

As you all know, there is also a roundabout challenge over at ST and this is my entry. I call it SM2 Ancient Ruins Roundabout.
I made that entire scene on Gmax along many other models soon to be revealed.
Here are a few pics, please forgive the settings.

1
(http://i.imgur.com/wet6Bht.jpg)
2
(http://i.imgur.com/0vepDn9.png)
3
(http://i.imgur.com/s0R3YRm.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: schokoladeneis 1 on July 22, 2016, 04:04:19 PM
Very nice!
Maybe add something like a barrier/fence or a warning sign so that vehicles don't crash into the historic landmark?
Title: Re: Simmer's Lotting Lab.
Post by: vortext on July 23, 2016, 06:03:57 AM
Looks nice though I agree some kind of safety feature might be needed.

Also, been meaning to say this for a while but I'd really like to see more of your cities some time, the latest pictures are quite idyllic indeed!  &apls

edit: downloaded the Ancient Ruins, pretty awesome the big stones are all separate models.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on July 23, 2016, 06:15:13 AM
Nice idea! As schokoladeneis and vortex have said, some barriers or signs might be a good addition there  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 24, 2016, 02:08:08 PM
That is why I made those curved stone walls.
Alas, it is done. On to the next project.
I see stones, granite blocks, volcanic rocks etc etc. in this future project.....

@Erik, those scenes you see are made on the fly to showcase my lots.
Takes 10 to 15 minutes to setup on a blank tile.

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on July 25, 2016, 01:03:10 PM
You are on a roll Simmer2.  I've downloaded every lot you've released since this rail project started.

And I do like the roundabout, and see where you added the rounded stone walls as a way to protect the ancient ruins.  I really like it, using those stone walls makes it look like a natural fit, where guard rails would likely detract from it.
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on July 25, 2016, 02:12:17 PM
Mini-Stonehenge! :D It's beautiful, and it's downloaded! :thumbsup: Thank you for your work Simmer! :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 29, 2016, 09:21:23 AM
So I started dabbling with marbles, stones and rocks and then I took inspiration from one of Korver's pics and came up with this. Several days and a lot of trials later here is the result. I call it "SM2 Greek Temple Ruin"

I'm also working on creating a huge library of different stones to give the community more choices when creating MMP heavy scenes. There will be literally 100's of combinations once I'm done.

Oh and by the way I have not given up on rail related lots, I just wanted to play with something also before continuing my rail saga.

I set this up on a strictly Mediterranean background of brush and trees.  Oh and its in HD baby!

1
(http://i.imgur.com/PYeduIH.png)
2
(http://i.imgur.com/ARLHEh3.png)
3
(http://i.imgur.com/mnaQzgu.png)
4
(http://i.imgur.com/wgvOMvL.png)
5
(http://i.imgur.com/PYwRSX1.png)

Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on July 29, 2016, 09:26:24 AM
Nice one! The model and the textures look really good. Your MMP skills are even better!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 01, 2016, 02:44:43 PM
Thanks Viz!

You all remember my scrapyard project from a few pages back?
Well I have a few props ready and now that I'm far more proficient with Gmax I'm churning prop after prop faster than I can say prop  ;D

Here are a few examples which includes the Car Crusher (It makes cars into cubes)

It is still work in progress

1
(http://i.imgur.com/Vo08HUJ.png)
2
(http://i.imgur.com/zu8wjpx.png)
3
(http://i.imgur.com/OM3HS8B.png)
4
(http://i.imgur.com/Ev8oYN9.png)
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on August 01, 2016, 03:31:52 PM
Delicious prop!   :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 04, 2016, 12:01:31 PM
Small update on the Scrap metal processing facility.
About 40% done on the main unit, the massive shredder center piece, still have to make the control room, wiring, external piping
various exhausts, more conveyor belts, leading to other sorting machines, trusses ...ect ect.

No point exporting a half done model to the game, thus this Gmax pic.

1
(http://i.imgur.com/4HA5b4y.png)
Title: Re: Simmer's Lotting Lab.
Post by: shanghai kid on August 04, 2016, 12:16:08 PM
Wow :o &apls
It's looking great so far, and i love that you've added cars on that belt, ready to be shredded :thumbsup:
Look forward to see more getting finished and added to this, and a preview both as a new gmax pic and finished exported bat/lot &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 04, 2016, 03:02:03 PM
WOW!!  This would be a great addition to my Industrial sections.  Your details are WONDERFUL.  Can't wait until you add as you identified to see the finished product.  Keep up the imaginative creations.
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on August 04, 2016, 04:18:59 PM
The car crusher is very cool alright, I wonder why nobody ever thought of that. :D

BTW, you could "crush" your PNG files a little as well and convert them into JPG with, say, 80-85% quality, reducing the size considerably, similar to those scrap metal cubes compared to the original cars. ;)
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on August 05, 2016, 05:27:22 AM
Looks excellent so far!
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on August 06, 2016, 11:31:39 PM
Scrap metal facility is off to an interesting start.  Can't wait to see the final result.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on August 08, 2016, 04:34:14 PM
Hello Simmer!

First of all, I would like to thank to you the amezing Lots and textrues what you made! :) I love all of them. :)

Nowadays I started to make some ReLoting projects using your RRW NSB textures http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3357 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3357). I may make a thread for them, because I've already remade most of the PEG-CDK3-SP lots (only changed the base and overlay textures so far, and made some new Lots expanding the set) and I inted to do Tamorrs expanson sets http://community.simtropolis.com/profile/231997-tamorr/content/?type=downloads_file (http://community.simtropolis.com/profile/231997-tamorr/content/?type=downloads_file) for the PEG-CDK3-SP system aswell, and some transitions for the NBVC Container port.

But doing so I ran into a problem. I miss some texture configuration, mostly switches where each direction is exist but the another isn't. I attached some pictures to show what is I am talking about (Fist Picture). They are maybe not issues, but I personally miss them, and because I don't have the skills to play with the textures and making some rotated version for them, I would like to ask you to make them.
There is an another issue. You gave us a picture folder with examples (into the download folder), how we can configurate the overlays, and there is the Config 42 (I don't know the name of this kind of railway/yard configuration) picture, but I found overlays only the each half of that configuration, the another half is missing (I attached the picture - 2nd picture).
The third question is a request (well the first was a request aswell with the another directions :) ). On the 3rd picture there is a situation (some PEG and Tamorr Seaport release had a texture variation witch was similiar like on my picture and I would like to create something like that), what I would like to make, but there isn't any useable configuration for that (for one side - right side - I think there is, but both side there isn't). I would like an option to make that configuration properly (3rd picture), and I also would like some other options aswell (4th picture).

So if you have the interest and you would be so kind to make these things I will be very happy.
But anyhow thank you for your work! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 08, 2016, 09:29:25 PM
Thank you all for the kind words, it really means a lot  &apls

@Tyberius06  I'm currently on holidays, some 1000 miles plus from my work station however I should be back home in 3 days. I will be happy to create those configurations for you and look on fig. 42 as well. I will then add them to my NSB pack and post the update here for everyone to see.

Thank you.

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on August 09, 2016, 06:50:38 AM
I'm loving the car crusher, I'm looking forward to seeing this develop, given your lotting style I think we're in for something really awesome. It's great to see you branching out from Rail-based lots into other areas and well done with getting a handle on BATing.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 11, 2016, 02:32:59 PM
Thank you Robin

@Tyberius06 Ok so I looked at your issues closely and found a solution. There are no missing pieces from my NSB pack, what you are forgetting is that you can "mirror" the pieces and achieve opposite configurations just as I explained on the description. Use the "M" key when you are using XPIM, it will mirror your pieces.
I eliminated all the redundant pieces to make the pack smaller. No need to have mirrored pieces.


Here is an example, the same applies to the yard pieces.
(http://i.imgur.com/r8w1yqG.jpg)

As far as the request for new configurations, here are 3 more. With just 14 new pieces I was able to make what you are looking for. Do not forget to mirror the pieces to achieve opposite configuration.
(http://i.imgur.com/9p72Wbk.jpg)

and
(http://i.imgur.com/Sv1lTAb.jpg)

Original design.
(http://i.imgur.com/7Mm0ykn.jpg)

For the new configurations requested please re-download and replace http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3357

Simmer2

 
Title: Re: Simmer's Lotting Lab.
Post by: art128 on August 12, 2016, 03:29:05 AM
A wrecker is a nice idea and will certainly give some more variety to the infrastructures of the game.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on August 12, 2016, 08:13:25 AM
Thank You very much Nick! :)
And thank You to point to me the "M" buttom trick in PIM-X, I didn't know that. Well I keep working with the seaport/harbour lots.

I don't want to be greedy and you just updated the nsb texture pack (I forgot to mention earlier and you were too fast making the update with the requested textures), but I would have one more request. I don't know if there would be a general purpose of this configuration, or it's exist only in my immagination, but I may need that (or something like that) config what is on the picture with the orangeish lines...

(http://kepfeltoltes.hu/160812/Test-Seaport-Apr._1__021470933609_modified_www.kepfeltoltes.hu_.png)

Thank you again!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 12, 2016, 11:05:25 AM
Thank you art128.

@Tyberius06 Don't worry about bothering me, I'm happy that you are putting the NSB pack to good use. If you have more requests, just ask. Once you are done with that wonderful project you are working on, I will add the configs to the pack.
Here is a link with your latest request,  https://www.dropbox.com/sh/y8xcerqc4merwu9/AACXsVuZ0FRb5yo__nqYJKLOa?dl=0  Click on the download button on the upper right corner, open it and just plop the dat file in your plugin and use it, I will keep track of the textures IID's and amend the pack once ready.

Here is the config.
(http://i.imgur.com/xqZxh9Y.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab. Shredder update.
Post by: Simmer2 on August 12, 2016, 10:34:26 PM
Almost....
Finished the cyclone blowers and the washer system (used to separate non-metals such as plastics, upholstery, rubber etc. that gets caught in the mix) , also the control room and power conduits. Still have to do the rest of the conveyor belts to magnetic separators, trusses, supports, stairs and gangways etc. etc.

1
(http://i.imgur.com/N841TiY.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: vester on August 13, 2016, 11:27:54 AM
The diagonal members should be about half the size of the the legs, as they just take tension not pressure.

To make this look more real life like:
- make the legs and the diagonals into H-profiles.
- the side and the top, split it into small elements.
- make some corner element, some sort of profile.


Here is a few pictures for inspiration:
Buildings0184 - Textures.com (http://www.textures.com/download/buildings0184/37109)
BuildingsIndustrial0059 - Textures.com (http://www.textures.com/download/buildingsindustrial0059/29923)
Buildingsindustrial0165 - Textures.com (http://www.textures.com/download/buildingsindustrial0165/103216)
Buildingsindustrial0061 - Textures.com (http://www.textures.com/download/buildingsindustrial0061/32231)

Adding these details can either be done by modeling them or adding them to the textures.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 18, 2016, 02:51:52 AM
Vester Thank you for the suggestions.

Here is a new project for everyone to enjoy. Coming soon to a screen near you  :D
The whole project is designed to be MMP friendly. You can use anything as base (as you can see from the pics)
No base texture for maximum flexibility and of course you are not going to have the infamous water bug with these lots. ()stsfd()

I call it SM2 Aqueduct (Big water pipe). However you can use it to simulate the transportation of any fluid if you wish. It is a 2 meter wide pipeline.

I have 18 pieces already made. Here is a list.

1) Straight
2) Straight variation2
3) Diagonal
4) Diagonal variation2
5) 90 degree bend
6) T
7) Cross
8) Straight overhang
9) Diagonal overhang
10) Diagonal to straight right
11) Diagonal to straight left
12) Diagonal to straight Y right
13) Diagonal to straight Y left
14) 2 pipe pump house (pressure booster)
15) 3 pipe pump house (pressure booster)
16) Underground
17) 1 tile bridge (overhang)
18) 2 tile bridge (overhang)

1
(http://i.imgur.com/hgpSfpd.jpg)
2
(http://i.imgur.com/kTaJfWh.jpg)
3
(http://i.imgur.com/9tpjLsV.jpg)
4
(http://i.imgur.com/loKSwBL.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Golhbul on August 18, 2016, 05:27:00 AM
 &apls Sublime.... Very nice.... I can't wait the upload.... :)

The extenders are provided?
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on August 18, 2016, 08:06:15 AM
Oh excellent! Very nice indeed.

Title: Re: Simmer's Lotting Lab.
Post by: vester on August 18, 2016, 12:28:39 PM
Was hoping you could do some tracks for the Lygten Station:
(https://s19.postimg.org/owj5moxnn/Tracks.png)
(STR at the platforms.)

Not sure how many tiles long the transition should be.

Nice work on the pipes.
Maybe use Multisub materials, using one sub material for the roof of the pumping station and one for the edge of the roof.

What program are you using, gmax or max ?
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on August 18, 2016, 05:53:32 PM
project WoW!   :o

 :satisfied:


 :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 18, 2016, 10:51:10 PM
Thanks guys! I'm currently working on 3 more additions :thumbsup:

@Vester Here are two pngs for you.
With number 1 you only need to create a crossover just outside the station by just using the NAM RRW.
Number 2 is your actual design.
Save as and cut.

1
(http://i.imgur.com/nKV4AT5.png)
2
(http://i.imgur.com/WmPp5UA.png)

I'm using good 'ol Gmax and the issue your keen eyes have noticed is due to pulling polygons on a mapped surface.
Isolated the offending polygons and textured them separately but they lose the map coords, therefore I have to switch to X,Y,Z texture mode.
I may create a veneer with its own map coords and texture it separately.

Nick
 
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on August 19, 2016, 01:15:33 AM
Those pipes are phenomenal! Looking like a great way to recreate some abandoned industrial plants.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on August 19, 2016, 01:28:30 AM
Brilliant pipes!
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on August 20, 2016, 05:32:59 PM
The pipe set looks wonderful ! It's really needed.  ;D
But, if I had to criticize it, I would say that the red/white texture you applied on the metallic structures of the overhanging pieces looks weird. It's too "loud" for some reason in my opinion, it seems to be glittering like neons.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 23, 2016, 01:59:19 AM
Thanks again everyone!

@maharadjahdesaboum Regarding the color scheme for the crossover bridges, they are rusty white and they show quite well on my screen.

Major update...in the pump, out the pump, through the valve, across the river,  up the hill, down the hill....heck I lost count on how many new pieces I made. I also revamped the pump houses. And yes those are 15m transitions. Many pieces are not even shown but I will re-list them all and post pics.
So, fasten your seat belt and please make sure your table is in the upright position.

1
(http://i.imgur.com/VMS4EyG.jpg)
2
(http://i.imgur.com/VWvqT1e.jpg)
3
(http://i.imgur.com/O0McZCH.jpg)
4
(http://i.imgur.com/b0pNGQX.jpg)
5
(http://i.imgur.com/IUdRJta.jpg)
6
(http://i.imgur.com/zxyEFxp.jpg)
7
(http://i.imgur.com/9lb0t9K.jpg)
8
(http://i.imgur.com/Vw40z8f.jpg)
9
(http://i.imgur.com/I4mVo89.jpg)
10
(http://i.imgur.com/CwAlAB1.jpg)
11
(http://i.imgur.com/WsfJs2t.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Golhbul on August 23, 2016, 03:22:53 AM
 &apls
The pipe adapt to the terrain? It's just a job titan .... Highly upload
Title: Re: Simmer's Lotting Lab.
Post by: schokoladeneis 1 on August 23, 2016, 05:33:55 AM
Can't wait!   :thumbsup:
But the support pillars on the 15m transition pieces would look better if they were vertical instead of diagonal (45°). I think.
At first I thought the rusty parts are too bright and saturated, too. Well, now you showed us the pipes in a real sc4 eviroment and it looks pretty good.
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 23, 2016, 06:35:17 AM
Now that is something that is original and very creative.  Taking Oil/gas pipes to whole new level. Great job!
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on August 23, 2016, 07:18:24 AM
Looking very good! I'm sure I'll find use for them!
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on August 23, 2016, 11:45:22 AM
Wow!
I mean woooww!  &apls &apls &apls :popcorn:
Is this still SimCity 4???

Very nice! :)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on August 23, 2016, 12:31:28 PM
Great work on the pipes, looks like you've covered all the bases in terms of pieces too.  :thumbsup:

I wonder if you'd consider making a few longer bridge pieces though? I prefer to make embankments into the water, rather than sheer slopes and the one you show is a little restrictive. Considering the height is good for decent sized shipping too, it would be nice to have clearance (width) in the water for them to pass under too.
Title: Re: Simmer's Lotting Lab.
Post by: vester on August 23, 2016, 04:05:45 PM
I really don't like the roof texture on the pumping station, it is just of.

Maybe add a tar roof.

Easy way to do this, is to place a rectangle with a extrude modifier on top (maybe with the settings as low as h=0.001)


Also don't use a pure white materials as you have done on the pipes (beside the rust).
More details will stand out if a light grey instead.

For a white material I use this texture, which I mix with a black (as a composite material)
(https://s19.postimg.org/q8ks115wj/Paint_White_v01.jpg)
If I am going for a more dirty material, I could use these one:
(https://s19.postimg.org/6f8o8bsir/OB_v3.jpg)

As you can see they are both rework of the same base texture.

Another reworking into a black paint:
(https://s19.postimg.org/bf64g9y5f/Paint_railing_v02.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 23, 2016, 04:54:07 PM
I don't know, the roofs look like they are made of tar and gravel and is not taken care of or rather dilapidated which in my opinion fits beautifully in industrial.
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on August 24, 2016, 07:11:22 AM
Wow, those pipes really look wonderful!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: feyss on August 24, 2016, 07:22:48 AM
That will fit perfectly in my harbour area.

Awesome work  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on August 24, 2016, 03:48:32 PM
These pipelines are bloody marvellous!

 &hlp &hlp &hlp
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 26, 2016, 10:02:42 AM
Thank you everyone  :)

A few more pieces have been added, some of them are improved designs and some texture modifications.
I definitively will not change the roof textures on the non nondescript pump houses . I'm trying to convey a sense of dilapidated, worn out industrial urban and non urban atmosphere. This is my style of texturing for this project.

1
(http://i.imgur.com/bpPY3J5.jpg)
2
(http://i.imgur.com/Om9yEMB.jpg)
3
(http://i.imgur.com/vWPbahK.jpg)
4
New upright footings for the 45 sloped 15m transition and 1 piece going through the hill if you have stuff built on top.
(http://i.imgur.com/JDYZ2dv.jpg)
5
Longer river spans and bridges with separate footings for water crossings. Longer ones are in the works.
(http://i.imgur.com/CD9KBFf.jpg)
6
(http://i.imgur.com/jzr0TVR.jpg)
8
Other way of using the 15m transition piece.....water intake point....
(http://i.imgur.com/5zIwNLE.jpg)

Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on August 26, 2016, 10:33:55 AM
Wow  &apls &apls
Those are amazing additions you made.  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on August 26, 2016, 11:32:41 AM
Awesome and very useful ! I am eager to use them  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on August 26, 2016, 11:48:00 AM
They look amazing! The only thing I think you're missing is a 3 tile land network crossing with a single support in the middle instead of having 2 equally spaced ones. If there was one with the support in the center your pipes could pass over AVE-6, RHW-6C, and RHW-8C.

I like the textures I think it'll be a useful set!
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on August 26, 2016, 01:53:37 PM
I think the point with the roof texturing was that the texture appears too big for the relative size of the building, making it appear artificially small. I had thought (at first glance) that the station was only 1 story tall based on the roof texture, and it took me three passes to realize that it was, in fact, 2+ stories tall with a Car/garage door and side access at the base. Based on the textures Arne posted, the issue did not appear to be with the dilapidated appearance.

Similarly, I agree that the pipes should be grayer, to blend in better with the environment and avoid the GMAX effect where everything appears bleached or washed out. It's the only thing that mars an otherwise excellent project, since the superstructures for the overpasses/crossings appear to blend very well with the terrain.
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 26, 2016, 02:33:30 PM
I agree, they look totally amazing.  I LOVE the look as the pipes and houses do look a little dilapidated.  GREAT job again.  Keep em coming.  Is it to assume that the "bridge" pieces may also be use for land over passes?  Finally, is it also to assume that the maximum width of the river is limited?

One last point.  The pipes look much more realistic as rust is never consistent in any way and grows any which way.  GREAT JOB again.


Admin edit - Merged your posts.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on August 26, 2016, 05:30:32 PM
Very, very impressive. I don't think I have seen a set of SC4 items so varied.

I wonder if FA is coming...
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 28, 2016, 12:58:58 AM
Thank you all.

Yes dyoungyn, your assumption is correct. The maximum river span will be 4 water tiles for a total of 8 tiles long!!

@MushyMushy...done.

@APSM regardless of the structure height the roof size remains the same. Also I'm well aware of the Gmax washout effect, by dimming the ambient light you can tone down the brightness on the final render.

@Vizoria...perhaps.

While working on that project I whipped up another item that is missing in SC4...old style break water concrete blocks.....piles of them and in MMP format to boot!
So if enough people like them I will release them.
Here are a few pics showcasing them.
1
(http://i.imgur.com/t1y55oE.jpg)
2
(http://i.imgur.com/39GMUxy.jpg)
3
(http://i.imgur.com/ZzGOWrP.jpg)
4
(http://i.imgur.com/smv1AXB.jpg)
5
(http://i.imgur.com/y4gzrRm.jpg)
6
(http://i.imgur.com/yHGDQqE.jpg)

Simmer2/Nick


 
Title: Re: Simmer's Lotting Lab.
Post by: art128 on August 28, 2016, 01:42:19 AM
They fit really well with nbvc's marina walls. :)
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on August 28, 2016, 12:29:10 PM
Have you thought about changing this thread to just "Simmer's Super Awesome Lab"? I'm certain that's the only thing that's come out of here. :P

I'll say this again, those breakwaters are awesome! Having them as MMPs is even better - no more strictly straight coastlines!

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 28, 2016, 08:48:27 PM
Thank you art128 and omgitskosc
You can download it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3397

2 more pics as an example.

1
(http://i.imgur.com/C0wysVj.jpg)
2
(http://i.imgur.com/2otZIvt.jpg)

Enjoy! 
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 29, 2016, 12:05:50 AM
Wonderful job.  What bout your AWESOME dilapidated industrial pipes?  Also what the oil rail depot?  You do absolutely amazing work.  Keep it up. 
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on August 29, 2016, 03:09:23 AM
that's a good idea for MMP indeed! I like them!
 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on August 29, 2016, 06:09:20 AM
Those breakwater blocks are excellent! Looking forward to using them!
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on August 29, 2016, 08:46:51 AM
Those pipes are looking as good as ever.  I know there are industrial projects going on in the community which will benefit greatly from a useful addition like this.

The concrete block MMPs will be useful, too.  The texture is superb, and fractional angle/whatever coastlines will be that much more feasible.

You've got a good thing going here, Simmer.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on August 29, 2016, 11:31:52 AM
Will the concrete blocks be able to be placed on both land and water?

I know the intended use seems to be as breakwaters, but in the area where I live, old concrete chunks are actually used to help slow soil erosion in the broken terrain.  Very much a breakwater on land, as they are specifically used to slow the flow of water in the many ravines in the area.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 29, 2016, 08:24:28 PM
dyoungyn I'm wrapping up the pipes project, the oil depot is on hold until out gracious MushyMushy finishes the last of the industrial assets.

gn_leugim indeed! Thank you.

belfastsocrates I'm glad you like them!

metarvo Thank you!

Shark7 The blocks can be placed on land and water.

And now for something also I think is needed......Seaweeds!!!!
I made these as tight as possible, you can literally paint terrain down to the last inch! Both water and land (if you pretend its a land weed :))
They are so tight you can paint over itself!

1
(http://i.imgur.com/Q6uq683.jpg)
2
(http://i.imgur.com/qGxESt5.jpg)
3
(http://i.imgur.com/3p4y7KC.jpg)

Oh and I almost forgot...
(http://i.imgur.com/fsyMPv2.jpg)

Yupper...2 colors as it should be.
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 29, 2016, 11:48:16 PM
Wow, you truly do have intensive creativity.  Just using your imagination, gives ideas of realism.  Great Scott, it is OUTSTANDING!  Will there be depth limitations when plopping both the concrete blocks and now the seaweed in the water or does it just floats at the top of the sea?
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on August 30, 2016, 12:04:09 PM
These are all such awesome creations. Great skill.

Love the "seaweed". Totally perfect. I'm here in south Louisiana.
Here we call it "marsh grass". Seaweed are typically underwater. Just what we call it. Anyway, can't wait to use those. One thing, how about a tan colored version for winter/dead areas? That would be a nice addition.

The breakwaters are very nice. How about some additional sized blocks like maybe 2-3 sizes? That would be very nice. Just a thought.

And in a whisper....don't forget about trains please. Just kidding.   :-\
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on August 30, 2016, 12:34:56 PM
 :shocked2:
...
...
...
Excuse me, is my brain that was put down. He could not stand all these beautiful things! BEAUTIFUL! &dance
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 31, 2016, 01:10:03 PM
@dyoungyn   Thank you! MMP sticks to the terrain, they do not "float". Water depth and water texture color determines the visual impact on underwater objects.

@tigerbuilder Thank you! Those are actual seaweeds, they are supposed to be placed fully underwater. I made a purple variation for color breaks.

@Akallan I'm glad you love my work. :)


Rather big update so bear with me.

So I resolved the multi tile pipe river span by making the footing a separate lot.

So far I got the 1,2 and 3 tiles done (that's actually 5,6 and 7 flat tiles) one more to go and then its crunch time.

I think once done, the pack will have well over 30 pieces!

The whole assembly relies the 15m rule. As long as you start at sea level and work your way up you are good. The water depth must always be 15m or more deep (deeper water will not affect the height of the footing). This obviously applies only to the pipe path, the rest of the map can be whatever altitude you wish.

Here is an example of the possible footing combinations and the 15m transition piece applied to the map. You can choose not to use the footing if you wish to have a clear path for your boats (not aesthetically conducive but hey, its your map and you do what you like )

There is also a couple more pics showing what I'm working on as well. (work in progress)

3 footings.

(http://i.imgur.com/NkmbSkK.jpg)

2 footings

(http://i.imgur.com/XyaaHzP.jpg)

1 side or the other.

(http://i.imgur.com/5p3LISJ.jpg)

1 footing

(http://i.imgur.com/cmeeOyW.jpg)

No footings.

(http://i.imgur.com/yB0r4Nv.jpg)

Transitions up hill 1

(http://i.imgur.com/kU3iXXC.jpg)

Transitions up hill 2

(http://i.imgur.com/TLhJFOT.jpg)

Transitions up hill 3

(http://i.imgur.com/R4cPKkG.jpg)

New stuff examples.

(http://i.imgur.com/CKYdrPl.jpg)

New stuff applied.

(http://i.imgur.com/J2Vhs16.jpg)

New stuff............

(http://i.imgur.com/POFk62W.jpg)

Simmer2/Nic
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on August 31, 2016, 01:47:14 PM
Looks AWESOME.  May I ask a stupid question, why is it that for the river span the pipes are raised up as if they were going over a road.  Only curious as the depth of the cliffs in my opinion would be more than enough for ships to pass.
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on August 31, 2016, 01:50:51 PM
With these wonderful mmp additions I can almost hear the cogweels of korver's creative genius starting to churn a new scene! :D

Now, both these and the pipes are fabulous! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on August 31, 2016, 02:45:13 PM
Fantastic MMP additions, while the new pipeline pieces look really amazing.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 06, 2016, 09:58:22 AM
@dyoungyn The cliff is 15m, not enough for some ships, therefore I added another 8m to make it more in line with major river crossings.

@Themistokles I agree  ;D

@Vizoria Thank you!

New possibilities.....

1

(http://i.imgur.com/TWjXrda.jpg)

2

(http://i.imgur.com/53vhjfb.jpg)

3

(http://i.imgur.com/0KH4MLx.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on September 06, 2016, 10:23:56 AM
Wow!  &apls &apls &apls
That's nice! :)

(and what is that retaining wall? I recognize NBVC marina wall on the seaside, but I don't know the walls on the slope.)
 
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on September 06, 2016, 11:42:32 AM
I agree this is AWESOME work you have done here.  FINALLY, a viable answer that frustrated question of over hanging props over road, rail, etc.  This could open to door to a whole new round of possibilities.   
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on September 07, 2016, 02:13:58 AM
Very nice!

At first I was gonna ask you where you found that automata (I figured the image was photoshopped since the train was double-ended).
Then I saw the shadow. Still, it's a very nice train. Did you BAT it yourself?

Good to see the pipe project coming together.
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on September 08, 2016, 07:54:32 AM
The idea of overhanging props has always intrigued me.  That crossing is looking really sharp!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on September 08, 2016, 10:06:13 AM
nice stuff indeed!

there is only one little thing I would do if I was doing these, for the green sea weed, I would de-saturate its green a bit. Or, maybe, keep that one as it is and create a new one, with the desaturated green, as it would be very usefull for a land weed, and is a bit too bright green for that. just my two cents.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 08, 2016, 12:30:30 PM
@Tyberius06 Thank you. you will find those seawalls/retaining walls here http://community.simtropolis.com/files/file/24039-js-seawalls-v2/

@dyoungyn Thank you. There are 5 lengths available....

@APSMS Thanks! That train you see took me months to perfect and I'm still not happy. Among all these projects I got going I'm also working on a train prop pack for my future lots.

@metarvo "The idea of overhanging props has always intrigued me" You have no idea  :D Thank you!

@gn_leugim My sea flora is still work in progress and I'm still working on perfecting textures shaders. You will see what I have in store soon enough  ;)

Besides making 1 or 2 more items to complete the pipe collection I'm already working on a simple to decipher icon scheme for menu purpose.
I'm also thinking about making an MML for the whole project (36 pieces so far).
You think its necessary?

Nick
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on September 08, 2016, 12:39:41 PM
If I had to choose, while an MML is nice, a DAMN menu is far better. I know it's easier for devs to make MMLs, and not so much for the end user, but at the same time a DAMN menu is a much easier way to go about things, and IMO is a more useful feature and is worth my time.

I know I can make my own DAMN menus, but if I had a quarter for every time I said I was going to do something about my overstuffed plugins folder...
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on September 08, 2016, 01:59:32 PM
Hmm, my major issues with MMLs are the fact that 1) I have a hard time finding the one that opens the menu and 2) I forget I even have the things listed under the MML menu (mostly due to #1).

And as with APSMS, the whole DAMN menu thing just wont get done if I have to do it myself.

Given a choice, I'd vote for MML even with the issues above.  Because at least when they are forgotten, they aren't giving me a big long list in my main menus.
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on September 08, 2016, 04:45:29 PM
The possibilty you offer to us to plop flying fishes on land is just right enough to make me enthousiastic  :bnn:
Everything looks awesome.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 08, 2016, 11:56:28 PM
@APSMS and Shark7 Perhaps I could make both the MML and the DAMN (lol) menus. If I recall, DAMN menus are created with the SSPTool but I dunno how to make the MML, I will have to look for a tutorial.

@maharadjahdesaboum Thank you and  :D

Oky, now its time for the show and tell of all 36 pieces and their respective icons.
They are easy to follow and distinctive enough to stand out in the menus.

Actual props.
(http://i.imgur.com/iT6nsTX.jpg)

Water footing.
(http://i.imgur.com/3j0pqjl.png)

Icon Legend
(http://i.imgur.com/LegI0B4.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on September 09, 2016, 05:12:31 AM
Absolutely fantastic! Superb work
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on September 09, 2016, 06:12:40 AM
ABSOLUTELY 1000% DITTO.  FABULOUS work.  Did I miss something, are they released somewhere I failed to check for?
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on September 09, 2016, 11:27:19 AM
simple and easy to use :)

But, shouldn't it be oil-duct? :P

I shall wait to see the weeds then :)
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on September 09, 2016, 03:06:20 PM
Looks fabulous! This set really does cover all the bases. You're making me want to go finish my base pipe set and then play around with pipes some more!  :D
Out of curiosity, what's the diameter of the pipes?
Title: Re: Simmer's Lotting Lab.
Post by: korver on September 09, 2016, 07:15:22 PM
Outstanding work as always! &apls

I also just noticed those Moai... ;D Hopefully I'll be able to put them to good use once they get released.
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on September 12, 2016, 05:28:31 PM
Wonderful set  &apls

This encourages me to get my citizens a district heating. These huge pipes (most of the diameter is for isolation, though) in the middle of residential blocks of former socialist Germany are quite distinctive. They feature lots of S-curves, serving as an expansion joint.

(http://www.informationen-reise.de/reisefotos/deutschland/zugang-lene-voigt-park-fernwaerme-rohre.JPG)

(http://www.cleanenergy-project.de/images/public/m_021_ddr-_fernwrme-_leipzig_1986.jpg)

(http://www.desiro.net/Atom3.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on September 12, 2016, 05:51:08 PM
That's a good idea. I use district heating in Passau and I would combine these with Mushy's planned geothermal plant. Most pipes are underground as in NY but some above ground would look good as well
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on September 13, 2016, 02:09:27 PM
Your work is impressive, as always! ;D It is very realistic, and it reminds me my job! Every day I build pipes like the picture of Seaman, only smaller! :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 14, 2016, 10:06:05 AM
An MML is now available as an option for the set.
Release date has been tentatively set for Oct 1.

@belfastsocrates Thank you!

@dyoungyn Thanks! Keep following this thread for the final release date.

@gn_leugim Thank you! The set was was made to simulate aqueducts however because I did not use any markings on the pipes, they can be used to convey any fluids or gas you wish  ;)

@MushyMushy Thank you Mushy! I made these pipes with a 0.9m inner radius and 1m outer for a total of 2m in diameter.

@korver Thanks! Now that you have a copy of them, shows us what you can do :thumbsup:

@Seaman Wow! I had no idea those even existed! Thank you for showing me  :)

@Akallan Thank you!

Here are a few more pics showing what you can do with the pipes.

Gorge crossing with rail network below....

1

(http://i.imgur.com/a6fKRTy.jpg)

2

(http://i.imgur.com/ro2bA3M.jpg)

3

(http://i.imgur.com/UfSNvw8.jpg)

4

(http://i.imgur.com/1MqKcm9.png)

5

(http://i.imgur.com/aaAS34A.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on September 14, 2016, 12:00:20 PM
WOW!!! Simply WOW!!!  Now that is sweeet to FINALLY see a dragable network under a land bridge &apls  This reminds of the pipeline across Alaska.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 18, 2016, 12:07:55 AM
Well, the wait time for my coastline and marine MMPs is over. Grab it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3402

1
(http://i.imgur.com/cV8WpsQ.jpg)
2
(http://i.imgur.com/gjZbFwB.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on September 18, 2016, 03:20:23 AM
Interesting stuff you are making.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on September 18, 2016, 04:39:13 AM
I've never felt the patience to playing with MMPs in big amount or areas, but after these... I think I find the spot on my current map, where I can use them...  &apls &apls

Thank you!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on September 18, 2016, 06:34:16 AM
Cool stuff! Those underwater blocks will complement the block rip-rap set.
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on September 20, 2016, 05:23:08 AM
Note to myself: when getting home today, donwload this awesome mmps :D
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on September 23, 2016, 11:48:48 AM
Hmmm...

I see realistic coast lines and coral reefs in my future...I wonder why?  $%Grinno$%

Downloading now.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on September 23, 2016, 12:59:54 PM
Wow! Your work is admirable! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 26, 2016, 02:39:08 PM
Drive by post...
In the process of moving at the moment but I found time to start a new project.

I'm batting and lotting a series of abandoned trains stops. Trying to convey a sense of decay and abandonment.

Trains will still cross the lots, some are still barely functional and some are just completely left to the inclement of time.

Here is a DTR one, placed in the sleazy part of the map....still functional.

1

(http://i.imgur.com/7hVfNeK.jpg)

2

(http://i.imgur.com/aChoXHf.jpg)

3

(http://i.imgur.com/xURk4TK.jpg)

4

(http://i.imgur.com/BjpJeL7.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on September 26, 2016, 02:54:57 PM
it's a bit short, but I guess that's why it's abandoned ;)
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on September 26, 2016, 05:50:22 PM
Great creations, Nick!
A little suggestion: make the abandoned train stop longer as 4 tiles and make dilapidated shelters full of graffiti.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 26, 2016, 06:17:31 PM
Great creations, Nick!
A little suggestion: make the abandoned train stop longer as 4 tiles and make dilapidated shelters full of graffiti.


Great suggestion regarding the graffiti. I'm also making longer ones.
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on September 26, 2016, 09:43:33 PM
I agree with the suggestion to lengthen the abandoned stop a bit.  I think the the extra length would help make it blend in more and not stand out quite as much.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 27, 2016, 10:15:40 AM
Better?

(http://i.imgur.com/jhJdcoS.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on September 27, 2016, 10:23:53 AM
Most definitely much better and a little more realistic.  Great job and keep em coming.

Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on September 27, 2016, 10:39:44 AM
Yepp, it's better :) Thanks! :)
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on September 27, 2016, 10:46:26 AM
nice!  ;D
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on September 27, 2016, 11:44:43 AM
now that looks much better now indeed, looks like old/abandoned ;)
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on September 27, 2016, 10:08:34 PM
Yes it's much better, :thumbsup:
but it would be perfect with a shelter on both side. ;)
I hope that the graffiti are on both sides of the shelters. ::)
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on September 27, 2016, 11:37:13 PM
Much better.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 29, 2016, 11:28:35 AM
Thank you everyone. I'm already working on a 3rd generation version which will have nite lights. Pics will be shown soon.

On another note, final preparations are underway to ensure a smooth release of my pipes project.
We should have lift off in 48 hours or so :)

1
(http://i.imgur.com/iT6nsTX.jpg)
2
(http://i.imgur.com/LegI0B4.jpg)
3
(http://i.imgur.com/a6fKRTy.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on September 29, 2016, 12:06:41 PM
Oh I just can't wait until they are released.  They look just as fantastic as they always have been.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on September 29, 2016, 03:37:56 PM
What a set! And there are slope-conforming pieces too! Well done!

I was wondering if there are any angled pieces i.e. straight piece angled upwards 15 degrees, 30 degrees and 45 degrees?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 30, 2016, 09:03:22 AM
Thank you dyoungyn

Hi Vizoria Perhaps there will be an expansion set coming soon......

Here is an update on the Abandoned Train Station....with night lights.
1
(http://i.imgur.com/B0R8LVK.jpg)
2
(http://i.imgur.com/RXSMtvP.jpg)
3
(http://i.imgur.com/vTRQQNe.jpg)
4
(http://i.imgur.com/KsiUMC0.jpg)
5
(http://i.imgur.com/dY6iSUn.jpg)
6
(http://i.imgur.com/MQLmvD4.jpg)

Simmer2/Nick



Title: Re: Simmer's Lotting Lab.
Post by: matias93 on September 30, 2016, 09:28:12 AM
That thing has already many places reserved on my low wealth suburbs  &hlp
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on September 30, 2016, 08:15:25 PM
nice!  &apls

You said, that you aim for a set of several abandoned stations. I have an idea for the lighting for another station. Try including a line of lamps - and leave some of them out. Maybe this will create the effect of broken lamps and give a wore-down look (or it looks just rubish, I don't know).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 02, 2016, 12:48:39 PM
Thank you matias93

Actually, Seaman You can see the missing bulbs effect on the night shots above. The lights are placed under the long canopy but they are staggered thus simulating burnt out bulbs.  ;D

You will now find my pipe set here http://community.simtropolis.com/files/file/31315-sm2-aqueduct/ or here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3405

Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on October 03, 2016, 07:59:33 AM
Looks nice, as always  ;)
Title: Re: Simmer's Lotting Lab.
Post by: kelis on October 03, 2016, 11:39:21 AM
Thanks for the pipe set, it is really nice  :thumbsup: :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on October 06, 2016, 10:08:41 AM
Awesome work! I think we really missed such HD pipelines, thank you very much!  :)

And this abandoned station - sweet!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 19, 2016, 10:07:43 AM
Thank you  feyss, kelis and kbieniu7.

New project! (among all the others :D)

These are the base to build something that is missing in SC4.
Can you guess what it is?
1
(http://i.imgur.com/qnzl1jl.jpg)
2
(http://i.imgur.com/dKEM9KR.jpg)
3
(http://i.imgur.com/z1qDcFu.jpg)
4
(http://i.imgur.com/sREwYyl.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: vester on October 19, 2016, 10:36:32 AM
The trains looks good.

If you brighten up the black you will be able to see more details.
It will also correspond more with what you will see in real life and not what you think you see.

Take a picture of a black object. Take it into Gimp, Photoshop or other image editing program,
you will see that black is not just black, but more dark grey and white is not whit but a light grey.
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on October 19, 2016, 11:06:16 AM
These are the base to build something that is missing in SC4. Can you guess what it is?

It looks like north-american/New York subway cars as props. Am I right ? It looks pretty cool  :satisfied:

(A subway depot maybe ?)
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on October 19, 2016, 04:25:19 PM
been lurking about for awhile now...  like all the proposed work and even proposing a few train cars adn engines to be used as town park relics and even abandoned stock...    ??? :satisfied:

I really like the pipe set, however I ran into a snaffu, in that i can't get it to be damn'd up... is anyone else having this issue?... %confuso


back to the hiking  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 21, 2016, 09:02:32 AM
@vester Agreed, I already have several versions ready and will post pics soon.

@maharadjahdesaboum You win!!

@Jack_wilds Uhmm, it works on my rig.
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on October 21, 2016, 09:25:38 AM
Depot loveliness! I need to think now where I'll place it :D

Are you considering a Euro-style subway train prop in addition to the US type? Maybe the snazzy new trains planned for the London Underground  ::)  :satisfied:

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 21, 2016, 06:06:14 PM
Depot loveliness! I need to think now where I'll place it :D

Are you considering a Euro-style subway train prop in addition to the US type? Maybe the snazzy new trains planned for the London Underground  ::)  :satisfied:

Not at this time, sorry  :(

I do have an update on the HD stone project.
Here are a few.
1
(http://i.imgur.com/m1jvqLM.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on October 22, 2016, 11:00:36 AM
Rocks look very good and we can always use more good HD rocks  &apls  Nice work on the aqueducts and other projects as well  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 27, 2016, 09:04:35 AM
Thanks noa and welcome back!

This is still WIP but its getting there.

New depot buildings for my upcoming SM2 Subway Train Depot. Low res at the moment but they will be HD on final renders.
1
(http://i.imgur.com/vF2gjoy.jpg)
2
(http://i.imgur.com/rDWmf4z.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on October 27, 2016, 10:09:37 AM
Looking good so far!
Title: Re: Simmer's Lotting Lab.
Post by: Mikey Knox on October 27, 2016, 11:56:04 AM
Hey Simmer, what happened to the massive Oil Rail Yard you where working on? Did i missed it?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 27, 2016, 12:01:49 PM
Hey Simmer, what happened to the massive Oil Rail Yard you where working on? Did i missed it?

Still waiting for MushyMushy to complete the prop pack in order to upgrade the lots.
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on October 27, 2016, 12:34:02 PM
That was such a huge work! It seems reasonable that she, also being doing textures for the NAM 35's NWM, could need more time to end it. Anyway, it would be magnifical when done, so the wait is more than worth!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on October 27, 2016, 01:41:00 PM
Looking good! Will be great to have a subway depot, and in HD too boot :thumbsup:  I'd forgotten about the oil rail yard but am very much looking forward to that as well!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 30, 2016, 02:29:43 AM
Thank you all!

Next piece of the subway depot is done! Full HD  ;D

SM2 Main Transformer used to feed the power hungry 3rd rail. 27,000 Kva to 625 Kva.
Here it is just shown on a small lot but it will be part of the main subway depot.

1
(http://i.imgur.com/O1PMtxJ.jpg)
2
(http://i.imgur.com/BooJl7U.jpg)
3
(http://i.imgur.com/dvuJWMb.jpg)
4
(http://i.imgur.com/oBbPhqO.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on October 30, 2016, 06:07:05 AM
...
1.(http://i.imgur.com/O1PMtxJ.jpg) 2.(http://i.imgur.com/BooJl7U.jpg)
3.(http://i.imgur.com/dvuJWMb.jpg) 4.(http://i.imgur.com/oBbPhqO.jpg)

Nick

It'll be nice to have a standalone version! ;)
Ah, great work on the depot. :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on October 30, 2016, 06:21:13 PM
This HD transfromer is so cute !  :) , and I love the new rock, is it that there will be shadows onto the rocks ? (this is a big plus for realism in my opinion )
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on October 30, 2016, 06:56:38 PM
That is a nice transformer, full HD changes this kind of things to the better :) Be careful, I can see a red point on the top, it might be an export glitch.


It'll be nice to have a standalone version! ;)


Some small standalone transfomers have been created already vinlabsc3k, the best ones I know are from DocRorlach, Bipin and Uki. I can give you some links if you like  :) (by the way I am not against a standalone version !)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 31, 2016, 09:09:52 AM
@vinlabsc3k Thank you and yes, there will be a stand alone lot for it.

@manga rivotra Thanks! The stones are being very carefully textured to resemble reality as much as possible.

@maharadjahdesaboum Thank you! The red point is intentional, its actually an aircraft warning light. They are very prevalent here when I drive by these type of installations.
Here are a couple of night shots showing it lit and also other night lights effects.

1
(http://i.imgur.com/3QtISDa.jpg)
2
(http://i.imgur.com/5kNiJ3m.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on October 31, 2016, 09:47:06 AM
@maharadjahdesaboum Thank you! The red point is intentional, its actually an aircraft warning light. They are very prevalent here when I drive by these type of installations.

Ok sorry  :) You learned me something ()stsfd()
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on October 31, 2016, 10:29:04 AM
Quote
@manga rivotra Thanks! The stones are being very carefully textured to resemble reality as much as possible.
Maybe I did not express properly  ::) : textures are perfect for me, I spoke only of the possibility that other other objects (trees, buildings, etc.) can have their own shadow visible on the rocks. ( as nbvc rock path, chrisadam ones or Heblem sand for exemple ) Peg's ones don't have which is a pity because they are very beautiful.
Superb work on the transformer, I am also delighted that he is standalone.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on October 31, 2016, 11:33:03 AM
I would imagine these rocks can't have shadows cast on them because these rocks are bigger. The reason the paths and rock/dirt mmps from the people you listed can have shadows cast on them is because they are very flat. SC4 shadows are simply a 2D skewed image of the thing casting them and the shadows can only cover things that sit very very low on the ground plane. This is why nearly all models can't have shadows cast on them by other props, and these rocks/boulders look too big to have shadows cast on them.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 01, 2016, 09:05:56 AM
@maharadjahdesaboum It is ok  :)

@manga rivotraMushy's explanation is spot on.

@MushyMushy Thank you for clarifying the shadow issue. :thumbsup:

Things are now progressing pretty fast. Here is the transformer again but with a custom made barbed wire metal fence I completed last night and signage.
Also....rocks! Lots of rocks!!

1
(http://i.imgur.com/jrrNuRP.jpg)
2
(http://i.imgur.com/LOuPIqh.jpg)
3
(http://i.imgur.com/1oCpEFF.jpg)

Title: Re: Simmer's Lotting Lab.
Post by: Silur on November 01, 2016, 11:25:13 AM
Great job. I really like, and the stones are just fantastic. Thank you and good luck
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on November 01, 2016, 11:34:06 AM
Good job. For me, I look more at the transformers, I looked for such ones few months ago  :thumbsup: And the rocks look over-HD'ed :D
Title: Re: Simmer's Lotting Lab.
Post by: vortext on November 01, 2016, 11:37:58 AM
Great work on the stones!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on November 01, 2016, 01:13:13 PM
Over HD'ed? Don't think I've heard that before. Those rocks look really nice to me. Nice work here Simmer!
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on November 01, 2016, 03:33:37 PM
Over HD'ed? Don't think I've heard that before. Those rocks look really nice to me. Nice work here Simmer!

It was just a joke, you know :D
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on November 01, 2016, 06:02:07 PM
Yet more fabulous work! You are also really getting the hang of batting too!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 02, 2016, 02:48:48 PM
Looks great, both rocks and substation  &apls

Over HD'ed? Don't think I've heard that before. Those rocks look really nice to me. Nice work here Simmer!

It was just a joke, you know :D

Nothing's over-HD'd, we just live in an under-HD'd (simcity) world :D
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on November 04, 2016, 12:31:43 PM
Great substation there! a stand alone version is very wellcome! ;)

Regarding the rocks, I have to be critic regarding it. Nice effort but, there are some issues with it.

(http://i93.photobucket.com/albums/l79/gn_leugim/sc4rocks_zpsc9fu04ib.png) (http://s93.photobucket.com/user/gn_leugim/media/sc4rocks_zpsc9fu04ib.png.html)

 Over HD'ed is one of the, which, together with the high detail of the textures used, that are not "tileable", creates repeatness patterns on popping too many together. (Green circles)

Also, the models, and particularly how the texture is applied to them, are not the best. you have some very sharp edges, that, by themselves would be very noticeable, and little realistic, and, the UV mapping setting even worsens the scenario, as it looks like you've used a planar map setting, which makes the texture to stretch to infinity in perpendicular faces to the map it self. (orange circles)

So, I would try to make the texture maps you use to tile, and would smooth out a bit the models (SD models would also help to reduce the sharpness on the rocks) also, other method of UV mapping would be nice to improve things.

Sorry if i'm been harsh or negative, but I see potential on them, and I want you to make best out of it, you know, want to make rocks great again...  &Thk/(  :thumbsup:

(I have a pic of it, but my hosting site is off for maintenance, I'll post it latter lol) EDIT: Added the picture :)
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on November 05, 2016, 12:15:38 PM
Hey, I am quite sure that Simmer2 is aware of those issues. Also, the way I understand that picture, it is more like a joke - normally, no one plops so many rocks at the same place, so no serious grafic glitches ...

What I wanted to say: I believe they will turn out amazing  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on November 05, 2016, 01:50:30 PM
I think they look GREAT.  I personally could not have done a better job then what was done.  I didn't even notice and still don't notice what the problem is.  Again, they look great as is.
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on November 06, 2016, 04:05:39 AM
Hey, I am quite sure that Simmer2 is aware of those issues. Also, the way I understand that picture, it is more like a joke - normally, no one plops so many rocks at the same place, so no serious grafic glitches ...

What I wanted to say: I believe they will turn out amazing  :thumbsup:

The over plopling of them may be a joke, ok, but even if there are just a few, I think the issues will be noticed, specially that of the "orange" circles. but that is just my opinion.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 10, 2016, 01:15:51 AM
Wow! Thank you everyone  :)

@gn_leugim I'm indeed working on an optimal pattern for those rocks you pointed out, thank you!

What I'm going to show you next is still WORK IN PROGRESS......Teaser  ;D

Coming soon..very soon  :thumbsup:

1
(http://i.imgur.com/xNnQfoE.jpg)
2
(http://i.imgur.com/gKwYNu6.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 11, 2016, 11:49:32 AM
Not 100% sure where you're going with this but I like it! Pretty much anything with the Centraal train shed is going to appeal to me though :D
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on November 11, 2016, 02:53:50 PM
This is going to be one immense relot of an already great railway station!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 12, 2016, 09:17:09 AM
noahclem Pretty big shed  :D

Vizoria Immense it will be...

One more piece of the puzzle. Again it is still work in progress I'm in the process of making some props for this lot to minimize dependencies.

1
(http://i.imgur.com/GSZVDHA.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: shanghai kid on November 13, 2016, 09:05:33 AM
 :o :o wow, that's some mouth-watering teasers, Nick.

Can't wait to see more and the finished station  &apls &apls

Ps. Is the railstation including the right part (where the str crosses the street), all part of the whole station, or is is this two different parts?
Looks to be one single bat/lot with a street, but had to ask after these wonderful first teasers.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 14, 2016, 10:01:09 AM
:o :o wow, that's some mouth-watering teasers, Nick.

Can't wait to see more and the finished station  &apls &apls

Ps. Is the railstation including the right part (where the str crosses the street), all part of the whole station, or is is this two different parts?
Looks to be one single bat/lot with a street, but had to ask after these wonderful first teasers.

Yup it is part of the mega lot.

Update! Last night I completed the massive timed prop family that will be included with this lot. Well over 150 props will be appearing and disappearing throughout the 24 hour SC4 day.
Not long now.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on November 14, 2016, 03:26:35 PM
Looking good. One of my favorite stations is getting an awesome relot. Not sure about using the Maxis conference center and Maxis bus shelter. Ruins it IMO. Fluggi would be better for the bus stop, and for the main concourse, I'm not sure, but I bet there is something better looking. Just my opinion thou - it is, of course, your Lot. :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 15, 2016, 11:34:25 AM
Hi michae95l Ruins it? A bit harsh don't ya think?
I changed the bus shelter to Fluggi's HD models but the Maxis convention center stays. Added 1 more dependency.
Before I even started this project I went through well over 100 models in search of a building that would fit the space I assigned for it and the look I was looking for. Found none, therefore I settled with a maxis model.
I like it!

Big update, only thing left is search and destroy bugs and a careful polish of the 100's of props used.
I created dozens of new props for this project and they will be released before hand as SM2 Prop Pack Vol2. The timed family pack will be released with this lot. There are over 150 on the pack Timed props are on a 8 hours schedule in order to make the lot more lively.
Of course, the lot texture is completely custom made  ;)

Regarding the triple track layout. I decided that there will be only one that actually will allow trains to pass across the lot, the middle one, the outer tracks have train props on them therefore it will look awful to see trains go through them. However, they will still connect to the rail network visually. Also, the road entrances are TE'd across both connections.

Connection between the outer tracks to the inner one, outside the lot, must be implemented when connecting with the rail network.

Here are a few pics.
1
(http://i.imgur.com/i4nBNMW.jpg)
2
(http://i.imgur.com/Tn0wBHc.jpg)
3
(http://i.imgur.com/9CrE3y5.jpg)
4
(http://i.imgur.com/uh8v09b.jpg)
5
(http://i.imgur.com/ERXSnLG.jpg)
6
(http://i.imgur.com/v7cZbIb.jpg)
7
(http://i.imgur.com/W78jX9P.jpg)
8
(http://i.imgur.com/jChAbc1.jpg)
9
(http://i.imgur.com/PEzbHpo.jpg)
10
(http://i.imgur.com/HCT51kk.jpg)
11
(http://i.imgur.com/vuhQbHc.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Mandarin(a) on November 15, 2016, 11:53:19 AM
You just love huge lots, don't you?   :D
I think this is a wonderful showcase of your lotting skills.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on November 15, 2016, 12:10:33 PM
Wow!!!!
What are the dimensions of this megamonster?  &apls &apls &apls &apls
I have to find a nice spot for this beauty :D
Personally I'm glad that the conventional center stays. I like that building on this lot. Each of my biggest problem of lotting that I have a lack of knowladge about nice building models. I know there are a lot of, I just don't know them even if I have a quite big collection from the exchanges. Anyway... this is awesome! :)  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on November 15, 2016, 02:21:09 PM
I think the convention centre works well in this setting and for this purpose. Nice use of the CIS building as well. Reminds me a little of some of the main stations in the UK which had 60's / 70's officr towers added to stations.

It's a great lot.
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on November 15, 2016, 03:43:28 PM
Well maybe not ruins it, but it wouldn't be my first choice. What would be my first choice, however, I cannot tell you. ;) The Fluggi bus stops enhance it drastically - much more European and much less American now. Apart from that it's a typical lot from Nick - fantastically beautiful, massively large and perfectly executed. :)
Also - I assume the sidewalk, although your custom texture in the above images, would revert to the installed user sidewalk texture? Or does it have different IIDs?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 16, 2016, 12:36:59 PM
To make things easy I have made a list with links of my entire portfolio and you will find it here on page 1 (http://sc4devotion.com/forums/index.php?topic=17211.msg501832#msg501832)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: tomvsotis on November 16, 2016, 01:26:27 PM
Awesome. Your stuff is great!
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on November 18, 2016, 04:52:45 AM
To make things easy I have made a list with links of my entire portfolio and you will find it here on page 1 (http://sc4devotion.com/forums/index.php?topic=17211.msg501832#msg501832)

Simmer2/Nick

Good idea Nick!   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on November 18, 2016, 10:51:04 AM
impressive at least, looks really nice! :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 18, 2016, 01:53:14 PM
Thank you tomvsotis, FrankU, gn_leugim

3 more uploads are now available for everyone to enjoy. Page 1 has been amended.

1) SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434

2) SM2 Main Transformers http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3435

3) SM2 Central Train Station http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3436

Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 19, 2016, 02:54:38 PM
Love the new stuff, of course  ;D  Intrigued by your use of that convention center bat; I've been pondering since I built the most recent airport in my MD. And, again, very interested in the new HD props ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 26, 2016, 12:30:40 AM
Something new this way comes....

This is just a rough plateau. Custom textures will accompany this lot (as usual).

(http://i.imgur.com/6HToycq.gif)

1
(http://i.imgur.com/1lGYiKb.jpg)
2
(http://i.imgur.com/u8PATpt.jpg)
3
(http://i.imgur.com/Jp4pavS.jpg)
4
(http://i.imgur.com/B77EYlb.jpg)
5
(http://i.imgur.com/YLzWkWT.jpg)
6
(http://i.imgur.com/jhv3keh.jpg)
7
(http://i.imgur.com/b9GsENz.jpg)
8
(http://i.imgur.com/1Bz6RrU.jpg)
9
(http://i.imgur.com/dbhE2Po.jpg)
10
(http://i.imgur.com/NkopzBc.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 28, 2016, 11:17:56 AM
While cleaning out my Gmax back log I found a few gems I started a while ago and completed them.
Enjoy!

A few cell towers in HD with nightlights for you to play with.
No cost to plop, bulldoze or maintain.
No power or water required.
They will give a bit of park effect.

You can grab them here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3438

1
(http://i.imgur.com/BtBSnBv.jpg)
2
(http://i.imgur.com/2DoqRUp.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: TheTeaCat on November 28, 2016, 01:34:00 PM
lovely little gems Nick  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on November 28, 2016, 01:59:55 PM
Nice work, Nick!
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on November 28, 2016, 02:54:14 PM
...

A few cell towers in HD with nightlights for you to play with.
No cost to plop, bulldoze or maintain. *1
No power or water required. *2
They will give a bit of park effect.

...

1. How is it possible that the mayor don't request a rent to occupy city land?  ???
2. How can a cellphone tower work without power? &Thk/(


Apart from these two notes, the last two update are fantastic!! &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on November 28, 2016, 04:24:17 PM
Those cell towers are awesome! I just downloaded them. &apls
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on November 28, 2016, 04:29:14 PM
They are small but beautiful BATs.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 05, 2016, 08:51:53 AM
@TheTeaCat Thank you!

@FrankU Thanks Frank!

@vinlabsc3k

1. How is it possible that the mayor don't request a rent to occupy city land?  ???
2. How can a cellphone tower work without power? &Thk/(


Apart from these two notes, the last two update are fantastic!! &apls &apls &apls


1) Its a cash deal... ::)
2) It has microwave receivers... :thumbsup:

@compdude787 Thanks!!

@Vizoria Thank you Viz. Sometimes good things come in small packages.

Speaking of packages. While packing my household for the big move I still managed to finish off some of the HD props for my upcoming project, in the wee hours of the night  :D

Its going to be a massive prop pack once done.

1)
(http://i.imgur.com/TpkeahS.jpg)
2
(http://i.imgur.com/t9BH0QS.jpg)
3
(http://i.imgur.com/LXv9mjo.jpg)
4
(http://i.imgur.com/6A4jAqk.jpg)
5
(http://i.imgur.com/RCQp8WF.jpg)
6
(http://i.imgur.com/snvHEq3.jpg)
7
(http://i.imgur.com/xdlmlgl.jpg)
8
(http://i.imgur.com/CRt9p15.jpg)
9
(http://i.imgur.com/KM0V18z.jpg)
10
(http://i.imgur.com/gRxgmMD.jpg)
11
(http://i.imgur.com/mOCLP2S.jpg)

I created a separate floor for the garage-warehouse therefore different props can be used at the garage opening without incurring the dreaded texture clipping due to LODs.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on December 05, 2016, 11:55:42 AM
Those pallets, barrels, forklifts, rusty open-roofed containers and trucks need to be MMPs!

Good stuff!
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on December 06, 2016, 10:22:46 AM
Uh... Now I have to hold back a little bit the next part of the Seaports, because as I can see I will need these warehouse props. I have some idea, what I want to do, I'm looking for warehouse props, but I guess just found them. :)  &apls &apls
Am I correct and those train garage/warehouses are not only for trains, they can be used several other ways, and they don't have baked ground floor?

Anyway I can't wait for this (well, sadly I can, because I'm busy with RL, and no time for Lotting, but still) :)
Thank You!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on December 06, 2016, 03:40:44 PM
That looks like an awesome pack!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 03, 2017, 02:14:12 PM
Happy new year everyone!

I'm still working on setting up my new office at our new home.
Hopefully I will be back on the saddle before the end of Jan.

Cheers.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vester on January 03, 2017, 02:55:46 PM
Happy New Year.

Looking forward for your return.

Hope you have seen my latest uploads.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 07, 2017, 09:44:45 AM
Hi vester

Oh I have seen your new packs. Nice ones!

I'm still not fully setup at the new house but I still managed to squeeze an addition to my SM2 Aqueduct pipe set. A water tower complete with night lights, a cell repeater and a flashing aircraft warning light on top ;D There is one just like that 2 km from my work.
Here are a few pics.
1
(http://i.imgur.com/VNZbpuo.jpg)
2
(http://i.imgur.com/65nbBlh.jpg)
3
(http://i.imgur.com/YHp1NKL.jpg)
4
(http://i.imgur.com/BAalTT0.jpg)
5
(http://i.imgur.com/jjcHcJv.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on January 07, 2017, 01:00:39 PM
Just saw your train depot halls... They're awesome! And exactly, what is quite missing in simcity, I believe!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 07, 2017, 07:53:29 PM
That water works looks awesome! Does it include the water pipe, or is that separate? There might be some instances where a player might desire the water pipe to be underground.
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on January 08, 2017, 03:42:03 AM
Fully aware that you've already exported the models, I still think they (the water pipes themselves) could do with being a little less bright (and less white, but darker works fine).

Having said that, the water tower and the water pipe set will be a very welcome addition for our cities, so keep up the good work!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 11, 2017, 12:00:52 PM
Thank you everyone  :thumbsup:

I fixed a few things on the water tower and also created a mobile power generator unit for sports events.......

1
(http://i.imgur.com/V0LwXj5.jpg)
2
(http://i.imgur.com/7HxMMmQ.jpg)
3
(http://i.imgur.com/GC9ikl1.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on January 11, 2017, 12:33:17 PM
Nice to see that you are working again on your pipe set  :thumbsup: A ladder on the water tower could be a good addition in my opinion.

The power generator looks nice. You will need removable bleachers (or a crowd !) to go with it
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on January 11, 2017, 04:46:42 PM
A monster truck crushing cars?? That's a SC first...very cool. Keep up the awesome work!
Title: Re: Simmer's Lotting Lab.
Post by: Ernestmaxis on January 12, 2017, 03:21:06 AM
A very nice lot! Haven't seen this in Simcity.
Can we see some more monstertruck models?  &hlp
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 12, 2017, 05:07:12 PM
Neat!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 13, 2017, 09:30:49 AM
@Krasner There is a ladder....

@tigerbuilder I may release a lot in the near future..

@Ernestmaxis Currently working on a few more models on my spare time.
 
@compdude787 Thanks!

2 more uploads are now available: SM2 Mobile Power Generator and SM2 Water Towers.
Here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3479
And here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3480

Page 1 has been amended!

2 more monster trucks teaser for the curious..

1
(http://i.imgur.com/Hlidn7N.jpg)
2
(http://i.imgur.com/NI7bRmy.jpg)

Simmer2 Nick
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on January 13, 2017, 10:34:04 AM
@Simmer2 Sorry. I didn't saw it at first  :-[ Maybe my post sounded directive, that wasn't my intention, sorry for that  &cry2

The blue monster truck in particular looks great, hopping like a rabbit  :)

Title: Re: Simmer's Lotting Lab.
Post by: APSMS on January 13, 2017, 08:04:39 PM
Although the textures on the monster trucks need some work imo (I think the colors are too uniform), the idea is very novel.

Timed props that come in and out with the filled bleachers would be pretty cool.
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on January 15, 2017, 01:22:10 AM
Ditto, Monster Jam is always a huge crowd pleaser &hlp  What would be even cooler is if there were people standing up in the bleachers cheering on the monsters. 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 16, 2017, 11:34:18 AM
@ Krasner Its all good  :thumbsup:

@ APSMS New paint jobs....Perhaps I should make a few banged up models?

@ dyoungyn Those bleachers are the original Maxis. People will pop up from 8PM to 11PM.

I may or may not release the Monster Jam lot/s depending on demand for it.

I'm in the process of re-doing all my rail lots textures for the next "NAM rail on demand"™ iteration, because of the sheer number of tiles (I have created several 1000 of them) any new releases from me will be sporadic for a while.

Cheers.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 19, 2017, 11:50:18 AM
I see a pile of pretty HD colored boxes coming soon...

Time to expand our seaports and intermodal yards. This is just a small sample, I'm working on over a dozen major shipping labels.
Straight, 45 and 22.5, made with a LOD so tight, when making lots you can stack them to your heart content.
I will cover 40 and 20 feet ones, made strictly with the original measurements.

Sample.
1
(http://i.imgur.com/l3rfBFG.jpg)
2
(http://i.imgur.com/VKBZaXI.jpg)
3
(http://i.imgur.com/lGES04v.jpg)
4
(http://i.imgur.com/wF7O2It.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on January 19, 2017, 12:59:30 PM
Wow!! Are you sure you don't have some sci-fi/magic device to take things from the real world and into simcity? Those containers look exactly like the real thing! Maybe it's because I've seen them more closely, but I'm specially impressed with the Maersk ones; all the details are simply perfect!
Title: Re: Simmer's Lotting Lab.
Post by: Sciurus on January 20, 2017, 01:19:08 PM
That could be a very good alternative for seaports ! &apls
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on January 20, 2017, 04:02:10 PM
Those look pretty awesome!!! &apls
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on January 20, 2017, 05:17:32 PM
I really should comment on your works more often, but in particular the containers here really caught my eye. Those will be a very useful improvement over the current ones out there.

Kudos too on the Monster trucks, once again you've proved that there are plenty of new ideas that have yet to be thought of for detailing our cities. Keep it up  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 23, 2017, 09:59:05 AM
I'm so glad my containers project is so well received!!

Well, here is an update on the containers project.

Created a few more labels and also 2 TTX train Well Cars to carry them. A detailed empty one and a flat one made with one of my special tricks which will allow lotters to place any of my containers on it without incurring on the dreaded graphic clipping issue.

1
(http://i.imgur.com/THfEdvD.jpg)
2
(http://i.imgur.com/qxoDnwy.jpg)

Simmer2


 
Title: Re: Simmer's Lotting Lab.
Post by: Sciurus on January 23, 2017, 11:01:34 AM
That's excellent. They'll fit pretty good with my future freight stations ;D
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on January 23, 2017, 12:27:36 PM
Superb models!   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 23, 2017, 01:39:18 PM
The models are beautiful.
Just a question....
Could you make stacks of containers? Just two, three or four on top of each other. Arranging them in families and then those families in rows can make the container port storage areas filled with a multiude of container stacks all made with one lot, each plop (or grow) looking different.
So not the grouped stacks that JeStarr made, but just simple single stacks.

Thanks in advance.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on January 23, 2017, 02:13:54 PM
More diagonal and FA props are always welcome!
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on January 23, 2017, 03:24:01 PM
Very nice work. The rail cars are a little long, but they look awesome. I can't figure out your "trick" yet from those images....hmmm

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on January 23, 2017, 06:42:20 PM
Been over a year since you started all this Nick and you've managed to make progressively more awesome things the whole time.  Love the detail on those shipping containers.  &apls

If you were to become the recipient of a custom member label in the near future, I think it should be something like "Mad Railroad Scientist."  This lab has been the birthplace of many high quality industrial and rail related complexes that have more than filled the void for RRW-supportive content.  :thumbsup:  &apls

Matt
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 25, 2017, 11:16:48 AM
@Sciurus Thank you!

@kbieniu7 Thanks!

@FrankU Hi Frank, if you mean pre-rendered stacks, that is a colossal job. Once done there will be about 20 labels and trying to cover every possible permutation on 2 or 3 stacks would take 1000's of renders.
That is why I made them with a super tight LOD. Everyone can stack them to their hearts content.
Of course they will all be in families. 90's, 45's and 22.5's. I will however create modular lots with pre-stacked individual containers so that every time you plop a lot it will change configuration. If you have more suggestions do not hesitate to voice them. Thank you!

@Vizoria ...also in HD  ;D

@tigerbuilder They are actually a bit shorter than the ones Jestarr's made. Ah the trick....I will explain once done :thumbsup:

@Indiana Joe Hey Matt! Always a pleasure hearing from you. And.. :D.. on the CML. Thank you very much for the kind words!

And now, something everyone should like (one hopes)!

Models applied!!

1
(http://i.imgur.com/l4HAUTc.jpg)
2
(http://i.imgur.com/l1EXgjc.jpg)
3
(http://i.imgur.com/dfOkqXW.jpg)
4
(http://i.imgur.com/IUOU0L6.jpg)
5
(http://i.imgur.com/pcImxDi.jpg)
6
(http://i.imgur.com/9trZ8UU.jpg)
.
(http://i.imgur.com/lw9han4.gif)
.
(http://i.imgur.com/Rd9GVwA.gif)




Title: Re: Simmer's Lotting Lab.
Post by: Sciurus on January 25, 2017, 11:21:16 AM
Excellent ! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 25, 2017, 11:21:55 AM
Oh dear!
That's fantastic!  &apls &apls
I can see how I'm gonna be playing with these  :D
Thanks very much
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on January 26, 2017, 12:54:57 AM
The last works are incredible!! :thumbsup:
One thing is strange: the container carriage haven't the straps to avoid
the overturning of the upper container, is intentional or did you forget them? ()what()
Title: Re: Simmer's Lotting Lab.
Post by: _Michael on January 26, 2017, 02:15:07 AM
The last works are incredible!! :thumbsup:
One thing is strange: the container carriage haven't the straps to avoid
the overturning of the upper container, is intentional or did you forget them? ()what()


Looking at pictures online, these types of trains don't squally have any straps.

Looking great Simmer!
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on January 26, 2017, 02:23:41 AM
Looking good!

The last works are incredible!! :thumbsup:
One thing is strange: the container carriage haven't the straps to avoid
the overturning of the upper container, is intentional or did you forget them? ()what()[/size][/font]

Shipping containers are actually designed so they can lock on to each other (like LEGOs), which is how they can be safely stacked with no extra supports or restraints at railyards, seaports, and on container ships. These railroad cars are no different, and I'd assume the car has the same components to allow the bottom container to attach to it, and then the second one can be locked onto that one. I can confirm there are no straps involved though - my city unfortunately has an at-grade freight line (a busy one at that) running right through it so I get to stare at these things far more than I'd like.  :D
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 26, 2017, 04:09:46 AM

@FrankU Hi Frank, if you mean pre-rendered stacks, that is a colossal job. Once done there will be about 20 labels and trying to cover every possible permutation on 2 or 3 stacks would take 1000's of renders.
That is why I made them with a super tight LOD. Everyone can stack them to their hearts content.
Of course they will all be in families. 90's, 45's and 22.5's. I will however create modular lots with pre-stacked individual containers so that every time you plop a lot it will change configuration. If you have more suggestions do not hesitate to voice them. Thank you!

Hi Nick,
Yes, I meant pre-rendered stacks. Of course we so not need all permutations.... If we had about 5 or 6 stacks of each heigth it should be enough to make lots with them without repetitive effect.
After a bit of thinking I even concluded that a group of 2-stacks should be enough.

What I try to achieve is that I can make one lot that contains prop families so that every time I plop the lot I see different stacks of containers. Not only in color, but also in heigth. I now think that it is enough to make 2-stacks. Because it is easy to combine a single container prop family with a 2-stack prop family and an empty prop I will have variations of 0,1 and 2 containers on the spot. That should do the trick.
And I think really that about 6 2-stack props will give enough variation.

Greetings,
Frank
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 26, 2017, 10:57:12 AM
@Sciurus Thanks again!

@Tyberius06 You will get to play with them soon!

@vinlabsc3k Hi, I tend to do my homework before modelling, you do not need straps to secure stacked containers.
These are several types of twist locks used to secure them, some are manual and some are automatic (spring loaded)
Here are 2 pics of them and 1 pic with actual application on container.
1
(http://i.imgur.com/7VTUJhK.jpg)
2
(http://i.imgur.com/O3DNNOt.gif)
3
(http://i.imgur.com/uy4eAMi.jpg)

@_Michael You stand correct, thank you.

@MushyMushy You are also correct :)

@ FrankU Ok then, I will make 6x2 stacked container renders with mixed logos. I'm assuming 90's should suffice?

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 27, 2017, 01:38:35 AM

@ FrankU Ok then, I will make 6x2 stacked container renders with mixed logos. I'm assuming 90's should suffice?


Ah yes, that is fine. Thank you!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 30, 2017, 09:20:58 AM
Ok, getting closer to the end here.

@FrankU I made 10 sets of dual stacked containers. By the way, they look great when loading the TTX cars as well :)

Here are several pics. There are now 15 different labels, all of them have also been made in 22.5 and 45 degrees.

There is also something new (in the last 2 pics). Can you spot it? (I may include it on one of my upcoming lots once I have created all the pieces necessary)

1
(http://i.imgur.com/N8DLAUI.jpg)
2
(http://i.imgur.com/8s4I6FG.jpg)
3
(http://i.imgur.com/nR6HpsB.jpg)
4
(http://i.imgur.com/jsWMaKH.jpg)
5
(http://i.imgur.com/U0cCLfY.jpg)
6
(http://i.imgur.com/xEA0pwv.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 30, 2017, 11:41:36 AM
Nice-nice.  &apls &apls
I don't remember those rusty wheelstops, and the rail track textures look quite new to me (the shorter ones) if those are textures and not props.

Anyway, very nice!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on January 30, 2017, 11:59:41 AM
Excellent texture!  &apls &apls &apls

(http://savepic.ru/12762704.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on January 30, 2017, 08:47:52 PM
wow that is model train quality !
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 30, 2017, 08:58:27 PM
Yup, the tracks and ballast are actually props plus the bumper of course.

The locomotive is vester's

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Indiana Joe on January 30, 2017, 10:41:55 PM
Back in the infancy of RRW, Willy considered making 3D rail models.  Decided it was too much work.  I'm glad you've made some, Nick, even if they never go past proof-of-concept.  Looks great.  It's clear to see the advantage of how much detail you can pack into such a small size, and it doesn't look flat like a texture.

Keep up the experiments  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 31, 2017, 01:41:21 AM
Hi Nick,

Oh yes, I see them. Beautiful!
I mean the container stacks. But also the other stuff. I now can relot my relotted containerports again....
Perhaps I make some new ones with PEG's cranes and your containers.
Title: Re: Simmer's Lotting Lab.
Post by: cogeo on February 03, 2017, 10:21:26 AM
Hi,

Downloaded the mobile power generator. Great idea! I'm gonna mod it further to my preference too.

I found a little "problem" though, the lot contains no textures. Do you have any suggestion about some texture, like that in the lot next to the water tower in the preview pic? I mean the one looking like loose gravel on grass. I don't think this is a Maxis texture.

Thanks in advance
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 03, 2017, 11:44:55 AM
Hi,

Downloaded the mobile power generator. Great idea! I'm gonna mod it further to my preference too.

I found a little "problem" though, the lot contains no textures. Do you have any suggestion about some texture, like that in the lot next to the water tower in the preview pic? I mean the one looking like loose gravel on grass. I don't think this is a Maxis texture.

Thanks in advance

Hello Cogeo and thank you for downloading one of my lots.

The "problem" as you describe it, is actually intentional. As I have described on the download page, the lot has no base texture so that you can fill in with any MMP you wish.

The sand is MMP. You can download it here http://community.simtropolis.com/files/file/29426-franku-heblem-sand-addon/

Nick
Title: Re: Simmer's Lotting Lab.
Post by: cogeo on February 03, 2017, 12:31:33 PM
Thanks for the swift reply!

I'll see what I can do. I think MMPs can be placed on top of textures though, they just can't be placed on the area occupied by a prop or building rectangle.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on February 03, 2017, 03:00:48 PM
Yes, MMP's can be placed on top of textures. Not in an area that is occupied by the occupancy rectangle of a building or prop.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 06, 2017, 09:40:14 AM
@FrankU and cogeo

That is not entirely true. By making the occupancy size tiny you can put MMP below props and buildings.
Case in point, my pipe set. I made the occupancy size 1m thus allowing the placement of MMP under the pipes.

Nick
Title: Re: Simmer's Lotting Lab. Container yard props update.
Post by: Simmer2 on February 07, 2017, 12:21:11 PM
Just finished making SM2 Gantry Container Crane and here are some pics with it at work. I should have the prop pack and a starting set of lots made soon enough. The Real 3D Rail set will not be included in the pack at this time, I will release them on a more detailed lot I have been working on.

1
(http://i.imgur.com/TUCuCPH.jpg)
2
(http://i.imgur.com/uLAWiPt.jpg)
3
(http://i.imgur.com/14EVXT5.jpg)
4
(http://i.imgur.com/KnDm9xC.jpg)
5
(http://i.imgur.com/ToTDPNU.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab. Container yard props update.
Post by: Seaman on February 07, 2017, 01:20:29 PM
The Real 3D Rail set will not be included in the pack at this time, I will release them on a more detailed lot I have been working on.

it looks beautiful already. I'm curious about the transitions to the normal rail, though.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 07, 2017, 02:51:48 PM
Well, now I have to replan my some of my lotting projects :D :D :D   &apls &apls &apls
Great work, nice props!
I would like to ask you to attache the wheelstop props to your prop pack, even if it belongs to a different project, because I could use that one. It is rusty enough for an older seaport setting.
The crane and containers are awesome! And the new rail tracks.... well they are something different. Very nice work! :)
Thank you!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on February 08, 2017, 03:59:37 AM
Gorgeous Nick!
Title: Re: Simmer's Lotting Lab. Stone MMP update.
Post by: Simmer2 on February 09, 2017, 12:24:32 PM
@Seaman I will think of something  ;)

@Tyberius06 Thanks Tibi! SM2 Rail Bumper is now part of the next prop pack! (3 variations, 90, 45, 22.5)

@FrankU Thank you!

While I work on completing the last 2 prop packs I managed to finish up some other work I had on the back burner.
Stones MMP !

There are now 3 different color of "Muro Secco", its a type of "dry wall"  made of local stones and are prevalent in some European countries such as Italy, France, Spain etc. The country side is dotted with them.
Used as a type on fence to mark property boundaries and to hold livestock within while out to pasture.

I also made 4 different color slate stone pathways, also seen in those countries to go with the ensemble.

And finally I made 2 different sized and colored bedrocks.

I should be able to pack them for release by tomorrow.
Here are a few sample pics I quickly put together.

1
(http://i.imgur.com/OWEMZxR.jpg)
2
(http://i.imgur.com/QNu6l7W.jpg)
3
(http://i.imgur.com/I0B96YG.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: vortext on February 09, 2017, 12:32:56 PM
Sweeeeet!  &apls  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Ernestmaxis on February 09, 2017, 01:35:55 PM
Amazing some cool stuff! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on February 09, 2017, 02:25:58 PM
Nice to see that there will be great alternatives to Orange's Aubrac walls available soon. Thanks to you  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 09, 2017, 03:10:31 PM
There are many interesting things from You ... I like this so much ...  &apls
Title: Re: Simmer's Lotting Lab.
Post by: korver on February 09, 2017, 09:24:57 PM
Awesome work, looking forward to these :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 10, 2017, 09:20:06 AM
Thank you everyone!

As promised, here is the link http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3482

I added one more bedrock thus making the total MMPs in this pack, 10.

Page 1 has been amended.

1
(http://i.imgur.com/BcY2Elz.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on February 10, 2017, 11:22:32 AM
Awesome.  Not to mention the features you provided as in slope tolerance and under water!  Simply amazing.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on February 11, 2017, 03:51:48 AM
Thanks Nick,

We just cannot have too many path MMP's. And the walls are very useful too.
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on February 11, 2017, 02:27:00 PM
Brilliant MMP additions!
Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 11, 2017, 02:30:33 PM
This is a great addition to SC4. Thank You and good luck!  :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.***New MMPs***
Post by: Simmer2 on February 14, 2017, 12:33:46 PM
So glad everyone liked it. Thank you  :)

While rummaging deep in my gmax playpen storage I also found these items. I made them back in July before I went on holidays.
..One sec......sorry I had to remove some sand from my eyes... :D

So its time to release some new sand brushes.

8 new sand brushes in MMP, plus 8 more of the same but with a smaller foot print, for a total of 16 new brushes.
I also made a single sand clutter brush (twigs, branches and tiny rocks)
And there is one more I left out (I will reveal it when ready.)

Here they are, the names are in descending order.

SM2 Sands ™

(http://i.imgur.com/aLS4lo8.jpg)

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 14, 2017, 12:42:35 PM
It's a beautiful things. It always helps simple players to find new ways in SC4. THANK YOU!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: vortext on February 14, 2017, 12:55:20 PM
Oh my! This is great, can't wait to play around with your new goodies! &apls :thumbsup:

Title: Re: Simmer's Lotting Lab.
Post by: FrankU on February 14, 2017, 02:07:39 PM
Ohhhh yessss! Bring them on, the additional sand brushes...! 
Thanks Nick!
Title: Re: Simmer's Lotting Lab.***Updated MMPs***
Post by: Simmer2 on February 15, 2017, 11:33:28 AM
There is one more thing..

1
(http://i.imgur.com/HA4oTlX.jpg)

And this is what you can achieve...

(http://i.imgur.com/wkWru1N.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 15, 2017, 11:47:11 AM
Excellent! I like it!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on February 15, 2017, 12:17:58 PM
Damn you!
You keep forcing me to add great stuff to my plugins folder!
$%Grinno$%

Incredible how much amazing content you keep creating for this wonderful game  :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 16, 2017, 10:59:35 AM
Thank you!

Well, the wait is over. Click and plop! http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3484

Here are a few more examples.

1
(http://i.imgur.com/fmit4gf.jpg)
2
(http://i.imgur.com/OtVJa70.jpg)

Enjoy!

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Ernestmaxis on February 16, 2017, 11:21:59 AM
Omg what a amazing work you deliver! May I thank you so much &apls
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on February 16, 2017, 12:15:19 PM
Great, as always!    :thumbsup: &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 16, 2017, 02:20:24 PM
Thank You. Great work - I think You will surprise our people tomorrow...
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on February 16, 2017, 03:18:48 PM
Great stuff Nick! You are quite a roll. Please continue  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on February 17, 2017, 05:12:18 AM
Hi Simmer2, I have a request to make which is the following:

Could you possibly expand the number of textures available in the terrain brush tool in the JENX Poseidon mod?

I believe this approach can be greatly expanded to include other types of textures: grime, gravel, meadows, road marks, rough concrete, etc...

By adding terrain textures on top of existing terrain textures it could bring even more variety to rural and urban scenes.

Thanks.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3077 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3077)
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on February 17, 2017, 06:53:56 AM
Hi Nick ,

What an house of wonders , an  Ali Baba’s cave !  ;D When I posted for the first time , I had the feeling to support the rise of someone talented and meticulous but I certainly didn’t expect such productivity with such quality , and all that you’re proposing is promptly released : may you stay with us up to the end of time  !  :D Great ideas everywhere , a real aptitude to detect the gaps and fill them … on your latest release , for example , the beach clutter is the kind of little things that have no price to my eyes …

 &apls &apls &apls

Keep on to enchant us . :thumbsup:

C.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 17, 2017, 08:57:22 AM
It looks really nice. Great job  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on February 18, 2017, 11:42:16 AM
Your latest updates are stunning though you are already accustomed to excellence!  :)
A big thank you to share with us.  :thumbsup:
Title: Re: Simmer's Lotting Lab.***New content***
Post by: Simmer2 on February 21, 2017, 11:47:47 AM
@Ernestmaxis  Thank you!

@Alan_Waters Appreciated it!

@Silur Thanks...I wish I could be faster though  :D

@tigerbuilder Thank you. I intend to  ;D

@ Vizoria Thanks Viz. I looked in to xannepan's mods and noted that he uses an overlay approach mixed with an invisible prop. He is light years ahead of me in that field. A real genius. I don't know if I will ever be able to reach his level.
However I did start work a while ago on other types of terrain prop class MMP's and of course there is a definite limit of what you can depict in an MMP format. As an example you cannot depict symmetric items due to the inherent rotation of MMP's.
For instance tire tracks.
Furthermore, even if I could find a way around that, you would have to have an incredible steady hand in order to have a continuous layout when applying that MMP.
But you never know....

@Badsim I really appreciate your comment and support. I will continue to strive for excellence  :thumbsup:

@feyss Thank you!

@manga rivotra Much obliged!


Continuing to add to the next prop pack.....

This is an old (turn of the century) factory which was converted to a metal coatings facility in the early 70's but after a few short years it was abandoned.

All props minus the vegetation are custom made by me.

1
(http://i.imgur.com/4KWljcb.jpg)
2
(http://i.imgur.com/c5AqSoW.jpg)
3
(http://i.imgur.com/i7Wkx25.jpg)
4
(http://i.imgur.com/DOuq87D.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Themistokles on February 21, 2017, 02:54:48 PM
Looks great as always :thumbsup: I sure hope, though, that they won't be refurbishing it anytime soon, because it'll be a hassle to reconnect it to the railway network in any way that doesn't completely ruin the looks of everything else :D
Title: Re: Simmer's Lotting Lab.
Post by: Silur on February 21, 2017, 03:11:48 PM
This is amazing.  &apls :thumbsup:  I love the rusty roofs and abandoned buildings among the splendid nature. Thank you and good luck.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 21, 2017, 04:16:20 PM
Woooow...  &apls &apls &apls
Thats a nice one! Good stuff as always from You! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on February 22, 2017, 09:38:54 AM
New week, new jewel ! Please never stop ! ;D
Title: Re: Simmer's Lotting Lab.
Post by: cogeo on February 26, 2017, 07:52:12 AM
Great stuff!

See a lot of MMPs here. I know almost nothing about these, but I would like to make some few ones, for a set I'm working on (only normal lots so far). The MMPs should be as described below:
- Be of the general type of "mayor-mode trees".
- Have a limited lifespan, after which the MMP should disappear and delete itself from the lot it was planted in. As far as I know the ingame trees grow and die, but they don't really disappear, instead they grow again and the cycle starts over. Is this possible? Which are the relevant properties?
- I'm gonna make the model(s) myself, this is of little concern, but I would like to know if it is possible to use 20-Z/R or 1-Z/R models here.
- Any other related stuff, special requirements, eg ID ranges and the like.

Thank you in advance
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 27, 2017, 10:48:00 AM
Thank you everyone!

@cogeo Thank you!
The best person to ask tree MMP related questions is girafe
From my limited knowledge on the subject, you would need to make a seasonal tree controller to make what you are asking for.
But I still don't think you can make them completely disappear after their life cycle.

My MMPs models are all made with 20-Z/R.

Nick

Title: Re: Simmer's Lotting Lab.**New Models**
Post by: Simmer2 on March 02, 2017, 11:26:36 AM
Its time for another update on my ongoing task of completing the next prop pack.

This baby took a while to master but in the end I did it. Huge thanks to Gn_leugim for posting that Youtube video tutorial on how to make custom LOD's.

I took his tutorial and modified some parameters so that I could render this massive 120k poly model with custom LOD's.
It may look small but in order to convey almost all details it had to be poly heavy.
It also has night lights!

Here it is, please excuse the poor lot setup it is shown in. A proper lot texture with another, very important building will be part of the whole lot.

The locomotive is one of vester's latest prop pack. Beautiful ain't it?

1
(http://i.imgur.com/PW9p90a.jpg)
2
(http://i.imgur.com/90jski4.jpg)
3
(http://i.imgur.com/45Q7baM.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 02, 2017, 11:38:02 AM
Wow!!!! :) Very nice!

I'm still working on my version, but I can't wait to see yours, which will be a totally new model set up as I assume.

Thank you for this little teaser! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on March 02, 2017, 03:34:01 PM
That looks really nice Nick. I'm sure your idea is a lot with those radial angles. That's going to be very cool. I hope you are hinting about an accompanying new roundhouse.  :thumbsup:

I did have one idea...if the traveler was also a 3D model like the loco is...you could pick any angle, that would be cool, but perhaps not with the poly count so high. Just an idea.

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: vortext on March 02, 2017, 03:47:36 PM
That's be cool yeah, could be somewhat possible with multiple models & timed props. Or maybe we could talk Nick into making an actual animated prop. .   ::) $%Grinno$%

Looks really nice. Also been playing around with your sands & rocks.. and darn you, sooo many new combos possible, I cant decide which one is best!  :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.***New Roundhouse***
Post by: Simmer2 on March 07, 2017, 11:32:39 AM
@Tyberius06 Thank you!
 
@tigerbuilder I already had made different angles... ;)

@vortext Timed props are in the works. Unfortunately a full animation with BABs is not an option.
1) You cannot make HD animations.
2) You cannot make animations bigger than 1 cubic tile  :(

However here is another piece of the puzzle. This plateau is made of several separate models which will be rendered individually.
It still needs a lot of work (windows, doors, roof junk, more girders and separators and the textures are not final.
The radial rail assembly is there for reference only (center point) I did a test drive on HD rendering time on the building alone...4 and a half hours! And that is unfinished!

1
(http://i.imgur.com/7OlXc6g.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on March 07, 2017, 01:12:06 PM
See you still at form! A bunch of stuff with high quality  :thumbsup: My favourite one is the old rusty idustrial facility :)
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on March 07, 2017, 02:56:42 PM
Oh my  &apls It was supposed to be a secret but I'm also working on a massive roundhouse, an old one, more or less a reproduction of a 19th century one originally designed for steam engines. It will be part of our railway pack. That's all, I have no reason at all in fact to say that apart the shock to see that you're making one also  :D
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 07, 2017, 07:03:32 PM
Hell Yeah!!! Krasner, that sounds very well to my ears!  :) ;) &apls
I like roundhouses, and I would like to see a few different kind of them, and than we can make various lots from them, so that could be more fun for anyone... :)
I'm working on a huge lot using Oppie's and the WMP Team's models with Simmer2 beautiful rail yard textures, but that is a simple lot with existing models.

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on March 07, 2017, 07:46:19 PM
Just to know: it wouldn't be easier to model and render only one section of the roundhouse in several angles, and then to lot them together? It would also ease the possibility to have differently filled circumferences...


Anyway, roundhouses are really needed in the game, and this one looks spectacular!!!
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on March 08, 2017, 03:25:03 PM
Hey ... That’s what we can call a well-rounded  house !  ;D  Beautiful model  &apls … and exquisite news to hear it will be HD rendered . :thumbsup:


... It was supposed to be a secret but I'm also working on a massive roundhouse, an old one, more or less a reproduction of a 19th century one originally designed for steam engines. It will be part of our railway pack...


Delicious news too …  :)

C.
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on March 08, 2017, 08:22:45 PM
That looks really great! Reminds me of a roundhouse in Toronto, except thats it been converted to a Brewery and Furniture store - with a museum in the middle...
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 11, 2017, 01:28:12 PM
kbieniu7 That lot and more will be released soon. Thank you!

Krasner The more the merrier :D

Tyberius06 You are more than welcome to use my models once I release them, Thanks Tibi.

matias93 I thought about that but we would incur in the dreaded texture clipping monster, thus the single piece. Thank you!

Badsim Thank you Cedric!

Kitsune That one was my inspiration!! Thank you!


Well, well....It works!
Only thing left to do is a nice custom made lot and lot texture a la' Simmer2 and we are good to go.

Vester's multi-angled GEvo locos fit just perfectly with my model! Bravo vester &apls

Real one

(http://i.imgur.com/ZOQRjJH.jpg)
2
(http://i.imgur.com/sZasIOs.jpg)
3
(http://i.imgur.com/bEkdw7y.jpg)

Work in Progress

RH1
(http://i.imgur.com/lfJuQJ0.jpg)
2
(http://i.imgur.com/JtHHx3Q.jpg)
3
(http://i.imgur.com/D0cSMiT.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on March 11, 2017, 01:43:03 PM
Really nice! You are right, with Vester's props, that array of locomotives looks awesome. This is an excellent new rail lot, I look forward to the next updates.

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on March 11, 2017, 01:56:42 PM
Looks good, except a bit weird to see multiple engine / rr colours. Typically round houses are only for one rail company. Also, learnt the furntiure store closed (prolly the never ending hydro station construction next door killed all there customers). Apparently cineplex is taking over the space with a restaurant and arcade / gaming centre.
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on March 11, 2017, 02:43:55 PM
This is going to be great  :thumbsup: But, if it's not too late, in my opinion using flat night windows on a building which has also some doors kept open bring to a result which is quite incoherent. Those lights should also show through these open doors, right ? A solution could be to to replace the night windows by semi-transparent glass and to ad some omnis in your building  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 11, 2017, 03:09:43 PM
Quick reply.

Krasner.

I removed the floor on the model where the doors that are open because there will be rail overlay textures showing therefore you cannot see lights shine any light on the floor. Perhaps you will see the light reflection on the interior walls.

Another reason to remove the floor was so that vester's props can be moved inside the roundhouse without incurring in any clipping.

Win some lose some.

Nick

PS I use Gmax
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 11, 2017, 03:15:39 PM
Looks great. 

In compared to actual photograph. I propose your make the maintenance builder a little wider and bigger as the photo shows.  Also, recommend you add some junk around the lot to emulate again the photo. 

dyoungyn
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on March 11, 2017, 05:36:01 PM
I removed the floor on the model where the doors that are open because there will be rail overlay textures showing therefore you cannot see lights shine any light on the floor. Perhaps you will see the light reflection on the interior walls.

Another reason to remove the floor was so that vester's props can be moved inside the roundhouse without incurring in any clipping.

Win some lose some.

I see, so I guess you choose the best compromise. Never mind, that's already great this way  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on March 12, 2017, 04:46:40 AM
Well... Don't have much to say... Just great!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 13, 2017, 09:56:51 PM
Thank you for your support  &apls

Lots of new never seen props and textures will accompany this lot
This is still very much work in progress but a teaser nonetheless....

RH
(http://i.imgur.com/tmA7eyn.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on March 14, 2017, 02:36:32 AM
Excellent water tower  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 14, 2017, 06:54:12 AM
Niiiice !  :)
Title: Re: Simmer's Lotting Lab.
Post by: Nanami on March 14, 2017, 10:29:21 AM
That's an interesting pond...
Nice!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 15, 2017, 02:02:54 AM
Thank you!

Next teaser.....still work in progress

RH
(http://i.imgur.com/oA36Lhc.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on March 15, 2017, 06:37:53 AM
Great. You have learned a lot in short time. :)

Me, I want some choo choos on the yard, otherwise very usable. :D
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 15, 2017, 12:10:25 PM
Amazing, simply amazing!  :)

Me, I want some choo choos on the yard, otherwise very usable. :D

I agree but sadly no good models of steam engines exist. And without them and without automatas it would look odd together. I won´t make them, I won´t ask for them.
But I love this brilliant work here, and Vester´s too. US rail of it´s finest! Thanks both of you for this work!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 16, 2017, 01:39:00 AM
Thanks guys!

One corner at the time.....

RH11
(http://i.imgur.com/cUmtcQw.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on March 16, 2017, 04:34:11 PM
Great  ;D You have in fact quite a talent to set up "grunge" atmospheres by lotting. The concrete base and the various items of waste and debris are great all together. You never considered to start a MD ? Just sayin  :) Everybody do not have enough time for that.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 18, 2017, 02:16:57 AM
@Krasner No time for MDs. Thank you!


1 prop at the time... Still work in progress

RH12
(http://i.imgur.com/xLz5QKn.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: korver on March 18, 2017, 04:16:11 AM
Awesome. The water tower + pond a couple pics back look sweet as well, should be epic when it comes together :)
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on March 18, 2017, 07:10:08 AM
Decidedly Nick , you’re …

(http://imageshack.com/a/img922/4638/YIc8oC.jpg)

 $%Grinno$%

Great work , as always !  &apls &apls &apls

C.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 19, 2017, 01:46:26 AM
Epic it will be.

This time I will show you another corner, the chem fluids supply shed with its own delivery track. Diesel fuel, de-greasers, cleaning solutions etc. etc.
Four pics.

Still have a few things to wrap up and then its coding time.

1
(http://i.imgur.com/hPrbpg5.jpg)
2
(http://i.imgur.com/CCunhLP.jpg)
3
(http://i.imgur.com/fJKKSxX.jpg)
4
(http://i.imgur.com/9sEUCNR.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on March 19, 2017, 07:58:25 AM
This is beyond perfect   :shocked2:
Title: Re: Simmer's Lotting Lab.
Post by: Silur on March 19, 2017, 09:46:59 AM
Excellent shed and tanks  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Dublin on March 19, 2017, 07:02:17 PM
Saw this on Facebook today, model railroading. Looks familiar. Imitation of real life abounds.(http://i68.tinypic.com/23vao43.jpg) Awesome work here Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 20, 2017, 05:31:46 AM
Does look great. 
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on March 20, 2017, 10:51:28 PM
Incredible lotting, as usual :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 21, 2017, 01:11:48 AM
Thank you! I try my best to make things as realistic as possible. As I go along building the lot, I create the models needed to fulfill the scenario.

This is the North East corner, the water supply pond...done!

RH25
(http://i.imgur.com/AM6YaEA.jpg)
2
(http://i.imgur.com/95p6LQi.jpg)
3
(http://i.imgur.com/haVzPTP.jpg)
4
(http://i.imgur.com/JeqWI9s.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on March 21, 2017, 02:14:34 AM
Excellent work!  All very harmonious and beautiful &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on March 21, 2017, 10:55:38 PM
What a dirty little corner. :thumbsup: I absolutely love the rusty water tower and that water texture - so darn realistic looking.
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 22, 2017, 05:04:51 AM
Excellent work! &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 23, 2017, 12:57:22 AM
Thank you for the kind words  :thumbsup:

Well this is the last dump of pics I'm going to post on this lot. Hopefully soon you will see it, up close in your cities...
Pay attention and you will see even more props and scenes never seen before.

So make sure your seat belt is on and your table is in the upright position....

RH30
(http://i.imgur.com/wyWE743.jpg)
2
(http://i.imgur.com/EA0HajI.jpg)
3
(http://i.imgur.com/9uF2dis.jpg)
4
(http://i.imgur.com/fxVNsNk.jpg)
5
(http://i.imgur.com/bcRIUZy.jpg)
6
(http://i.imgur.com/1LGwtM1.jpg)
7
(http://i.imgur.com/bQiqJcG.jpg)
8
(http://i.imgur.com/RxDwuPg.jpg)
9
(http://i.imgur.com/5dUF70V.jpg)
10
(http://i.imgur.com/ruR8BQc.jpg)
11
(http://i.imgur.com/vhmwTdg.jpg)
12
(http://i.imgur.com/0HeB9jW.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on March 23, 2017, 05:05:32 AM
Excellent Work - no words  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on March 23, 2017, 11:44:25 AM
Simply stunning!  &apls

Btw, a huge thank you for the new nsb rail textures. This set is soooo useful.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 27, 2017, 09:56:33 PM
Still working exclusively on the Roundhouse project.

I was not happy with the turntable animation sequence therefore I'm re-rendering all the angles again. Each render takes 2 hours....

"Good things come to those who wait"

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on March 28, 2017, 09:33:08 AM
I was not happy with the turntable animation sequence therefore I'm re-rendering all the angles again.

wait, what?? "turntable animation"?? You are not going to...  :o
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on March 29, 2017, 06:02:18 AM
Simmer, you are crazy ;D  Masterpiece  &apls
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on March 29, 2017, 11:16:37 AM
"Turntable animation" sounds very interesting :popcorn:

Some fun (and creative) details on this lot.  For example, the hose going down into the pond is great. :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 29, 2017, 11:49:37 PM
Like I said a few posts ago, it is not possible to make a full animation with an HD prop, also you cannot make animations with anything bigger than a cubic tile.

I'm however implementing an alternative method to simulate animation with full sized HD props I made, by using an extensive database of timed exemplars I created just for this purpose. It is a very tedious and complex affair thus the time its taking to complete.

Here is turntable sequence 1 in GIF format, this sequence is made with 26 timed exemplars and spans 5 game hours (about 8 minutes in real time). I'm already working on sequence 2 and once done I will post the whole animation.

Please excuse the poor quality of this GIF.

Nick

Part 1
(http://i.imgur.com/IrPzBgd.gif)



Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on March 30, 2017, 12:34:43 AM
No need to be sorry Nick.

The GIF is fine and there will be no problems with the final product. You are one of the best!

What you are doing here is quite ground breaking and will no doubt bring alot of players back.

I am especially impressed how you have been able to dress up the RRW so nicely :)

The lots you have made up for the content was missing for the Maxis Rail and I am so humbled to have you on board as a good colleague  ()stsfd()

To many more fun times and great railway Journeys

+1 to you for all your hard effort!

-eggman121 (Stephen)

 

Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on March 30, 2017, 05:47:54 AM
Zaje...te ;D  Translate to english SUPERB  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on March 30, 2017, 09:58:12 AM
Spectacular work on the roundhouse!  That was one piece of the rail puzzle in SC4 that I thought was lacking, so I am really excited to see this  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on March 30, 2017, 01:09:26 PM
Very good work.  :thumbsup: That is clever. :)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on March 30, 2017, 01:46:34 PM
Wow, the level of awesomeness here  :shocked2:
Title: Re: Simmer's Lotting Lab.
Post by: vortext on March 30, 2017, 03:11:47 PM
yeah that looks really really cool!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Silur on March 30, 2017, 04:08:54 PM
Everyone is waiting Your beautiful additions to rusty and wild SC4 Railways  &apls :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on March 31, 2017, 12:12:12 PM
I know that we can say this every time, but I think this roundhouse lot is going to be your masterpiece.  :o
A new toy with which I am very eager to play!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on April 01, 2017, 02:09:04 PM
Wow, that is just stunning :O  I've been interested in those of late as there's a couple spot in my city where they seem to used to have been based on the lines of modern development. One is now a pedestrian and bike approach to a bridge curved around an open space that appears to have been one of these previously while the other seems to be remodeled old buildings that now house youth entertainment like bands and stuff. Cool they kept those bits of history but would be a lot cooler if there were still train housing in those areas.
Title: Re: Simmer's Lotting Lab.
Post by: korver on April 02, 2017, 01:49:35 AM
This has to be one of the coolest BATs/lots I've ever seen before in SC4. I've never seen anything like that turntable before (didn't even know that was possible) - incredible work here!
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on April 02, 2017, 01:14:09 PM
Well, that's pretty impressive :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 05, 2017, 12:21:20 AM
Thank you everyone for the kind words &apls

Stephen you are too kind! Thank you very much :thumbsup:

Here is the full sequence. There are lots of other timed props that are not visible on this GIF. This 10 game hours sequence is made with 48 timed exemplars and 10 separate turntable models. The only thing left is to test it in a heavily populated plugin and then I will be happy to release it.
As a bonus, vester's GEvo engines props are designed to accept different textures therefore all my GEvo exemplars will take whatever color scheme you pick from his wonderful texture packs. Very clever vester. &apls

Again please excuse the poor quality of this GIF.

Simmer2/Nick

RHT0
(http://i.imgur.com/nYZXhAv.gif)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on April 05, 2017, 03:05:55 AM
Very nice!
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on April 05, 2017, 06:27:37 AM
We Want More! We Want More!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 05, 2017, 10:47:47 AM
Every time I come here:

(http://s28.pixxxels.org/qjeplvpn1/2035_-_autoplay_gif_gif_vince_mcmahon_wwf.gif)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 07, 2017, 05:47:21 PM
Well, the wait is almost over. I will be releasing SM2 Prop Pack Vol3 sometime tonight followed (hopefully) tomorrow by SM2 Heritage Roundhouse.

Here is a preview of it, with all 129 never before released HD props. All 15.3 megabyte of them  ;D

ppv3
(http://i.imgur.com/wMV3EOX.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 07, 2017, 06:00:33 PM
I wonder where I will build it in my city  :D
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 07, 2017, 06:22:07 PM
Yeah - this is going to be a great addition !!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 07, 2017, 10:30:24 PM
SM2 Prop Pack Vol3 is now online. Grab it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499

The lot will follow soon.

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on April 08, 2017, 02:00:36 AM
This is another great job! THANK YOU!  :thumbsup: &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on April 08, 2017, 04:40:32 AM
Great job! Thank you! We are looking forward to the locomotive depot. :thumbsup: :thumbsup: :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on April 08, 2017, 11:18:13 AM
This is a great achievement :thumbsup:.  And your animation looks great.
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on April 08, 2017, 02:31:55 PM
Holymoly. This is pure amazement. Faith in humanity restored.  :crytissue:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 08, 2017, 02:56:17 PM
Thank you everyone for following me on this journey  &apls

SM2 Heritage Roundhouse is now online here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3500

Enjoy!

Nick

Last
(http://i.imgur.com/nB8Ci7O.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 09, 2017, 02:43:32 AM
Yuheeee!!!!  :bnn: :bnn:  &apls &apls
Thanks for the Roundhouse and the beautiful props as well!!! :)

Nice work! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on April 09, 2017, 03:21:12 PM
Nick, you are Master  &apls ... Master, Master, Master of puppets ( Metallica )  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 11, 2017, 01:43:56 AM
Awesome reception! Thank you.

Someone over at the STEX asked if it was possible to make a somewhat smaller lot and still retain the overall feel of the original layout. Well, it is done.

MissVanleider, here is the result. From the original 14X14 I was able to trim 6 tiles from the height, therefore now its 8X14. The smaller version is called SM2 MV Heritage Roundhouse.
Still uses lots of timed props and of course the full Turntable Animation sequence. This version will only attach to the rail network visually, meaning no trains will traverse it like its bigger sister. I had to eliminate 90% of the rail yard including the DTR section. Still looks great though.
Here are some pics.

RH_MV1
(http://i.imgur.com/WWoHdCN.jpg)
2
(http://i.imgur.com/q9Ou72T.jpg)
3
(http://i.imgur.com/2bcNFCq.jpg)
4
(http://i.imgur.com/INNZBII.jpg)
5
(http://i.imgur.com/Vt7g54V.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 11, 2017, 05:44:12 AM
Oh, yeah it's still fantastic! :) &apls
I think, I'll be able to use this version in my first city (where I'm planning to make my own roundhouse rail yard), well after I cut the fences out, as I'm making "complex-ish" rail yards, and the fences not fit on such a  setup I guess... :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on April 11, 2017, 07:11:03 AM
STR, not bad ... joke  ;)  Another masterpiece  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 11, 2017, 11:04:13 PM
Thank you Tibi and Nevermore

New smaller version of SM2 Heritage Roundhouse is now online. This new lot (SM2_MV_Heritage Roundhouse) is 8X14, 6 tiles shorter than the previous at 14X14.

Linky http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3501

Simmer2/Nick

PS first page has been amended http://sc4devotion.com/forums/index.php?topic=17211.0
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2017, 10:46:09 AM
Hello everyone.

I'm now in the process of finalizing other projects. The next big release is going to be the container project, which will include an intermodal starter kit yard.

Here is a couple of pics as a reminder. (these lots are just show and tell place holders)
(http://i.imgur.com/nR6HpsB.jpg)
2
(http://i.imgur.com/TUCuCPH.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on April 13, 2017, 02:52:15 PM
Ohh dear, I'll be soooo looking forward to seeing them finished. Keep up your great work.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 13, 2017, 04:43:03 PM
I was going to build a intermodal n scale lay out before the Canadian dollar tanked, I'm very much going to love this.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 15, 2017, 12:55:40 AM
Thanks!

Creating more props for this project and a massive family library for maximum variation.

CO1
(http://i.imgur.com/f55Wd3y.jpg)

SImmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on April 15, 2017, 10:53:27 AM
Nice:thumbsup:  The big crane thing (not sure what its called exactly) in the previous picture is incredibly well textured.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 16, 2017, 02:12:27 AM
Thanks Brian!

Next set of props coming along nicely. The reach stacker is almost done. A few more tweaks and it should be ready. It will come in different angles as well.

1
(http://i.imgur.com/N8MtAkk.jpg)
2
(http://i.imgur.com/bx1tha5.jpg)
3
(http://i.imgur.com/V2qFnhF.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 16, 2017, 01:16:12 PM
The props look HD fabulous!
Title: Re: Simmer's Lotting Lab. ***New Release***
Post by: Simmer2 on April 17, 2017, 01:20:01 AM
Thanks Viz!

While I work on the container project I have decided to release the abandoned train stop I created several pages back.
Here is the link http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3504 and page 1 has been amended.

It is still a passenger station but freight trains will happily cross it, therefore you will not have to build a side rail. Also as a bonus it is fully compatible with Maxis vanilla rail.

Here are a few pics.

1
(http://i.imgur.com/dXyeTNg.jpg)
2
(http://i.imgur.com/irRwzhI.jpg)
3
(http://i.imgur.com/s5oOJFV.jpg)
4
(http://i.imgur.com/Y2mv9aT.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on April 17, 2017, 08:29:10 AM
It's always fun to see how creative folks can get with just the basic Maxis props.  Nice work!   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 17, 2017, 09:12:44 AM
Really great  :thumbsup:

BTW, is the kind of telecommunication mast, just next to it, one of your creations?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 17, 2017, 09:19:21 AM
Hi Matt. Thanks for the comment! I'm confused though, which Maxis props are you talking about?

@Feyss, yup they are mine, I released a set of 4 a while ago. Here is the link http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3438

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on April 17, 2017, 10:51:01 AM
Great work as always  &apls &apls  Really enjoying how the container project is coming along and the little rail station is a nice addition as well.
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on April 17, 2017, 09:24:29 PM
I like it!!! Keep moving forward!  &apls  :thumbsup:  :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 18, 2017, 01:43:53 AM
Hi noa ;D

Thank you AsimPika3172

Fantozzi over at ST pointed out the Hanjin box as being too dark and saturated therefore I re-did it.....and added a special one too :D

1
(http://i.imgur.com/TIkYcss.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on April 18, 2017, 03:59:28 AM
These are looking amazing. I agree with the comment about the crane-thingy as well.. textures are sensational  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on April 18, 2017, 07:03:56 AM
Gorgeous Nick!
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on April 18, 2017, 11:03:19 AM
Fantozzi was right, now the Hanjin ones look much more blend on the group.


And getting on the hype of extra containers, maybe you could add MSC, CMA-CGM and UASC ones (considering they are some of the biggest container shipping companies in the world (https://en.wikipedia.org/wiki/List_of_container_shipping_companies_by_ship_fleets_and_containers))
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on April 18, 2017, 08:44:36 PM
Hi Matt. Thanks for the comment! I'm confused though, which Maxis props are you talking about?

Sorry, I was talking about your vanilla 'abandoned' train station.  I think you said no dependencies, so I assumed everything was created using the maxis props (at least it looks that way from the pictures). 

I also love the cargo props!  Reminds me of a little wood working project I did earlier in the year for the kidos.   :D
(http://i.imgur.com/pdFewWy.jpg)

Something for their wooden trains to carry  :)
Title: Re: Simmer's Lotting Lab.
Post by: MushyMushy on April 18, 2017, 08:58:29 PM
The containers look great! The new Hanjin texture looks nice. I also like the container lift.  :)

I suppose the Hanjin ones are a blast from the past; they went bankrupt back in February!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 18, 2017, 11:45:57 PM
Thank you reddonquixote, FrankU, matias93, Simcoug and MushyMushy

Matt, no Maxis props were used to make my lot, I batted the whole thing. I said no dependencies because I included the models, I also said it is compatible with Maxis vanilla "rail".
Anyways, cool toy got there. If I may, you should put some sort of cap or tape on those exposed sharp bolt threads. Bumping into them can be a painful experience.

Speaking of which....

1
(http://i.imgur.com/2lQf0vF.jpg)
2
(http://i.imgur.com/fPlrmNT.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 19, 2017, 07:58:08 AM
Love the panicked sims with the raised arms.
They truly complete the picture  :D

#reachstackerfail
Title: Re: Simmer's Lotting Lab.
Post by: Silur on April 19, 2017, 08:26:06 AM
But I really do not like figures of people in SC4. But this is my disease. I love everything else. People will spoil everything for me...   I think it could be solved for me with Photoshop and Ilive Reader. $%Grinno$%  :thumbsup:
I like ALL the work by SM2 - Forward and Above
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 19, 2017, 09:01:20 AM
Safe to say someone is not going to be getting any Glory out of that container !
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on April 19, 2017, 02:28:49 PM
Love the panicked sims with the raised arms.
They truly complete the picture  :D

#reachstackerfail

I didn't even notice that in first place. This is pure genius.  :D

Just as your progress is, Nick! And I also like your abandoned train station very much, there's a couple of similiar ones near the place I live. Very well done.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 20, 2017, 10:42:36 PM
Appreciate the comments, thank you!

So, lets re-cap. 35 labels are ready, each and everyone has the 22.5 and 45 counterpart for a total of 105 models so far. There are also 10 dual stacks with random labels in ortho format only.

Here are the labels I have covered so far. Once I reach 50 labels I will start the lotting process.

1)  ABX
2)  ACL
3)  Alianca
4)  Antillean
5)  APL
6)  China Global Logistics
7)  China Shipping
8)  China Shipping red
9)  CMA-CGM
10) CN reefer
11) Cronos
12) DHL
13) Evergreen
14) Fantozzi Shipping (fictional)
15) FedEx Global Logistics
16) Gartner
17) Hamburg Sud
18) Hanjin
19) Hapag-Lloyd
20) Hapag-Lloyd reefer
21) Hyundai
22) K-Line
23) Kuhne + Nagel
24) Maersk Sealand
25) MAERSK
26) MOL
27) MSC
28) OOCL
29) P & O NedLloyd
30) Safmarine
31) Sealand
32) UASC
33) Uniglory
34) Yang Ming
35) ZIM


Ref pic
(http://i.imgur.com/weB6l6X.jpg)
Simmer2



Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 21, 2017, 12:02:57 AM
22.5 ? I thought the standard sizes where 20 - 40 - 45- 53. They do look great btw.
Title: Re: Simmer's Lotting Lab.
Post by: woodb3kmaster on April 21, 2017, 01:45:21 AM
22.5 ? I thought the standard sizes where 20 - 40 - 45- 53. They do look great btw.

Unless I'm mistaken, Nick is referring to the orientation of the containers relative to the SC4 grid. He is making each container in three orientations: 0° (orthogonal), 45° (diagonal), and 22.5° (doesn't correspond to any existing fractional angle, but is exactly between FA3 and FA2 (respectively about 18.4° and 26.6°)).
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on April 21, 2017, 05:18:10 AM
That's a lot of containers alright. :) For some of them (such as "Alianca", "K-Line" and "Kühne & Nagel"), the textures are not entirely convincing (dodge & burn tool usage is a bit too obvious), but the rest looks very spiffy. The reach stacker accident is hilarious, great detail! Maybe some European trucks would make the set complete, juist an idea, though.
Title: Re: Simmer's Lotting Lab.
Post by: vester on April 21, 2017, 05:43:04 AM
These are going be to props and there are lot textures for those angles.
Just look at his roundhouse.

Could I get a copy of the container and the railcar for them (and their textures) ?
Would love to try to turn them into automata.
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on April 21, 2017, 11:31:06 AM
Most of these look extremely good, though I agree with Andreas that a few of them are less convincing.  I also agree with Andreas about the reach stacker accident.  It's yet another great, creative, fun detail :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 22, 2017, 12:48:04 AM
Kitsune The 22.5 and 45 versions are indeed angles.

woodb3kmaster You stand correct, thank you.

Andreas I do not use dodge and burn tools, I actually make them with 6 separate layers the 6th being the "aging" or "dust" layer which I then erase fade in certain areas to simulate dust and grime. However I will redo a couple of them to make them look "newer". Thanks.

vester It will take forever to gather all the texture pieces I made, they are scattered allover my hd. There must be about 300 or so. I will think about it. On a side note, I sent you the massive timed family you requested but after 2 pm's and no answer I thought you gave up on SC4.

c.p. Thank you Brian!

I'm taking a bit of a break from making containers, so I dusted off an old fave of mine which I have been slowly making over the last few months. I do have the front section almost done.
What I'm about to show you is part of something absolutely colossal that actually rode on rails.
This is a small fraction of the assembly, what do you think it is?

(http://i.imgur.com/Q6QG4Ew.png)

Simme2/Nick






Title: Re: Simmer's Lotting Lab.
Post by: praiodan on April 22, 2017, 01:36:04 AM
Now my guess would be a railway gun like Schwerer Gustav or something along these lines. At least that could explain the "small fracture of the assembly"-thingy part. :D
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on April 22, 2017, 04:54:50 AM
Hah, to be honest, I also thought about a railway gun, just like praiodan!  ;D Also cool work with all those containers, a lot of them you created!
Title: Re: Simmer's Lotting Lab.
Post by: vester on April 22, 2017, 05:52:28 AM
Is that a base for crane ?

vester It will take forever to gather all the texture pieces I made, they are scattered allover my hd. There must be about 300 or so. I will think about it.

In the file menu you find Archive. Thing that zip the model files with all resources used on the model including textures.

BTW: The basefiles for the proppack 4 is uploaded now. ;)

vester On a side note, I sent you the massive timed family you requested but after 2 pm's and no answer I thought you gave up on SC4.

Though I did get back to you, sorry the line that I downloaded the files didn't get into the pm. :P
Never got around to have a proper look at the files.
Been working on the EMD engines.
Still thinking of a good way to handling them without it being to big a task, both for the GEvo and future releases.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 24, 2017, 01:16:24 PM
Thank you everyone!

Vester There is no point making automata out of mine. Tigerbuilder left a pleasant surprise on my thread over at ST.
Link http://community.simtropolis.com/forums/topic/71467-simmer2s-lots-and-bats-lab/?page=3#comment-1663535
There is a link on his post to 67 pics illustrating his work.

He has actually made over 1200 train automata including just about every container label in the world!
Its a colossal collection and he is almost done compiling it.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on April 25, 2017, 10:33:49 AM
Now my guess would be a railway gun like Schwerer Gustav or something along these lines. At least that could explain the "small fracture of the assembly"-thingy part. :D

I was thinking the same.  And I sure wouldn't mind a nice large railway gun for the game, even as a static model.  Would certainly make for some interesting military base builds.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 29, 2017, 01:53:58 PM
Well, Its time to unveil my latest project.

JP Schriefer Was kind enough to send me a copy of the models so that I could start the work. As you can see, he has already uploaded the models for everyone to enjoy and let me tell you, they are a beauty!!

This lot represents the part of the main complex where the office towers reside. I have had to modify it a bit to adapt it to the game but I tried to include as many features as possible including the winding street, the treed back area and the pond with the bridge on the front area.

My releases will include both the growable and landmark with jobs lots. Either MN or DN.

Here is an actual satellite top down view of the complex.

(http://i.imgur.com/Jj1X7K2.png)

And here are a few pics.

(http://i.imgur.com/EvxHnLJ.jpg)

(http://i.imgur.com/Y3nh2zE.jpg)

(http://i.imgur.com/1RqogEo.jpg)

(http://i.imgur.com/aWwGZT6.jpg)

(http://i.imgur.com/PWsiRwJ.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: vortext on April 29, 2017, 02:12:12 PM
Wow Nick that looks really awesome. Your skills with both BAT and lot editting make superb content (and makes me want to fire up 3dsmax / sc4pim, sadly got so little time for sc4 nowadays.  :( )

Anyhow, just scrolled through last couple of pages and just floored by the high quality content you've produced.  &apls &apls

Keep at it!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on April 30, 2017, 09:09:51 AM
Love the bridge and pond, great details that will bring the lot to the next level.  I also like the bare patches beneath the trees... Are you making those as overlay textures?  A set of those would be really useful for other SC4 lotting since they could be used with any base textures.   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Vizoria on April 30, 2017, 11:31:17 AM
What a relot!

Will the ends of the street within the complex be Transit-Enabled?

I noticed they align with the road tile adjacent to them.
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on April 30, 2017, 12:52:20 PM
Love the new lot.  Question though, since I can tell its a very large lot, what exactly are the dimensions of the growable version? 

I'm terrible about remembering the exact sizes of zones I need to create to get things to actually grow.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 03, 2017, 01:56:03 AM
vortext Hi Erik, nice to see you back! Thank you.

Simcoug Hi Matt, I thought about doing them in overlays but then they will not align properly because they are grid constrained, perhaps I should make them as props. Easier to manipulate.

Vizoria Did you say Transit Enabled?  ;)

Shark7 Both the growable and the Landmark versions are 8 wide by 9 deep.

Added a few more props (Bus shelter with semi transparent roof, wrought iron benches, newspaper box and fire hydrant), re-designed the base texture, TE's street entrance/exits with perfectly aligned road transitions. Also added a few people milling about.

1
(http://i.imgur.com/oujc8Hy.jpg)
2
(http://i.imgur.com/PT174Fr.jpg)
3
(http://i.imgur.com/sze0FLq.jpg)
4
(http://i.imgur.com/bqlEDNk.jpg)
5
(http://i.imgur.com/epkDpfv.jpg)

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on May 03, 2017, 02:02:19 AM
Looks really great, except one concerning thing. 

With the road cutting through the lot, automata may cause traffic to cut the corner as I have seen many time in SC4; Sims get from point A to B quickly with no regard to reality.
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on May 03, 2017, 06:07:14 AM
This is coming along nicely, and we can surely use a few more "mega lots" with such nice commercial office towers. :) I agree about the transit enabling, this might cause potential issues with the traffic simulator. Better just make the road "network enabled". One other minor thing: While the streetlights around the edge of the lot look nice, they double with those of the adjacent roads/avenues, producing weird results, so maybe it's better to omit them there, using them on the parking lots and the diagonal road only. I really like those dirt patches under the trees, though, this is a common view in RL, and apart from the "dirt circle" or some dirt overlays that are usually way too large, we didn't see something like that in the game yet.
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on May 03, 2017, 07:20:28 AM
That's a piece of a great work  :thumbsup: I just add the same remark as Andreas did - doubling streetlights. Although is a small detail like a tiny particle of a dust on furniture, with such a masterpiece it's noticeable  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on May 03, 2017, 08:03:16 AM
Simcoug Hi Matt, I thought about doing them in overlays but then they will not align properly because they are grid constrained, perhaps I should make them as props. Easier to manipulate.

Yes, a set of slope conforming dirt props would be excellent!  Maybe a few different sizes (to match various tree sizes) and shades of brown.  I  would absolutely used something like that.  :thumbsup:

The lot looks excellent.  Love the bench and shelter props you have created.  Amazing work.
Title: Re: Simmer's Lotting Lab. ***Light cones question***
Post by: Simmer2 on May 03, 2017, 12:05:43 PM
Thank you everyone for the kind words!

I may have used the wrong term. Please read "NE" instead of "LE". There are no transit switches on this lot, it will only connect visually with no adverse effects on the NAM engine.

I will remove the lamp posts from the sidewalk area and place them in other places.

I do however have a question regarding the making of actual light projecting lamp posts. I tried to find the method used to create them but come up short. I PM'd Maarten (Mandlesoft) a while ago but received no reply yet. Perhaps he is not active anymore.

Does anyone know or can direct me to a thread on how to make lights that project on surfaces? I can make the lamp posts with lights but without a rendered surface under the light it will not project the cone on texture surfaces.

Thank you.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on May 03, 2017, 12:14:16 PM
I'm not very familiar with lampposts, but I know it involves some modding (have a look at existing exemplar files) in order to attach a light cone to the lamppost prop. Maybe you can use an existing light cone from somewhere else, otherwise you need to make your own. Maybe try doing a search for that keyword in order to find some tutorial.
Title: Re: Simmer's Lotting Lab.
Post by: vortext on May 03, 2017, 12:49:27 PM
Yeah lightcones (and bulbs) are usually seperate models and combined via RKT4 in the lightpost prop exemplar, which is itself timed for day/night state. Maybe take a look at the Uniform Street Lighting (http://community.simtropolis.com/files/file/25925-uniform-street-lighting-mod/) mod which has a bunch of colored cones & bulbs.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 05, 2017, 12:33:05 AM
SM2 Cidade Jardim Corporate Center is now online, grab it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3515

Page 1 has been amended.
1
(http://i.imgur.com/DKhSOnO.png)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 06, 2017, 10:22:36 AM
*Simmer2 cracks knuckles*
(http://i.imgur.com/LxXc6jp.gif)

Well it is time to finish the container storage project. Therefore all other projects are now on hold.

(http://i.imgur.com/KnDm9xC.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on May 06, 2017, 12:56:07 PM
Hi, SM2 - You can do it !!!   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on May 06, 2017, 01:11:28 PM
That will be great  :thumbsup: Do you plan some other stuff for this pack ?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 11, 2017, 01:48:55 AM
Krasner It will include a lot more than just containers...

This is just a test lot with some freshly baked props I just made. Still WIP.

(http://i.imgur.com/2rxfvda.jpg)
2
(http://i.imgur.com/5RJ2VTH.jpg)
3
(http://i.imgur.com/zYmJsiw.jpg)
4
(http://i.imgur.com/naDNtwp.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: vester on May 11, 2017, 04:20:13 AM
Coming along nicely.


Great work as always.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: carlfatal on May 11, 2017, 05:21:23 AM
These new props are awesome!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on May 11, 2017, 12:12:58 PM
The container cars look great... are there plans to introduce the container cars that are in sets of 3 or 5 with jacob boggies ?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 11, 2017, 12:23:17 PM
Thank you vester and carlfatal

Kitsune Initially I did a preliminary multi-unit style well car but realized that for the purpose of the game they are wayyyy to long. 53 feet X either 3 or 5 will make the whole assembly nearly impossible to fit in a lot, hence the individual well cars I made.
It fits much better.

Example of a 3 unit multi-unit.
(http://i.imgur.com/0i4zzgx.jpg)

Example of a 5 multi-unit Gunderson Maxi-I TTX.
(http://i.imgur.com/ikVIIxC.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on May 11, 2017, 01:36:55 PM
Ah thanks - yeah I know about the length after trying to figure how many I could cram onto a theoretical n scale layout.
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on May 11, 2017, 03:09:25 PM
That works just fine...the way the train cars are randomly selected, we can only make that type of car in the automata anyway.

The new props look awesome.

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on May 12, 2017, 05:51:49 AM
*Simmer2 cracks knuckles*
[...]
Well it is time to finish the container storage project. Therefore all other projects are now on hold.
...
I'm soooo loking forward to this   &hlp

The props look really nice, even if it's still WIP  :)
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on May 13, 2017, 02:20:33 PM
Great work.  An awesome new prop collection :thumbsup:  I look forward to seeing what lots you come up with for these  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 15, 2017, 10:32:50 AM
Hello everyone and thank you for the kind words.

I'm typing this from my phone

As of last Friday May 12, sc4devotion has been deemed a "dangerous website" by my Norton360.
I have sent PM's and emails to all parties involved in order to resolve the issue.

Until then I cannot post pictures or do other things I normally do with my PC.

It works fine with any if my Apple products but I dont have a Mac.

Simmer2

*Edit*. I have managed to find a workaround, its session based and it expires every time a click anything on this site. I hope a permanent solution can be found soon.

Here are a few pics for everyone to enjoy.

(http://i.imgur.com/r1qsJYY.jpg)
.
(http://i.imgur.com/uR50X65.jpg)
.
(http://i.imgur.com/gjDd1pv.jpg)

Title: Re: Simmer's Lotting Lab.**update**
Post by: Simmer2 on May 18, 2017, 09:42:52 AM
Still having Norton Issues but I managed to sneak this pic in  ;D

Its the Administration/temp storage building for the Container Storage Facility...still very WIP
.
(http://i.imgur.com/PlJoMGh.png)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on May 18, 2017, 10:56:37 AM
Off to a neat start! While I already like the brownish lower edge of the roof, I do wonder, if the base pattern of the roof texture is also included in your next steps? The brighter horizontal streaks across the metal sheets is just a tad too repetitive.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 25, 2017, 03:49:53 PM
Hello everyone.

I have been extremely busy in RL, however I was able to add a few things to the admin/warehouse building.

A few pics. Still WIP

1
(http://i.imgur.com/JoiMuHp.jpg)
2
(http://i.imgur.com/OGtczSY.jpg)
3
(http://i.imgur.com/gu7rpKb.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on May 26, 2017, 12:27:38 PM
Looks like its been through a few floods. :D
I love the rusty/grimy fan units, and the vents sticking out of the roof :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on May 27, 2017, 12:56:52 AM
I like the outside bracing of the construction very much! Although the beams look heavier than they might needed to be.  ;D
Title: Re: Simmer's Lotting Lab.
Post by: vester on May 27, 2017, 04:29:50 AM
The bracing is a bit off.

Maybe try to make them brighter
Black is really not that black when in the sun.
Our brain makes object in the sun looks darker than what we in fact see.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 29, 2017, 09:15:39 AM
Thanks for the comments.

Arne, they are rusty black painted steel beams. If you look closely you can see the brownish rust along the metal work.
I could lighten it a bit. I will see how it looks.

I'm now in the process of modelling a Tractive Power Corp TP 56 switcher to use in my container yard. I'm about 80% done.
I want to incorporate as many of the components as possible in order to re-create the real deal.
Its very small and compact.

Here is the original.
(http://i.imgur.com/1K64Ygc.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.***New Model***
Post by: Simmer2 on May 30, 2017, 11:02:27 AM
Here is the model, again it is still WIP

Lots of work to do. Panels, vents, doors, railings, corner beads, handles, rivets...etc..etc.

1
(http://i.imgur.com/ug3MtSw.jpg)
2
(http://i.imgur.com/AIjnieW.jpg)
3
(http://i.imgur.com/7RJQjd6.jpg)
4
(http://i.imgur.com/CiaoDMv.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on May 30, 2017, 12:03:55 PM
So cute! Small but neat addition! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 31, 2017, 02:18:10 PM
Thank you praiodan

I have seen a few threads where new batters are having an issue with duplicate TGI's on models after rendering. When I began batting I encountered exactly the same issue and had to re-render around 50 models in order to be inline with SC4. Small price to pay for peace of mind.

Everyone who dabbles in batting needs this patch. I did not write this script, it was given to me. It is floating around the web therefore free to use. Full credit goes to the person who wrote this script!

It will fix those pesky model TGI's duplicate issues for good!

It is imperative that you re-render all models after installing this patch in order to avoid future conflicts.

Unpack the zip attached to this post and simply copy/paste it over the old script found in \gmax\gamepacks\BAT\scripts.

Cheers

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: praiodan on May 31, 2017, 02:37:24 PM
I have seen a few threads where new batters are having an issue with duplicate TGI's on models after rendering. When I began batting I encountered exactly the same issue and had to re-render around 50 models in order to be inline with SC4. Small price to pay for peace of mind.

Everyone who dabbles in batting needs this patch. I did not write this script, it was given to me. It is floating around the web therefore free to use. Full credit goes to the person who wrote this script!

It will fix those pesky model TGI's duplicate issues for good!

It is imperative that you re-render all models after installing this patch in order to avoid future conflicts.

Unpack the zip attached to this post and simply copy/paste it over the old script found in \gmax\gamepacks\BAT\scripts.

Cheers

Simmer2/Nick

In fact this texture fix was provided by no less entity than Maxis in very early days of the BAT and it also can be found in the Official Maxis Files directory on the left:
http://sc4devotion.com/forums/index.php?page=14

Nerverthelss it is always good to be pointed out to, so this knowledge is not to be forgotten.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: vester on May 31, 2017, 03:09:17 PM
Just show about the colors and the brightness of black.
We can agree that the lower part of the switch engine is black

(http://i.imgur.com/kkySiM0.jpg)

The darkest part part of the deep shadow was around 7 % brightness (color sample to the left).
In this picture where really aren't a lot of direct light, the darkest on the side is around 16 %.
The color sample to the right is 43 % brightness.

The brighter the black part is, the more details is visible. I think my black Norfolk Southern engine the black is around 30-35 % brightness.


The modelling has comed of from a good start.
Not sure about the textures.
Try to have a look around textures.com. Maybe under metal (https://www.textures.com/category/metal/169) you can find some inspiration have to make you own paint textures.


Maybe its time for new name for the thread. Its a lot more than lotting now.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 01, 2017, 12:10:34 AM
praiodan, thank you for point it out!

vester. Nah, I think I will leave the tread title as is. Thank you for the textures link. Don't forget that I'm using Gmax therefore I cannot make model textures as good and detailed as using 3ds max .

Here is the new shunter at work! With night lights!

1
(http://i.imgur.com/ArbNnNm.jpg)
2
(http://i.imgur.com/C8SdTjl.jpg)
3
(http://i.imgur.com/qs8VOn4.jpg)
4
(http://i.imgur.com/zvITQNP.jpg)
5
(http://i.imgur.com/SNHYhCP.jpg)
6
(http://i.imgur.com/rJdFmvH.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vester on June 01, 2017, 05:38:21 AM
vester. Don't forget that I'm using Gmax therefore I cannot make model textures as good and detailed as using 3ds max.

The main texture work is not done in gmax or max, but photoshop or gimp, or just by pick the right texture for the job.


Turn down the nightlight to around 70 % of the current brightness.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 01, 2017, 10:34:58 AM
vester. Don't forget that I'm using Gmax therefore I cannot make model textures as good and detailed as using 3ds max.

The main texture work is not done in gmax or max, but photoshop or gimp, or just by pick the right texture for the job.


Turn down the nightlight to around 70 % of the current brightness.

Perhaps I did not phrase it right. I know Photoshop like the back of my hand, I create all my custom surfaces from scratch on Photoshop.
It is the rendering engine in 3ds max that is far superior than Gmax. There are many subtle aspects of textures that Gmax just cannot render right.
I cannot justify spending $1500 a year just to make free models  :D

I agree on toning down the night lighting and will re-render it tonight.

Thank you

Nick

PS Thanks praiodan :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on June 01, 2017, 05:39:10 PM
Ahhh, gmax, I remember you well.

If you haven't already, take a look at these tutorials. They helped me immensely with getting to grips on the colour-shifts and lack of ray-tracing:

http://sc4devotion.com/forums/index.php?topic=5229.msg165896#msg165896 (http://sc4devotion.com/forums/index.php?topic=5229.msg165896#msg165896)

http://sc4devotion.com/forums/index.php?topic=5230.msg165897#msg165897 (http://sc4devotion.com/forums/index.php?topic=5230.msg165897#msg165897)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 04, 2017, 08:51:15 PM
Thanks for the links Matt  :thumbsup:

This is just a showcase lot for what props I have ready so far for the container yard. All props including the massive warehouse are rendered in HD. Also the neon sign is a separate prop therefore the warehouse can be used for other industrial settings.

I'm thinking of making this lot fully modular thus giving you the option to expand to whatever size you wish.
1
(http://i.imgur.com/fvDSVuP.jpg)
2
(http://i.imgur.com/v413k30.jpg)
3
(http://i.imgur.com/BzVcrWY.jpg)
4
(http://i.imgur.com/U3hvfJC.jpg)
5
(http://i.imgur.com/Ck3lwnU.jpg)
6
(http://i.imgur.com/93gYoN1.jpg)
7
(http://i.imgur.com/2lO2APL.jpg)
8
(http://i.imgur.com/VifjPuq.jpg)
9
(http://i.imgur.com/QpCpvUM.jpg)
10
(http://i.imgur.com/DvfbKtc.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: praiodan on June 05, 2017, 02:17:35 AM
Oh yes, we will be having so much fun with this stuff. Wonderful overview  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on June 05, 2017, 08:31:33 AM
Great looking props!  The idea of a modular set will appeal to many players since they can create their own vision with your pieces.  Keep up the good work  &apls
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 06, 2017, 07:39:19 AM
Beautiful work, Nick!
Three remarks:
- the tyre marks are way too expressive in my opinion.
- a separate neon sign is good, maybe you make a family of signs?
- and a modular approach would be perfect!

Frank
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 08, 2017, 12:16:56 PM
Thank you Simcoug, praiodan and FrankU

Frank, I agree. That 50% transparency on the tire tracks was just a trial run. I could tone it down to 20%.
I already made 19 patterns and can keep going for even more choices. They are overlays by the way.
I'm just wondering if it something that is necessary to release. Maybe I should make a poll and find out?

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 08, 2017, 03:10:01 PM
Hi Nick!
I'm spending my holidays right now far from my gaming stuff (Madrid-Valencia-Mallorca-Ibiza-Barcelona - a lot of inspiration I've got by the way what I'd like to use to my cities) so just a quick note. I'm using the basic maxis similiar overlays as you might noticed, but recently (since I've started playing with textures) start thinking a new set since the old one is quite limited, therefore anything what you can give us could be useful, but as Frank mentioned a little bit lighter version would be nice.
I really like this new project, more toys for me to my seaport expansions  &apls &apls :popcorn:

- Tibi/Tyberius06

By the way what is the status of your other projects? There was an in progress metro/underground/tube yard thingy with some warehouse like train garages.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 13, 2017, 12:24:10 PM
Thanks Tibi.

The other projects are on hold for now. I'm in the middle of rebuilding my backyard (complete natural stone landscaping!)
It is a long and back breaking job but someone has to do it.  :'( Therefore I have had very little time to dedicate to lotting the SM2 Global Logistics project.

However, last night I fired up my batting machine and started this other project, which I have had in mind for months now. One wonders if I should continue to expand it for a later release. It is a medieval rampart complex complete with 16th century cannons and balls. This is just a small part of it.

Here is a pic of a render. This is definitively still WIP!

1
(http://i.imgur.com/Uj1HC3W.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vester on June 13, 2017, 01:01:13 PM
Maybe you should look into Unwrapping.
It would just add that dot over the i.
You could make the stones goes around the corner proper.
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 13, 2017, 11:19:32 PM
It's fantastic!!  :o &apls  :o &apls  :o &apls


A little tip: Make the retaining wall with the same texture to give the possibility to build on slope.
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 14, 2017, 09:11:56 AM
Sweet, looks like something from Pirate movie or from "Captain Horatio Hornblower"

 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on June 14, 2017, 03:44:26 PM
War, huh, yeah
What is it good for
Absolutely ... making awesome SC4 models!  :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on June 16, 2017, 02:27:44 PM
Sweet, looks like something from Pirate movie or from "Captain Horatio Hornblower"

 :thumbsup:

It reminds me of the forts of Port Royal.
Title: Re: Simmer's Lotting Lab.**New props***
Post by: Simmer2 on June 20, 2017, 01:34:34 AM
Thank you, everyone!

Here are a few more new props. Next pack will be huge!
(this is just a place holder lot for showcase purpose)

1
(http://i.imgur.com/a9vnCAR.jpg)
2
(http://i.imgur.com/S0CT5co.jpg)
3
(http://i.imgur.com/9PMvTCx.jpg)
4
(http://i.imgur.com/goorN9o.jpg)

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 20, 2017, 04:57:02 AM
Again a great creation.  &apls

The look so real   :thumbsup:

Possible to have also a blank oiltank as prop?
Title: Re: Simmer's Lotting Lab.
Post by: kelis on June 20, 2017, 05:27:09 AM
Again a great creation.  &apls

The look so real   :thumbsup:

Possible to have also a blank oiltank as prop?

Yeah. I'm agree, Please make more variations, They looks pretty good  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on June 20, 2017, 06:25:46 AM
Texturing on the tanks is really good  :thumbsup: About the wall set, while modeling is perfect (to me), I may say that the stone texture has a few problems ; as the stones are quite big and have special shapes, that could easily feel repetitive. Also the "hole" is a risky point I think, as it doesn't appear to be modeled (maybe I'm simply wrong  ;)) : the depth feeling, quite nicely done here, may appear missed/flat in other points of view. I achieved this kind of illusion once, not on purpose to be honest  :D and I think it can't be told, but I think it's really a hard thing to make look good most of the time - not counting on good fortune like me  ::) It's easier to model it.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 21, 2017, 01:07:17 AM
I'm glad you like them!

@Getron, by blank, do you mean no signage?

Next piece, oil loading platform. Still have a few details to add.

1
(http://i.imgur.com/8tNpg4j.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: korver on June 21, 2017, 01:38:07 AM
Looks outstanding :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 21, 2017, 03:37:13 AM

@Getron, by blank, do you mean no signage?

Yes, I did. But Kelis idee of more variations is good too. Like the big companies or Koninklijke Vopak (Big Dutch Player on the Market stores and handles oil)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 22, 2017, 01:42:26 AM
Thank you korver

Getron I will see what I can do.

Here is the Oil loading Platforms in place, with one nite lite shot. (again, this is just a place holder lot, not the final)
1
(http://i.imgur.com/OqifeKb.jpg)
2
(http://i.imgur.com/kAtHqPO.jpg)
3
(http://i.imgur.com/3Y5nlIO.jpg)
4
(http://i.imgur.com/IptxIRw.jpg)
5
(http://i.imgur.com/q8sYsdT.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 22, 2017, 03:08:57 AM
Very nice!
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on June 22, 2017, 07:07:06 AM
Are there going to be options on the tank cars to allow us to only have one brand ? As this Canadian is so impressed I can just see lines upon lines of Procor tank cars.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 22, 2017, 07:23:07 AM
The small details like that platform in the middle are impressive  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simcoug on June 22, 2017, 07:38:22 AM
That must have been a ton of work creating all those new props - great work!   :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 22, 2017, 08:42:56 AM
@Simmer2 Danki (Thanks)

And again a great update  :thumbsup:
A master at work  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on June 22, 2017, 10:33:45 AM
Great!!!  &apls &apls &apls
And where are the railway tanks "SM2 Oil"?  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 22, 2017, 11:16:03 AM
I'm glad a lot of people like them. :)

Quick post with an update.

@Getron
I think you meant this? Spent an hour making it, I like the logo!

1
(http://i.imgur.com/GfpZd65.jpg)



Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 22, 2017, 12:15:38 PM
@Simmers2

I have no words, because it is so.... &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls

So beautifull

Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 22, 2017, 01:53:58 PM
It's a great addition for who want a dirty and smelly oil tanks in his city!! :P
Two little hints:
Title: Re: Simmer's Lotting Lab.
Post by: korver on June 22, 2017, 02:02:08 PM
Nice work - the logo and the tank both look great &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 23, 2017, 01:27:55 AM
Thank you everyone!!

Here are 2 new types of tanks, both extensively used in Europe. (thus the temp themed holding lot I made for them)
Nothing is final.

1
(http://i.imgur.com/OASmX0f.jpg)
2
(http://i.imgur.com/LezTDmd.jpg)

Here they are in a game setting.

3
(http://i.imgur.com/XVAIXNK.jpg)
4
(http://i.imgur.com/llMWq2v.jpg)
5
(http://i.imgur.com/1i4S1TC.jpg)
6
(http://i.imgur.com/pRZuSba.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 23, 2017, 03:03:31 AM
 &apls &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 23, 2017, 08:13:28 AM
They look fantastic  :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 26, 2017, 01:31:30 AM
Thank you guys!!

Phew, these took a while to complete but I'm happy with the results.
Most of this round of props is Europe and Australia oriented.

In this set of pics you will see 4 new tanker cars (in addition to the 8 I already released) and 6 new oil tanks.
The list of labels I have covered so far is as follows:

*Aral
*VTG
*Wascosa
*Euroil
*Gulf
*Mobil
*Pioneer Energy
*Petroplus
*Vopak


Here are some pics showcasing the new items.
1
(http://i.imgur.com/e5YW2bI.jpg)
2
(http://i.imgur.com/AP1G7ah.jpg)
3
(http://i.imgur.com/Q32A3b6.jpg)
4
(http://i.imgur.com/KQCjNX5.jpg)
5
(http://i.imgur.com/ubHBEZZ.jpg)
6
(http://i.imgur.com/9iPRd3c.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on June 26, 2017, 01:47:11 AM
Fantastic work once again, Nick!
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 26, 2017, 05:16:52 AM
(http://i.memeful.com/media/post/PM05VoR_700wa_0.gif)
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 26, 2017, 07:11:07 AM
Well, Nick, this pack will be huge and huge fun for us!!! :D :D
You can start thinking of  MEGA Prop pack(S) soon :D :D :D
Great work, thank you so much!

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 26, 2017, 07:55:21 AM
I love that you have chosen for the slightly less well-known brands. Instead of, for example, Shell.

And like all the other items you get, this is fantastic again.  &apls &apls &apls

  :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on June 26, 2017, 10:07:17 AM
Holy Smoke!....What happened here? This is amazing, so many things to play with and have fun and so darn well made. A real Oily Industrial Set......I love them all!
And now I have to think of a place to build these in my gigantic region. Wow, very impressive, I must say.

 :thumbsup: :thumbsup:

Fred

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 27, 2017, 01:29:33 AM
I almost forgot!!

The fleet!

Here are a few fuel trucks.
1
(http://i.imgur.com/0AKcQZt.jpg)

Stay tuned...

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Ernestmaxis on June 27, 2017, 03:38:12 AM
I havent played/modded sim city for a long time but do check this post regularly. You really have made some nice objects and silo's. Amazing work
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 27, 2017, 01:52:22 PM
Why do you not make the tanks with the same logo as the trucks? ()what()
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 27, 2017, 02:06:06 PM
What seems to be the problem?

Those trucks exist and so do the storage tanks.

1
(http://i.imgur.com/C05TwCc.jpg)
2
(http://i.imgur.com/p1MImFl.jpg)
3
(http://i.imgur.com/CQPh6ZX.jpg)
4
(http://i.imgur.com/gjFKhTq.jpg)

Google is your friend...

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on June 27, 2017, 04:27:23 PM
Any chance that we can get some European trucks, like those on the photos? Looks a bit funny to see US trucks with German oil company logos. ;) Other than that, those tanks, the railway cars, and everything else looks superb (as usual :D).
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 27, 2017, 04:36:27 PM
Any chance that we can get some European trucks, like those on the photos? Looks a bit funny to see US trucks with German oil company logos. ;) Other than that, those tanks, the railway cars, and everything else looks superb (as usual :D).

Yup! I agree, that is why last night I started working on some Iveco and Scania truck cabs  :D

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on June 27, 2017, 05:46:35 PM
Hah, sweet! MAN and Mercedes trucks are the most common here, I guess. :)
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 28, 2017, 07:10:03 AM
Perhaps a DAF truck too.  :P
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 28, 2017, 08:29:37 AM
There was already an Aral gas station available for the game. That would be a perfect addition to it  :D

Do you plan to make the refining plant too?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 29, 2017, 12:56:06 AM
Thank you!

@feyss There is a beautiful set of refineries already made by cnut, I doubt I will be making another anytime soon.

Here is my progress so far. This is just a test lot!
I have a plan in mind and I will reveal it at the proper time.

1
(http://i.imgur.com/XeFWmiC.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on June 29, 2017, 03:19:41 AM
Great!! &apls &apls &apls
I prefer the flat one but with the other radius. ;)
Title: Re: Simmer's Lotting Lab.
Post by: Getron on June 29, 2017, 04:06:08 AM
I love the smaller tanks and the european trucks.

You are truly making another masterpiece  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on June 29, 2017, 06:54:39 AM
Alles super! ;D
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 29, 2017, 07:45:47 AM
Yeah I know. It's just because it's from 2008 and it looks a bit outdated if I may say, especially regarding some textures.

Great work again on that last picture  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 30, 2017, 12:49:16 AM
Thank you kindly.

I'm wondering if these new massive tandem trucks I made would have a place in SC4. I have never seen them ingame.

You think I should include them in my next prop pack?

Samples.
(http://i.imgur.com/Cz4Vwsq.jpg)
2
(http://i.imgur.com/y2H1fqP.jpg)
3
(http://i.imgur.com/vxWUtxd.jpg)
4
(http://i.imgur.com/q0XkpRi.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: siemanthepieman on June 30, 2017, 06:45:42 AM

I'm wondering if these new massive tandem trucks I made would have a place in SC4


I hope so - they look great.
Title: Re: Simmer's Lotting Lab.
Post by: Getron on July 01, 2017, 06:38:14 AM
It's like in the real world. The tandem trucks are more efficient and therefore more environmentally friendly transport. So i would say, yes. Definitely do these masterpieces belong in SC4.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on July 02, 2017, 06:38:31 AM
Certainly they belong in your next prop pack! They are great. Like the tanks say: Alles Super!
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on July 03, 2017, 02:39:42 AM
I would say yes - I'm sure lotters will get some good use out of them  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 10, 2017, 11:17:12 AM
It is settled then. They will be included on the next industrial prop pack.

I have not forgotten my SC4 projects. I'm still working on my house on 2 concurring big projects thus the delay. Someone said "Real life first..." Whenever I have time to spare, I do work on model making for SC4. Once I'm done with the house I will get back to my usual.

SM2 Global Logistic prop making is done. I just have to make the lotting and Bob's your uncle  :D

Here is a glimpse on what I would like SM2 Fuel Terminal to look like once I'm done with the models.

1
(http://i.imgur.com/CbUv5lJ.jpg)
2
(http://i.imgur.com/fG0jkRO.jpg)
3
(http://i.imgur.com/tINo0zQ.jpg)
4
(http://i.imgur.com/O8yAndt.jpg)
5
(http://i.imgur.com/Ixu4Mhy.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: korver on July 10, 2017, 01:43:06 PM
This is going to be one incredible lot once you're done with it! Looking forward to seeing what you come up with :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 12, 2017, 12:40:49 PM
Uhmm I don't see much interest. Perhaps I should relegate the entire project in the "no fun" bin.

Oh well, on to the other stuff then.

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 12, 2017, 01:09:14 PM
Hi Nick!

Perhaps You shouldn't :D :D :D
It's summer, less acitvity, and for example I'm looking for the download button, but hasn't found yet... So I'm disappointed now... :D :D :D

Anyhow, it will be huge, and looking forward to seeing more about the lot what you are building...

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Getron on July 12, 2017, 02:16:22 PM
Anyhow, it will be huge, and looking forward to seeing more about the lot what you are building...

- Tyberius/Tibi

Same here. Looking forward to how this will develop. ;)

Please do not stop.
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on July 12, 2017, 03:50:00 PM
Nick if it is any consolation the whole site has had fewer visitors due to it being summer in the northern hemisphere.

If you are feeling burnt out, (I know I do some times). A break should be had.

We all appreciate all the work you have done! I for one am a big fan of yours! You put the RRW at the focus of your work and made it more palatable for users too use and I consider you to be a good friend and a great team mate. I took over the NAM side of the RRW to keep it going and your work has propelled that further.

I do understand the frustration for which kind reply's thin out, but they are circumstantial.

Ever since the Like button came in you are the most liked member on the forum. You do amazing work and it is all very appreciated!

I hope you will stay :)

-eggman121/ Stephen

 
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on July 13, 2017, 07:21:31 AM
I agree with everyone...I follow your threads with great anticipation, however I don't usually comment because I feel like it is just sort of general "This is awesome looking! You are a great creator. Cant wait to see this project finished and on the exchange." Perhaps I should just add the comment anyway however so simple.

I love the rail in SC4 and you have made some really great stuff for it. Also, these latest oil related BATs are stunning good.

I hope you realize there is lots of interest in your work. Thank you for all you've done and hopefully continue to do.

Cheers,
Tiger
Title: Re: Simmer's Lotting Lab.
Post by: jaredh on July 13, 2017, 09:54:41 AM
I read your thread regularly. 

I simply don't post much anywhere and really never have.  Don't be discouraged....the stuff you are doing is essentially at Somy's level of greatness. 
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on July 13, 2017, 10:22:06 AM
Nick, it seems to me that in this industrial zone there is not a lot of cisterns and tanks.

(http://savepic.ru/14839579.jpg)

 ;) ;) ;)
Title: Re: Simmer's Lotting Lab.
Post by: tomvsotis on July 13, 2017, 07:26:26 PM
Uhmm I don't see much interest. Perhaps I should relegate the entire project in the "no fun" bin.

Oh well, on to the other stuff then.

Simmer2/Nick

Heyyyyy this is one of those forums where there's a fair bit of lurking – not many of us can/do make BATs, so there's often not much to contribute beyond an occasional "wow" when you release one of your creations! That doesn't mean there's no interest, tho — quite the opposite, actually! There are very few people still actively making BATs for this game these days, and even fewer who are nearly as good as you. So please, keep it up!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 13, 2017, 11:16:08 PM
Thanks for the replies but I'm not going anywhere. I was merely stating a fact. If I see no acknowledgments of my work then I think its pointless to pursue the project, therefore I will move on to other projects I have on the docks and keep the "uninteresting" projects in my plugin.

Anyhow, here is an update on the Fuel Terminal. I'm merely showing the Aral logo because they are ready. These are complete sets and can be plopped stand alone or use them in gangs to connect with other sets in a modular fashion and in turn connect the whole storage system to the rail fuel receiving station and the delivery truck loading stations.

Here are a few renders with 4 small tanks. One set is in a square format (4x3) and the other is linear (4x2). Both have custom pipe networks.

1
(http://i.imgur.com/JNcD5rd.jpg)
2
(http://i.imgur.com/skAYL8W.jpg)
3
(http://i.imgur.com/xcS8Zkb.jpg)
4
(http://i.imgur.com/oNyL4i8.jpg)

Simmer2

 
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on July 14, 2017, 05:22:09 AM
Fantastic attention to detail! Bravo!  &apls &apls &apls
But we are still waiting for the fuel terminal.  ;)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on July 14, 2017, 06:47:30 PM
That's a nice and realistic addition  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on July 14, 2017, 07:30:24 PM
This is all looking so great, Simmer. I love making refinery stuff, and this is going to be a game changer for me. Your BAT skills are becoming legendary looking...The textures are really nice. This pack you are working on is going to be a "must have" in my game!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Getron on July 15, 2017, 07:50:42 AM
I love your start  :thumbsup: You make it look so realistic.  &apls

But I was wondering:

Will you make also pipe pros?
And will you again make the pipes look more used? Like you did before?
And will you use the pipes from MushyMushy?

Keep going  ;D
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on July 15, 2017, 12:09:36 PM
I'll be direct: Nick, the problem with your approach is that everything you touch becomes a work of art, so we simple mortals end confused about what we want you to show us and to dedicate more time to. I've been literally freezed in front of the screen for long lapses of time looking at all the awesome details and forgetting to even give a like. That's something that happens.
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on July 15, 2017, 01:27:29 PM
Matias93, very artistic, and most importantly - very accurately said.  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on July 15, 2017, 03:12:17 PM
Ditto,

Now that is mentioned, very detailed and outstanding.  Something that is dearly missed.  Also will go beautifully with the Awesome pipe network so craftily  created.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 16, 2017, 06:43:08 PM
Thank you Alan_Waters, feyss, tigerbuilder, matias93 and dyoungyn

@Getron
I will be making a set of industrial oil pipes.

Refineries and depots oil pipes cannot be rusted/decrepit or otherwise in bad shape. I did an in depth search on oil pipe maintenance and found that just about every oil company has dedicated crews of men for maintaining oil lines in perfect order. Mine will be something in between. Mostly off white with dust or a shade of gray.

I cannot speak for Mushy's pipes. They are her creations.

If decrepit is what you aim for, then here is an old decommissioned spherical oil tank. I just finished. Perfect for that out of the way oil depot old tank farm awaiting demolition.
They are standalone units.
1
(http://i.imgur.com/hClXiSJ.jpg)
2
(http://i.imgur.com/Kjqj6v3.jpg)

Simmer2

   
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on July 16, 2017, 06:48:36 PM
Wow,

Love the detail explanation and an interesting learning experience.  I always thought your pipes would work as they are already done.

You truly do stupendous work, keep it up the great imagination.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 16, 2017, 07:10:09 PM
Hi Nick!

Oh dear! These models fo yours, it's start to be a very different level of details... Just like your lots from the custom made textures to the props usage and now prop making... Amazing work!!!  &apls &apls &apls &apls

Thanks in advance these gems! :)

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on July 16, 2017, 08:40:38 PM
Man...you are going all out. Great work! You are becoming a texturing master.

I agree...these facilities are very regulated...they have constant Maintenance. Making a simple texture is enough. If they were rusty, a regulator would be there to order it fixed for safety. The subtle ones look this the best IMHO.

Keep it up brother! these works are super nice!

Cheers, Tiger
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on July 17, 2017, 01:24:04 AM
Thank you Alan_Waters, feyss, tigerbuilder, matias93 and dyoungyn

@Getron
I will be making a set of industrial oil pipes.

Refineries and depots oil pipes cannot be rusted/decrepit or otherwise in bad shape. I did an in depth search on oil pipe maintenance and found that just about every oil company has dedicated crews of men for maintaining oil lines in perfect order. Mine will be something in between. Mostly off white with dust or a shade of gray.

Simmer2

 

There is a shut-in refinery not far from where I live.  Has been so for about 15 years now.  It is quite rusty and decrepit.  Without those maintenance crews you mentioned, oilfield and refinery structures will begin to decay very quickly.

Also, there is an abandoned tank battery about 10 miles from where I live.  After 20 years of no use, it is in very bad shape.

Your tanks are looking fine for in service refineries.  The decrepit one is interesting, most of the tanks around here do not have that elaborate fire extinguishing system.  Then again, none of those tanks are near residences either.

One thing I have noticed with most of the oil-field related in SC4.  They lack the proper berms around the tanks that are standard in real life tank batters and tank farms, at least where I live.  These berms are there to keep any spills contained into a small area around the tanks, rather than spreading out into the surrounding terrain.
Title: Re: Simmer's Lotting Lab.
Post by: Mad_genius on July 17, 2017, 04:09:34 AM
@Simmer2 Decided to post here just to add my voice to all of those that already expressed the gratitude and interest for your awesome work. Every time you post some images of your projects I'm "forced" to spend a lot of time looking at all the details with a huge smile on my face.

And, as time goes on, you just keep getting better and better.
Pratically all the things that you've already release on the LEX have been instant downloads for my cities and I guess that that won't change any time soon.  :thumbsup:

Thanks for all the hard work you keep putting into each of your creations.
Title: Re: Simmer's Lotting Lab.
Post by: seraf on July 17, 2017, 08:15:35 AM
The level of details is superb  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Getron on July 17, 2017, 09:03:27 AM
@simmer2: I understand what you mean, and I meant that too. It does not look like new, but as used. Like your last pictures. What I have to say is that they look brilliant again.  &apls &apls &apls &apls &apls &apls &apls &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Baltimore on July 23, 2017, 04:12:14 PM
Those tanks look awesome , awaiting release .
Title: Re: Simmer's Lotting Lab.
Post by: vester on July 23, 2017, 05:00:23 PM
Looks great.

You really got the wear and tear look on the spot.

The 0.8 meter inlet is that the red one ?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 24, 2017, 09:40:49 AM
Thank you everyone. I truly appreciate your vote of confidence!

@vester I re-measured the pipes and here are the correct stats. (late night, double vision lol)
The inlet I'm referring to is the darker one that goes to the top circled in red. The red pipes are for the fire extinguisher system.

1
(http://i.imgur.com/o1PFFCS.jpg)

FYI. On Friday I'm going to the Dominican Republic for some much needed R&R. See ya all at the end of next week.
I may or may not post a couple of images with new stuff before Friday

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Dantes on July 24, 2017, 09:47:12 AM
This is HD+ BATwork  :o Very impressive!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 05, 2017, 10:27:11 PM
@Dantes Thank you!

Well, I'm back from holidays and eager to jump right in  :D

Soooo, I'm posting a few pics of a lot I'm working on (One of a series).
Added a few more models as well. Including a version of the truck loading facility!!

Work in progress

1
(http://i.imgur.com/UzkHQvv.jpg)
2
(http://i.imgur.com/qHMBeUj.jpg)
3
(http://i.imgur.com/YxE7pa4.jpg)
4
(http://i.imgur.com/Hj4IoCG.jpg)
5
(http://i.imgur.com/DYRKyBX.jpg)
6
(http://i.imgur.com/1tqo7xW.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Getron on August 06, 2017, 07:12:23 AM
It look awesome.  &apls

Specially how you use the pipe lay out.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on August 06, 2017, 12:48:01 PM
Excellently detailed - I love the manual commands for the switches, well-thought and certainly very useful for railroad lots  :thumbsup:  A small gatehouse with a security fence added to that may be a nice addition imo - such places need to be monitored  :)
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on August 06, 2017, 01:25:18 PM
Photographically. Terrific! I'm looking forward to it.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on August 07, 2017, 12:55:54 PM
Superb Nick!
Title: Re: Simmer's Lotting Lab.
Post by: korver on August 08, 2017, 08:18:43 AM
The lot is coming together beautifully :thumbsup:

Really love that old spherical tank in particular. Can never have enough rusty stuff :)
Title: Re: Simmer's Lotting Lab.
Post by: tomvsotis on August 10, 2017, 02:34:53 AM
This looks ace!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on August 11, 2017, 12:52:41 AM
Thank you everyone!

Continuing the Fuel Terminal pipe network......
These pipes will also be released as stand alone pieces to connect your oil industries.

Some combos shown, more patterns coming soon.

1
(http://i.imgur.com/4TNikCi.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 21, 2017, 11:15:09 AM
*Cough*...*COUGH*...sooo much dust in here.

Time to re-start this tread. Starting with some old stuff I showed but never made it out due to a very busy RL. :(   

Months ago I created a lot named SM2 Metal Coatings Inc depicting an old fictional industrial factory in a semi-abandoned state. Well, I completely overhauled it by creating a brand new base texture, new props (including my first tree) and re-lotting it.

It is a ploppable 6X4 lot made as an IM landmark with 20 jobs (mostly made up of clean up crews) ;D Perfect for those run down industrial areas on your map.

It sports its own single track spur which will visually connect to the rail STR network and a gated street entrance that will also visually connect to streets for that seamless look.

I will be releasing it in the next day or two, once I have finalized it. The new props will be included with this lot rather than waiting for my next prop pack release.

Here are 4 pics showing it in different angles.

1
(https://i.imgur.com/Nodmb6h.jpg)
2
(https://i.imgur.com/Bm5FXwZ.jpg)
3
(https://i.imgur.com/iLWKjfi.jpg)
4
(https://i.imgur.com/OBErCp3.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on September 21, 2017, 11:27:42 AM
Nick is back!
Good to see the ressurrection of this thread :D :D
I still fighting with downloading my old stuffs from here and there, and I'm on holiday back in Hungary to pick my old PC up and bring it out to UK. After that I need to rebuild the PC and move most of my SimCity stuff onto the PC.
But eventually I will go back to continue the Seaports, so whenever you have time and energy or mood, could you make those NSB overlays (Diag, FAR and their transitions with each other and Orhto pieces) what I asked? No rush, as I said, I'm still away from LOTting (I hardly have time to try the new NAM features.)

And of course I can't wait to play with this nice little building what you showed here! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 21, 2017, 10:18:28 PM
Thanks Tibi.

SM2 Metal Coatings Inc
. is now online here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3544

(https://i.imgur.com/fxopbmI.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 22, 2017, 09:42:20 AM
Page 1 lot list has been amended http://sc4devotion.com/forums/index.php?topic=17211.0

(Uploads count now stands at 39)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Getron on September 22, 2017, 03:53:15 PM
Welcome back  :thumbsup:

And that with a new lot  :P.
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on September 22, 2017, 04:49:08 PM
Thanks for the new lot...  :thumbsup:
it has character and thought... :D

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 26, 2017, 11:29:41 AM
I'm glad everyone liked the last lot. :thumbsup:

This is another piece of the SM2 Fuel Terminal puzzle that I have been working on.
Still very much Work In Progress

It's the Kerosene Tank Array. Many more pipes and structural pieces to be added. Also the textures may not be final.

1
(https://i.imgur.com/YNaZbWC.png)
2
(https://i.imgur.com/9WB5ack.png)

Hope you like it ;)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: tomvsotis on September 26, 2017, 12:47:02 PM
Your models always look so good! Out of interest: do you make them from scratch in gmax, or do you model them in something else then import them?
Title: Re: Simmer's Lotting Lab.
Post by: ojisan1287 on September 26, 2017, 02:52:23 PM
Your lots always had amazed me, continue with this fantastic job &apls &apls
BTW i have a question about the trees in your pics, do you use ploppable trees in mayor mode or any tree brush with girafe's trees?
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on September 26, 2017, 04:44:55 PM
Very natural. &apls
I recall some details of the exterior of the game "S.T.A.L.K.E.R". ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on September 28, 2017, 09:15:59 AM
@tomvsotis I always start with a primitive from scratch in Gmax.

@ojisan1287 Anything within the lots are props I place. Trees without are MMP's.

@Alan_Waters Sorry Alan, never heard of that game.

Thank you for the replies and likes.

Here is the completed Kerosene Tank Array. Before and after. Plus many new pipe pieces.

1
(https://i.imgur.com/7hnr45L.jpg)
2
(https://i.imgur.com/f7RHSDe.jpg)
3
(https://i.imgur.com/kshnhJM.jpg)
4
(https://i.imgur.com/ZOf94a9.jpg)
5
(https://i.imgur.com/f7z9ltl.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Ernestmaxis on September 28, 2017, 12:35:01 PM
Like the trucks say: Alles super! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 03, 2017, 11:43:08 AM
Re-doing some of the models with custom made LODs. Found that some parts are creating unnecessary clipping when placed in close proximity..

It will be done, no matter what it takes  :-[

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: APSMS on October 03, 2017, 01:03:37 PM
I think maybe the unrusted parts of the tanks, where painted white, would do to be a little less white. I dunno why, but those parts look a little bit off compared to how the rest of the tank looks.

Also, not to make tons extra work but I think it would have been cool if you could have made each tank separately and then used prop families to randomly assort the tanks which were part of every lot, but I'm aware of the modding nightmare that would be given the tight LODs necessary to get the small yellow piping over the top without clipping.

Either way, it's looking good!
Title: Re: Simmer's Lotting Lab.
Post by: mr.fusion on October 04, 2017, 04:47:45 PM
Hallo Simmer2, the tanker trucks and the workers seem to be out of scale. Compare them to the tanking waggons, then you'll see what I mean. Minus 40 % or so should do, I guess.
Very nice things you're creating, though!
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on October 04, 2017, 07:27:43 PM
Looking so awesome...keep it up, please!

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 04, 2017, 11:54:42 PM
Thank you for the suggestions...

Adding to the prop pack....

Heavy duty "gondola" style 16 wheels flat car for those short extra heavy industrial hauls...

1
(https://i.imgur.com/pKZ8pji.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: jaredh on October 05, 2017, 09:46:07 AM
It would definitely have to be a "short" haul.  Most major river crossings in the US would be a no-go for something that high.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 09, 2017, 01:13:26 AM
@Jaredh yup definitively short!


New toys to play with. (This is just a test lot to showcase the props)

Interchangeability of loads with the use of just 1 rail car...

Pics are better than a 1000 words.

(https://i.imgur.com/UrgUUhD.jpg)

(https://i.imgur.com/vfhzryE.jpg)

(https://i.imgur.com/2bJZawi.jpg)

(https://i.imgur.com/mtBoihz.jpg)

(https://i.imgur.com/9OUuqYZ.jpg)

(https://i.imgur.com/nDUGOEV.jpg)

Simmer2

( Yea I know. I need to stop making new stuff and concentrate on the ones I already made)
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on October 09, 2017, 05:29:10 AM
Thanks for bringing more variety, beautiful  :thumbsup:

...( Yea I know. I need to stop making new stuff and concentrate on the ones I already made)
maybe, but OTOH: New toys!  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 10, 2017, 12:58:59 AM
Thank you brick_mortimer!


New sidings coming soon.

Sample.

1
(https://i.imgur.com/x2OBAON.jpg)
2
(https://i.imgur.com/BjeMnAC.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: kelis on October 10, 2017, 05:56:57 AM
Alles super !! Those train props are very useful, I will give them a good use in the future  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 13, 2017, 12:29:39 AM
Thank you kelis

Things are progressing a bit faster now, on 3 different fronts...

1
(https://i.imgur.com/1KPjMJK.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on October 13, 2017, 03:23:30 AM
some good developments here lately, keep it up man!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on October 13, 2017, 03:35:39 AM
Oh dear!

That looks awesome! :) So much new beauties...!  &apls &apls &apls  :popcorn:

I can't wait to give them a good use! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on October 13, 2017, 08:04:03 AM
Great, so pleasant to look at  ;D the muddy lawn and the small piles of garbage here and there make all the difference  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Silur on October 13, 2017, 12:56:02 PM
May be some real rusty textures? But I like the original  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 18, 2017, 01:40:09 AM
Thank you gn_leugim, Tyberius06, Krasner, Silur

The main lot is now complete. New custom base texture, resized many of the props including the trucks and redesigned the Oil Loading Platform to be compatible with any rail tanker unlike the first model. Also there are a bunch of new never seen models in this lineup.

I will also release a brand new quad oil pipe lot set, to match my new models. Therefore you will be able to run a pipeline in between the different oil tanks lots.

This particular lot is more in line with European setups but it will work in any map.
Size of the main lot is 17X11.

Here are a few pics.
1
(https://i.imgur.com/9r8qkdO.jpg)
2
(https://i.imgur.com/QoQKgc4.jpg)
3
(https://i.imgur.com/cCu6gwp.jpg)
4
(https://i.imgur.com/RKmVf4K.jpg)
5
(https://i.imgur.com/V64h4Ff.jpg)
6
(https://i.imgur.com/OufzZA8.jpg)
7
(https://i.imgur.com/3843mWn.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on October 18, 2017, 02:53:50 AM
Simmer2 this is really beautiful  &apls

I really appreciate you work on this and hope to play with these new lots in the not too distant future.

Keep up the good work  :thumbsup:

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on October 18, 2017, 05:21:17 AM
Nice loting! something quite unique :)
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on October 18, 2017, 07:27:42 AM
Hi Nick ,

Beautiful work indeed …  &apls ... even if the asphalt texture looks too dark for my personal taste , on the farest view notably . I don’t know if you have already the next project(s) in mind , but you should consider learning how to make automata skins , it would be a blessing for our same perpetual freight cars automata ( Personally I would dy to see running the wood carriages on the previous page …) . Easy to say , I know . :D ... As compensation , it  would be a pleasure for me  to contribute to your work by creating concrete textures sets like these :

(http://imageshack.com/a/img923/139/Urd8hZ.jpg)

I only need the desired sizes … Let me know if you’re interested ( whatever your decision about automata , of course  $%Grinno$% that's only a suggestion  ;D ) .

Cédric.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 24, 2017, 02:21:38 AM
Thanks everyone!!

Cedric, automata skins are a possibility in the future. As you can see I have my plate full and then some at the moment :D
I will lighten up those oil stain, thank you.

Adding to the ever growing prop pack....special delivery :D

1
(https://i.imgur.com/LM21Jtu.jpg)
2
(https://i.imgur.com/lzpixSR.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on October 24, 2017, 12:46:11 PM
Hi Nick!

I will be very confused and suffering from the amount of goodiness, what you'll bring to us, and not to mention Angry Mozart's railprops... well-well, it's a whole new world.
I wish if you could make timed prop families to your upcoming props (trains, trucks, vans etc), and if someone could make the same with Angry Mozart's railstuffs as well...

It will be hard to figure it out, how I should build up my upcoming seaport releases, because I'm pretty sure, that I will use yours and Mozart's rail props for the expansion, but I'm kind of lack of time recently, and I'm not sure when will I update the old ones with the new props...
Whatever I'm just thinking loudly :)

So these new stuffs are very nice, and I can't wait to use them!  &apls &apls &apls &apls

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on October 24, 2017, 06:13:55 PM
LOVE the wind turbine props!!

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 29, 2017, 10:48:44 PM
@Tibi Already created several dozen timed exemplars for the upcoming prop pack.  ;)

@belfastsocrates Thank you.

While going about my Gmax adventures I created something almost as a side product and decided to release it ahead of the other lots brewing in my plugin.

SM2 Wind Power
Clean energy for a bright future.
Cost to plop 900
Power Output 1800
No base texture, just plop it and dress it with your choice of MMP.
Can be plopped on very steep slopes. Custom foundation included.
Run power pylons from this lot to the edge of town and enjoy your zero pollution electricity.

No dependencies.

1
(https://i.imgur.com/pyu6ePF.jpg)
2
(https://i.imgur.com/kiXuc8P.jpg)
3
(https://i.imgur.com/TPDZd38.jpg)

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0

Enjoy

Simmer2
 
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on October 30, 2017, 01:52:34 PM
Nice!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on October 30, 2017, 09:25:34 PM
Thanks Frank!

Version 2 is here. New taller model with more details and flashing aircraft warning light.

Open game, bulldoze all instances of the old lot, save game and exit.

Remove old folder and replace with this one, open game and plop away.

Link http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3546

Fixed the Z axis issue.
Old one with new details but no Z axis fix and beside it, the one with the fix. I also added a flashing aircraft warning light.
(https://i.imgur.com/ox7tmWy.jpg)
2
(https://i.imgur.com/sPbVWH0.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on October 31, 2017, 09:27:51 AM
Nicer!
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on October 31, 2017, 11:21:07 AM
As always, great work!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on November 01, 2017, 08:05:22 AM
Those are really nice! Great work (as always!) :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 01, 2017, 12:07:08 PM
Thank you!!

SM2 Wind Power Marine version coming soon...

Underwater wire conduits and shore substation will also come to life..
1
(https://i.imgur.com/ZNuxIfX.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 02, 2017, 02:12:07 AM
Wow! The enthusiasm is overwhelming!! Don't worry, the Fuel Terminal is still an ongoing project, I have not dropped it.

Anyways, continuing the water wind farm project, here are a few pics.
The first 3 are in power mode so you can see the power tiles connecting with the newly built substation on shore.
The "wire conduit" is actually an invisible power lot I made that can make power connections on water, each plop will make a 9 tile grid connection, all the way to shore.
On shore is SM2 Power Substation which will will step up the voltage from 2kVa to 30kVa for transmission purpose

1
(https://i.imgur.com/iT0eAYx.jpg)
2
(https://i.imgur.com/X94MvPR.jpg)
3
(https://i.imgur.com/hqUYa1X.jpg)
4
(https://i.imgur.com/Y4PoK8v.jpg)
5
(https://i.imgur.com/gSvT7ZZ.jpg)
6
(https://i.imgur.com/HaXmoYA.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on November 02, 2017, 02:35:08 AM
Very clever design and modding  &apls

I was expecting a more evident connection underwater, but I guess this is far more realistic.

For the wire conduit, maybe you can make a little buoy with lighting, both to get an idea of where the cable is and if it's connected
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 02, 2017, 01:28:29 PM
Great idea! There are also a couple of other suggestions over at ST which I will implement as well.

Oh and almost forgot the night shot!
1
(https://i.imgur.com/wiWUGQS.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on November 02, 2017, 04:57:55 PM
Wind farms usually require some good substations such as this one to collect all of that power.  This is true of land wind farms as well as offshore ones.  I like those little red lights on the turbines a lot; when approaching a wind farm at night, one can see many red dots lighting the dark skies.  Those blades are looking really slick, too.

Nice work!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: woodb3kmaster on November 02, 2017, 08:20:36 PM
For the wire conduit, maybe you can make a little buoy with lighting, both to get an idea of where the cable is and if it's connected

You mean something like the connector buoy from this upload (https://community.simtropolis.com/files/file/31048-rb-offshore-power-plants-powerbuoys/), but with a way to tell if it's transmitting power without having to turn on the power overlay? I could certainly go for that, and I'm sure Nick is more than capable of making it.

Great work recently, Nick! That substation is especially welcome; there aren't enough substation lots available, and yours looks to be both realistic and practical in size. I look forward to seeing more!
Title: Re: Simmer's Lotting Lab.
Post by: kelis on November 03, 2017, 01:44:54 PM
I like so much your windmills. I will use them in my Japanese region for sure, thanks for share your great stuff with us  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on November 03, 2017, 04:16:05 PM
Ok, I think a lot of stuff in my plugins folder is getting obsolete with all the nice things you make :P

Will the substation produce power as well?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 05, 2017, 01:14:15 AM
@metarvo I'm glad you like them!

@woodb3kmaster Well, the buoy I made does turn the warning red light once the power is connected.....you see it at night of course  ;D (See pics below)

@kelis Thank you kelis!

@brick_mortimer Thanks!! Substations are inherently non power producers for the simple reason that they are either step up or step down transformers from other power sources. However I could easily make a lot that produce power and include it in the DL.

Now buckle up and make sure the table is in the upright position...

Here is what I did to make the connection to the Maxis power pylons. After 14 model attempts I realized that without a model reference of the actual pylon I was not going to create a perfect wire set to connect to the substation.
Also I did not want to restrict the direction from where the pylons would make the connections. Thus the underground connection was born... :D

Furthermore, I made a nifty custom made model that simulates cables coming out of the sea and into the substation lot.
Oh and power on buoys that signal were the underwater cables are that also act as connectors to transfer power from the marine Wind Turbine fields to the substations.

Here are some pics with included explanations..
1
(https://i.imgur.com/H6nTdHy.jpg)
2
(https://i.imgur.com/E4uZoxV.jpg)
3
(https://i.imgur.com/Gt95pqS.jpg)
4
(https://i.imgur.com/84R58JE.jpg)
5
(https://i.imgur.com/WHK5ndb.jpg)
6
(https://i.imgur.com/EEKMckt.jpg)
7
(https://i.imgur.com/1tP6Oyy.jpg)
8
(https://i.imgur.com/9HFFKFj.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on November 05, 2017, 04:28:41 AM
Just saw that SC4D today becomes 11 years old. And this thread now has grown to 57 pages full of creative idears and beautifull enhancements. So I thought it's time to say thank you, Simmer2, for the great work and the stunning variety of releases.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 05, 2017, 11:43:04 PM
Thank you very much fantozzi!

Here is a little timed sequence for SM2 Power Substation lot.
1
(https://i.imgur.com/sHQPxXc.gif)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 06, 2017, 06:32:53 AM
Great work on this--love the timed props  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on November 06, 2017, 04:11:45 PM
clever...  :o

 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on November 06, 2017, 06:16:54 PM
Creative solution with the underground transfer boxes. This means that custom BATted power lines could also connect to these fine substations.  ;D

The timed props make it look like the workers are going through their daily grind.  They've gotta keep everything in service so the lights stay on.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 07, 2017, 12:18:08 AM
Thank you everyone &apls

New uploads available! 7 Power lots (3 eye candy)

Also lots of timed props.

Here are the 3 links.

1) SM2 Prop Pack Vol4 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548

2) SM2 Marine Wind Power - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3549

3) SM2 Power Pack - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3550

Pics
(https://i.imgur.com/1h6ZoFi.jpg)
.
(https://i.imgur.com/8WInVYY.jpg)
.
(https://i.imgur.com/bogb3Wt.jpg)
.
(https://i.imgur.com/p7ehGl4.jpg)

Have fun

Simmer2/Nick

Page one has been amended - http://sc4devotion.com/forums/index.php?topic=17211.0

Title: Re: Simmer's Lotting Lab.
Post by: Silur on November 07, 2017, 12:31:04 AM
Thank You for the good work!   &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 08, 2017, 12:55:49 PM
Someone asked if my power lots explode and if so do they give out radiation.

No they do not, they are auxiliary power lots. Very little pollution and no fireworks. They will however degrade in time, just like any other power lot in game.

Here are the relevant stats from the Reader:

Hard Failure Type -------------- doesn't explode.
Pollution at center ------------- 0x00000000,0x00000000,0x00000000,0x00000000
Pollution Radius ---------------- 4.000000,5.000000,0.000000,0.000000
Age to output level response curve --- 0.000000,1.000000,0.400000,0.950000,0.500000,0.920000,0.600000,0.860000,0.700000,0.770000,0.800000,0.600000,0.900000,0.350000,1.000000,0.000000
Age degradation rate ---------- 0.000555
Soft failure threshold ---------- 0.900000
Hard failure threshold ---------- 1.000000

Simmer2



Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 09, 2017, 12:09:14 AM
The new shop apprentice realized pretty soon that flushing machine grease down the toilet can cause sewer's problems..

Vac-Con to the rescue ;D
1
(https://i.imgur.com/fKaI7kE.jpg)
2
(https://i.imgur.com/1KqGZor.jpg)
3
(https://i.imgur.com/QzWDsMg.jpg)
4
(https://i.imgur.com/o9AAybp.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on November 09, 2017, 07:04:47 AM
Well, that's no fun.  ::)  Nice that this essential service is being represented, though.
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on November 09, 2017, 12:49:49 PM
Alles super. Almost.  :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 10, 2017, 12:49:07 AM
Thank you!

Here is something also I have been tinkering with, full slope conforming highway barriers.

Here is a few examples, from gentle to steep slope. They work!
1
(https://i.imgur.com/p11K5qj.jpg)
2
(https://i.imgur.com/b2leea9.jpg)
3
(https://i.imgur.com/wSty4l6.jpg)
4
(https://i.imgur.com/CG6ZwIW.jpg)
5
(https://i.imgur.com/HBVivuI.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on November 10, 2017, 01:17:27 AM
Hi!

Wow. They are very nice! Everything is there, but diagonals, maybe later? I love these. I'm using Deadwood's set, and some other cases Mattb325's modern walls, but for me this set would be a nice replacement for DWD's ones in some cities.
Thanks in advance.
And I also like your works on the industrial props/lots.

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on November 10, 2017, 05:01:55 AM
Those barriers are great. But beeing so flexible regarding slopes I would suggest to name them different - wildlife animal barriers or avalanche barriers (?). Because there are some sound barriers already but no animal barrier for the outskirts and mountains, I think. So the same thing named different could make a great addition to the game.



Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on November 10, 2017, 10:06:26 AM
I agree great looking barriers.  If you are so gracious to take on this wonderful project, then can you create FAR 2 and 3 ;D

Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 10, 2017, 10:19:41 AM
Great work  &apls Very possibly the nicest highway walls I've ever seen and with flawless slope tolerance!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 10, 2017, 01:55:49 PM
Hi buddy, I'm writing because I'm getting big brown boxes with your substation lots. Is there some dependency I need or something else I'm doing wrong?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 10, 2017, 02:02:47 PM
Hi buddy, I'm writing because I'm getting big brown boxes with your substation lots. Is there some dependency I need or something else I'm doing wrong?

Hi Noa.

You need SM2 Prop Pack Vol4 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548

It is listed under the dependency tracker and in the Readme file.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 10, 2017, 03:38:27 PM
Thanks Nick :)  Unfortunately, I've had that file in my plugins but get the box nonetheless. I'm pretty well at a loss for what might be causing it or else I wouldn't be bothering you here ;)
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on November 10, 2017, 04:16:38 PM
Try installing Nick's stuff in an otherwise empty plugins folder, maybe there's some other file that conflicts with these lots somehow. If you're up to it, try to move one half of your plugins back, test again, and repeat with some more files, until you found the culprit.
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on November 10, 2017, 04:41:07 PM
Nice work on the walls, Nick!  :thumbsup:  There don't seem to be a lot of slope-conforming walls out there, so this helps to fill a niche.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 10, 2017, 07:57:41 PM
Hi Noa. I'm sorry you are having problems but lets see if we can resolve it  :)

I just finished re-checking all my peas and carrots.
All my lots, Desc files and models are always brand new (new IIDs) nothing is recycled.

Downloaded the lots and the dependencies (to avoid cross contamination). Unzipped them on a clean plugin. Fired up SC4 and found no issues.
Moved the folders in my 6.2 Gb plugin. Still no issues.

Please install this mod https://community.simtropolis.com/files/file/26298-peg-opps-oops-mod/ and then take a pic or two. Message them to me and I will see if I can isolate the offending item. Then we could do a search by IID on your plugin to see what is going on.

You could also put the lot folder and the 3 dependencies in a clean plugin. Fire up XPim and open the lot in questions. Check if you see red crossed yellow boxes (missing item)

Let me know how it goes.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 11, 2017, 12:37:28 PM
Thanks a lot guys  :thumbsup: From the sound of it, particularly if no one else is having this problem, it's something not related to the great work done here (the modding on your files has always seemed top quality). My problem has been intermittent, showing a box while hovering before plopping, then looking correct after plopping with the box then showing up later before disappearing again, apparently after either RL time had passed or I saved the game (no game time has passed). I'll investigate plugin problems as carefully as I can, considering the inconsistency of the problem, and hopefully will be able to find the conflict.
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on November 11, 2017, 02:45:54 PM
Disappearing and reappearing boxes while you paused the game might be related to timed (not seasonal) props/prop families. Use the "WhatTimeIzIt <value>" cheat to set the in-game clock to various hours, then you might be able to track down a potential modding problem with some of the timed props.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 13, 2017, 12:34:43 AM
Continuing with the Sound Barrier project, here are some new models.
1
(https://i.imgur.com/UIEsQxq.jpg)
2
(https://i.imgur.com/usSAXm0.jpg)
3
(https://i.imgur.com/lT90RR9.jpg)
4
(https://i.imgur.com/TLJ1vEW.jpg)
5
(https://i.imgur.com/OmhAnj9.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on November 13, 2017, 07:00:19 AM
Hi!

These are still looking good. I love the special variety of the walls, they could be used in multiple ways, not just sound barrier (T-s and +-es and Y-s...). :)
If it's not a big ask, could you make some picture for next time with RHW-6S?

Thank you for doing this set!

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on November 13, 2017, 07:21:47 AM
Yay, intersections and diagonals!  :thumbsup:  Nice work.  Do I spot a door in pic 4?  ;D
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on November 13, 2017, 08:13:57 AM
Nick,

Wonderful job and fabulous work here for a great addition to SC4. 

A few questions:  Are these walls using over hanging with no use of a an entire square? 

Finally, is it possible to make some walls for FAR2 and 3?

dyoungyn
Title: Re: Simmer's Lotting Lab.
Post by: kelis on November 13, 2017, 08:53:27 AM
Okay, you are going to make me wait for another of your great projects ! Yhose sound barriers are very realistic, perfect for big cities !

Can't wait  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on November 14, 2017, 11:06:08 AM
those look really nice! and the added graffiti makes a good touch! ;) 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 15, 2017, 01:14:41 AM
Thanks everyone!

dyoungyn Only 2 pieces are overhanging, ironically enough, they are the ones you suggested, the FAR3. No other way to implement them.

Just finished adding several more pieces including the FA3 set (Fractional Angles 18.4 deg)

Pics please...
.
(https://i.imgur.com/Nm7ZPJ3.jpg)
.
(https://i.imgur.com/3w1arSA.jpg)
.
(https://i.imgur.com/Tf3cXxu.jpg)
.
(https://i.imgur.com/0trlV8h.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on November 15, 2017, 04:54:49 AM
Wow, beautiful work, the idea is simple but very useful! Thank you! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: feyss on November 15, 2017, 07:43:17 AM
Perfect, I'm going to directly use them  :D
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on November 15, 2017, 09:44:06 AM
Truly is something of a wonder and beautiful. 

FA pieces are surely missed from sound walls at which one has to make do with what is currently available. 

Thank you so much for your stupendous imaginative and creative ideas and work. 

dyoungyn
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on November 15, 2017, 11:35:01 PM
Wow, Great! Soundwalls.....love 'em. They're always useful. Country, villages, towns and cities!

Fred
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 16, 2017, 12:29:42 AM
Thanks everyone  :)

Moving them to the edge and adding a wall texture makes for a nifty 15m Barriers AND Wall transition....oh the possibilities!

This is just a quick mock-up
1
(https://i.imgur.com/97buSw9.jpg)
2
(https://i.imgur.com/QnhqQGx.jpg)

Simmer2 Nick
Title: Re: Simmer's Lotting Lab.
Post by: compdude787 on November 16, 2017, 01:08:02 AM
Whoa, that's awesome!! :thumbsup: &apls I've been away from SC4 for a while and this really makes me wanna come back! (if I could only find the time...) Anyway, I like that you've made some slope-conforming sound walls, and I suppose you could still offer versions of those that are placed in the middle of the tile rather than the edge, in order to use them on RHW-6S networks.
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on November 16, 2017, 06:01:56 AM
Great sound barrier set!! &apls &apls &apls
But could you make overhanging straight, diagonal and O>D pieces. please?
Oh , and an elevated version?
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 16, 2017, 06:45:25 AM
Pretty cool idea! My attention quickly goes to those awesome train cars though :O
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on November 16, 2017, 08:19:59 AM
 &apls

Inspired work as usual , this set drives all previous ones to obsolescence … I like particularly the graffitis . Should be also perfect for industrial  walls . :thumbsup:

Cédric.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 16, 2017, 11:13:41 PM
@compdude787 Welcome back!  The entire set is based on zero X-Y-Z axis (they are in the middle) and no base texture. Occupancy building size is very tiny thus allowing any MMPs to be placed on the lots, even beneath the model.

@vinlabsc3k OH's are in the bunch, elevated is not on the books yet.

@noahclem Ah yes the train cars...soon ;)

@Badsim Thank you for the vote of confidence!

Lot weeding and LODs testing phase.

(https://i.imgur.com/deeyyKD.jpg)

(https://i.imgur.com/3Rpdtoc.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on November 17, 2017, 12:44:56 AM
No more Base Balls going onto the road  :P

Great work Nick These will be really useful for places where noise walls are relevant.  :thumbsup:

Are you working on any other varieties?

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: kelis on November 18, 2017, 04:21:24 AM
You will see them often in my MD  $%Grinno$% I love them my friend  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 18, 2017, 11:38:29 AM
@eggman121 Thank you. By variety, do you mean different angles? or different models?

@kelis I would love to see them in your MD! Thank you.

A few have asked about  EL Highway Sound Barriers....its possible but way too tedious to implement on curves and ramps therefore I will just leave it at this for now.

A prototype.

(https://i.imgur.com/Mqv7FBb.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: feyss on November 18, 2017, 12:10:44 PM
If only you could travel in time and invent this in 2007  :D
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on November 18, 2017, 04:52:14 PM
Great job &apls &apls &apls &apls 

Now if walls could be created for L1/2 RHW6S?  Is it safe to assume that your basic L2 walls will also work with L2 RHW8S and 6C/8C?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 20, 2017, 01:31:06 AM
@ dyoungyn It should work.

Continuing the Wind Power theme. Its called SM2 Wind Power Inc. They manufacture the blades and cones only. Another company makes the masts and heads. I-M with 326 jobs.
1
(https://i.imgur.com/PgVEC7B.jpg)
2
(https://i.imgur.com/WlWGO34.jpg)
3
(https://i.imgur.com/GjGMQ5K.jpg)
4
(https://i.imgur.com/9LVCJIl.jpg)

Simmer2/Nick

PS. I'm in the process of creating the 2 dozens plus lot icons for the Sound Barriers.
Title: Re: Simmer's Lotting Lab.
Post by: gn_leugim on November 20, 2017, 05:55:50 AM
nice job! very nice indeed!

I can see this feature in CJ/Mayor dairies when you release it ;)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on November 21, 2017, 06:56:55 AM
Great, my city just needed some modern industry for its redevelopment  :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 21, 2017, 10:12:51 AM
The sequence and 2 night shots. Its coming ;)
1
(https://i.imgur.com/1LCrNH4.gif)
2
(https://i.imgur.com/w3KOz5u.jpg)
3
(https://i.imgur.com/lj77t74.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 21, 2017, 12:12:16 PM
Wind power factory is looking great  &apls Is that an L1 MHW with the barriers or an L1 RHW4 with MHW pylons?  %confuso
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on November 21, 2017, 12:47:12 PM
Cool, now my cities are no longer dependent on import for their wind turbines :D
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on November 22, 2017, 09:43:24 AM
I like the sequence. It makes the place lively. Too modern for my normal taste, but I think I can find some use.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 27, 2017, 03:21:51 AM
Been having issues with my primary PC. I do have a backup of (I hope everything).

These images are from some stuff I did on my secondary PC. Once I have it all sorted I should be able to continue my never ending SC4 quest...

1
(https://i.imgur.com/Uywo58l.jpg)
2
(https://i.imgur.com/BzlXWcI.jpg)
3
(https://i.imgur.com/mIRbSIY.jpg)
4
(https://i.imgur.com/tXqKCDg.jpg)
5
(https://i.imgur.com/VfDJ501.jpg)
6
(https://i.imgur.com/5mt8YdF.jpg)
7
(https://i.imgur.com/rJia5Zi.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on November 27, 2017, 03:29:55 AM
Hope your backups are complete and you're able to resolve the computer problems! Love the plumbing lot  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 28, 2017, 01:55:11 AM
Thanks Noa!

2 new uploads are now available.

SM2 Royal Flush Plumbing Supply, here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3556

SM2 Prop Pack Vol5, here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3555

Final pics.
1
(https://i.imgur.com/NXGtmUv.jpg)
2
(https://i.imgur.com/FL1ntzb.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on November 28, 2017, 04:24:20 AM
How productive you are still impresses me  :D Great stuff there  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: kelis on November 28, 2017, 11:48:32 AM
Thanks for share all this stuff with us, I really like the warehouse  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on November 28, 2017, 12:33:15 PM
Page 1 list has been amended to reflect the new uploads.http://sc4devotion.com/forums/index.php?topic=17211.0

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 01, 2017, 11:48:04 AM
 Lets not forget this set I'm also working on.

The base texture will be compatible with Tyberius06's Heretic port lots therefore they will blend in nicely. I will also analyze the entry/exit point of his rail system (made with my NSB textures) and create a seamless interlock lot as a transition point between his work and mine.

(https://i.imgur.com/zYmJsiw.jpg)
.
(https://i.imgur.com/5RJ2VTH.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on December 01, 2017, 11:51:53 AM
Another set of container props and rail props ! This after I just did the container part of my seaport... oy.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 02, 2017, 06:33:46 PM
Sorry Kitsune :D

Just added another 9 models. This brings the total lot count to 38. All icons are done

Time to release is getting close..
.
(https://i.imgur.com/6phhQTw.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on December 02, 2017, 08:07:05 PM
perfect  ;D &apls
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on December 02, 2017, 09:44:03 PM
Nice work  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 02, 2017, 11:38:49 PM
Forgot to add...

(https://i.imgur.com/XVH5q7O.png)

Left some space for more possibilities...

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Silur on December 03, 2017, 12:39:23 AM
Hi,Nick. It is a beautiful legend. All this is very simple and convenient. 10\10  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 06, 2017, 12:17:54 AM
Here they are http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3558

Final pics
.
(https://i.imgur.com/kBESZpO.jpg)
.
(https://i.imgur.com/l0VOPi1.jpg)

Have fun!

Simmer2/Nick

Page 1 has been updated http://sc4devotion.com/forums/index.php?topic=17211.0
Title: Re: Simmer's Lotting Lab.
Post by: tomvsotis on December 06, 2017, 01:26:22 AM
oh man these look SO good

*downloads*
Title: Re: Simmer's Lotting Lab.
Post by: b22rian on December 06, 2017, 05:09:08 AM
Easily the best sound / highway walls ever developed..

enough said !  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on December 06, 2017, 09:20:35 AM
indeed the best :D
Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on December 06, 2017, 09:50:27 AM
Simple and effective, nice work  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on December 06, 2017, 10:13:35 AM
Finally waited!  :bnn:
*download*
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 07, 2017, 02:09:22 AM
Thank you everyone!

SM2 Concrete Sound Barriers Version 2 is now online. Total lots now stands at 41.


Dec 7 2017  Added 5 more FA3 mirror lots. Please re-download and replace the old file with this one. No need to demolish any lots already plopped as this update only adds new lots and does not modify the old ones. I included a new Legend and an additional picture showcasing the new models.

New legend and showcase pic.
(https://i.imgur.com/tV2Y2b4.png)
.
(https://i.imgur.com/j4cVod7.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: kelis on December 07, 2017, 04:19:13 AM
This is perfect !! Thank you so much for share it  &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 08, 2017, 01:36:32 AM
Started with a cylinder and a cube.....what is it?

Its just at the very beginning therefore very WIP
.
(https://i.imgur.com/cJTFCRQ.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on December 08, 2017, 07:56:46 AM
They look like silos, of which I always approve.  ;) 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 09, 2017, 11:43:39 AM
Thanks metarvo.

Eventually it will look like this....
.
(https://i.imgur.com/EBNqFEM.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on December 09, 2017, 02:14:56 PM
Thanks metarvo.

Eventually it will look like this....
.
(https://i.imgur.com/EBNqFEM.jpg)

Simmer2/Nick

Yessir! Those Grainsilos will be perfect for the bigger Farms. I have one also in my MFP1 set, but totally different and out of cement, something we see in the western Prairies of Canada.

 &bis&ove it!!

Fred
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on December 09, 2017, 03:51:44 PM
^^ It will fit also in any port (sea or river)
Here are a couple of grain silos in the port at my  hometown, they are owned by Ameropa (an american based grain operator)

(https://4.bp.blogspot.com/-OKmimQfDjQg/WJoLhFqakTI/AAAAAAABTAQ/RZKfjebDLToVeF-F1Qn_yBKRJ-Gogt6fQCLcB/s1600/imag0089.jpg)

Also the silos built over 100 years ago. It's amazing to see the difference in architecture and form.

(http://2.bp.blogspot.com/-zRldwGfudLY/VL0xl8f26KI/AAAAAAAA5fg/ZCr_AeqsBNA/s1600/73095_433347900086339_1754510820_n.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 09, 2017, 10:51:18 PM
Hi Fred You stand correct! This one is in Manitoba, its one of Paterson's grain elevators. It is indeed colossal, it can hold 39,000 tons of grains!!

Unconstantean I guess it could be placed in a port setting if you like. I will be making an inland lot for this model. Love those turn of the century ones!!

Continuing with the models construction.....still a lot to do therefore WIP alert!
I placed a man in the render to have a reference of the massive size of this model. There will be a huge bucket elevator mechanical assembly on the top of the superstructure.
Also several miles of piping to go with it and more detailed texturing.
.
(https://i.imgur.com/6HToycq.gif)
1
(https://i.imgur.com/xSxRxy3.png)

Simmer2/Nick


Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on December 10, 2017, 12:50:19 AM
Like the "Hello" fellow, giving us a perfect idea of the size. ;)
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 10, 2017, 12:13:34 PM
Thanks metarvo.

Eventually it will look like this....
.
(https://i.imgur.com/EBNqFEM.jpg)

Simmer2/Nick

Yessir! Those Grainsilos will be perfect for the bigger Farms. I have one also in my MFP1 set, but totally different and out of cement, something we see in the western Prairies of Canada.

 &bis&ove it!!

Fred

Those monsters might be appropriate for real industrial sized farm lots. Like stage 6 or 7 in the CAM 2.
But how large are the plots of land to fill these? One whole large city tile I guess?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 10, 2017, 02:11:58 PM
Thanks Fred!

Hi Frank.
That's too bad you don't like it. I thought since the game lacks these types of structures it was high time to introduce them.

The final lot will probably be somewhere around 8X10, not a whole large city tile :D and it will of course be rail served therefore a new freight yard will arise.

Perhaps I should abandon the project?

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on December 10, 2017, 03:29:12 PM
Perhaps I should abandon the project?

No!! We need those  for real North-American farms, they're a part of this. I am building one too, different though and maybe even bigger since I plan to fit it on a 16x22 lot. ;)

....similar to this below, should become a train depot also and a harbourlot.

(https://s8.postimg.org/42v8tow4l/Silos_Buffalo.jpg)

Fred
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on December 10, 2017, 03:32:12 PM
Why would you do that?
Not that we can have enough large city tiles to fill these up... ;) I think we have! So I don't see the problem. I can't wait to see an other industrial/agricultural rail yard...:) So just keep working on these new props!

Thanks in advance!

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on December 10, 2017, 03:37:35 PM
Which such a monster might not fit into a scenic rural setting, I can certainly see those near a larger city, like the proposed railyard, or a harbour, as Fred suggested. No need to abandon it alright. :)
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on December 10, 2017, 05:11:20 PM
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Don't abandon it!!!!!!!!! My seaport needs it for the big grain terminal. Huge grain silos like this are always near big cities/ports. Were i leave there is one huge silo like the one in Fred's pic at the outskirt of the city and 5 (FIVE) in the seaport. So YES we DO NEED silos like this if we want to build realistic cities. And I have a perfect spot for it in my game so i can't wait to see it released.

(https://www.cugetliber.ro/imagini/original/4e2b3264ead437e99dd16b434ca7dbaf.jpg)

(http://www.romaniajournal.ro/wp-content/uploads/2016/08/comvex.jpg)

(https://www.cugetliber.ro/imagini/mari/port-1345479876.jpg)

(http://static.sursazilei.ro/wp-content/uploads/2017/05/dana.jpg)

(https://www.cugetliber.ro/imagini/original/portconstantaauto-1340545046.jpg)

(http://radioconstanta.ro/wp-content/uploads/sites/9/2017/09/siloz-port.jpg)

the largest of them has a capacity of  200.000 t.
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on December 10, 2017, 05:14:49 PM
You can always use the siloes in other industries too, as this noodles factory shows:

(http://www.america-retail.com/static/2013/07/19-07-2013-Lucchetti.jpg)

The location is super crazy (https://www.google.com/maps/@-33.4792301,-70.6236363,234a,35y,30.09h,51.83t/data=!3m1!1e3?dcr=0) btw, as is really close to the city centre and many industrial lots on the sorroundings have been redeveloped as high rise residentials.
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 11, 2017, 11:58:25 AM
Thanks Fred!

Hi Frank.
That's too bad you don't like it. I thought since the game lacks these types of structures it was high time to introduce them.

The final lot will probably be somewhere around 8X10, not a whole large city tile :D and it will of course be rail served therefore a new freight yard will arise.

Perhaps I should abandon the project?

Nick

Hi Nick, No no no!
I do like it! I just wonder how large the area of grain fields must be to realistically make a farm that can feed this silo. It's not a silo for a 10x10 tile farm, now isn't it? That's all.
But no, never abandon a project as long as you like the project. Certainly not because some fellow seems to dislike it. And then again: I really like your work. And these silos just make me feel like lotting again and adding to the set I have been making.
But first I wait for Fred....
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 11, 2017, 10:03:27 PM
Hi Fred That is one massive grain elevator &apls I have been adding to mine, a few pipes here and there...

@Tibi Its coming along nicely, thank you!

@Andreas I understand that they are mostly used near ports/industrial areas however here in Canada you will literally find them in the middle of nowhere :D Manitoba and Saskatchewan mostly. Fred can attest to it.
@Unconstantean Those are some great pics by the way! &apls

@matias93 The model I'm making includes the elevator and other trimmings and it will be rendered in one go but I will make a few stand alone mega silos for usage in port areas.

@FrankU It is a storage facility that is rail served. Grains come from 100's of kilometers away, not necessarily from local fields. It can be plopped near a city or in the middle of a field.

I added a few things and its coming along nicely. Again it is still in WIP stages. The most complex part will be on top of the concrete silo set. The bucket elevator and sorting bin with its many pipes going in to every direction just like an octopus :D
Here is a real life sample. The part I'm talking about is the metal nest on the top!
(https://i.imgur.com/G7OBXoj.jpg)

Here is my progress.
1
(https://i.imgur.com/vKkP8KS.png)
2
(https://i.imgur.com/9HfwpZu.png)
3
(https://i.imgur.com/6XONpmW.png)
4
(https://i.imgur.com/m0P3saf.png)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on December 12, 2017, 01:07:01 AM
Very exciting project and beautiful models and inspiration  &apls  I hope that these will complement the eventual efforts from the FrankU-Nexis Co-op very nicely!
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 12, 2017, 04:41:55 AM
Ah sure.... I understand. So it's more of an instrustrial lot then. Dirty? Manufacturing? No High-tech I suppose...
Great project. Good luck with the octopus!
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on December 12, 2017, 09:05:57 AM
Great!!.....maybe the rooftetxture of the mainbuilding....??....looks to me like 2 year old compost for flowerpots.... &Thk/(

Fred
Title: Re: Simmer's Lotting Lab.
Post by: b22rian on December 12, 2017, 10:16:38 AM
You are quite diversified with your skills set and amazing.. !!  :thumbsup:

Also I wanted to mention pop into the chat room when you have time and we have some more feedback for you on your super sound walls..

Thanks, Brian
Title: Re: Simmer's Lotting Lab.
Post by: David H on December 13, 2017, 12:02:26 AM
Oops, I hit enter to early ><

Here is my progress.
1
(https://i.imgur.com/vKkP8KS.png)
2
(https://i.imgur.com/9HfwpZu.png)
3
(https://i.imgur.com/6XONpmW.png)
4
(https://i.imgur.com/m0P3saf.png)

Simmer2/Nick

Any chance you'd consider making the Silos and Buildings separate props? You could mix and match the silos with the buildings and get some real variety with it.

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 13, 2017, 12:23:16 PM
@David H. Not sure if you have made models in a 3d environment before. An issue arises when placing odd shaped objects too close with each other when putting together a lot. Its called "clipping", this is caused by LODs overlapping each other therefore under certain angles the said objects will seem weird. In conclusion, certain objects are best rendered as a whole rather than parts.

As many here can attest, I'm very attentive when creating props/buildings and always strive to replicate reality as close as possible.

However as I have said in an earlier post, I will make 1 single and 1 orthogonal row of storage silos with the feeding pipes leading in to the ground. I will also modify the main structure in the same manner. Even though it is divergent from reality (both should always be connected).

A bit more progress with the Grain Elevator. Still Work In Progress.
1
(https://i.imgur.com/S3vRK9O.png)
2
(https://i.imgur.com/NoAWNMV.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on December 13, 2017, 09:03:07 PM
This reminds me of the western parts of my state; no town is without its grain elevator (to the point that they are the tallest buildings in these towns, unless you count a radio or cell tower), and the larger ones even have big silos to go with them.  There's often a rail line near them too... maybe that's why your real life picture is so familiar looking to me.

You're doing a fabulous job modeling this grain elevator!  &apls  The textures look so crisp despite being rusty, if that makes any sense.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 14, 2017, 12:12:49 PM
Thanks metarvo!

A few more tweaks and then it is render time...
1
(https://i.imgur.com/avnLmeZ.png)
2
(https://i.imgur.com/mWAd7EA.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on December 14, 2017, 01:04:05 PM
 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on December 14, 2017, 02:29:37 PM
My, you achieved such a great model, it has a soul now  :o I can't wait to get it, it reminds me of the river port areas in the south of my neighborhood  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on December 14, 2017, 05:32:10 PM
 :thumbsup:   


 :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 16, 2017, 11:25:03 PM
No new pics..yet.

I'm having a hard time rendering this beast in HD. Tried 3 times but it stops after rendering 1/4 and it coughs up code 6. I tried the 3 axis centering trick but it still did not work. So I rendered it in SD and had no issues (4 hours) but I'm not happy with the results.

Soooo I decided to split the main model in 2 and I'm currently going through the rendering process (7 hours each). I'm hoping that they can be placed in extremely close proximity when lotting. If I get "clippings" I will have to re-think the whole strategy and come up with a different design. *sigh*

Nick
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on December 17, 2017, 01:23:38 AM
While HD/vs SD is very much a matter of taste and not an argument worth having, suffice it say that there is a point at which HD is unfeasible, and you've probably reached that point with a model of this size.

Also, even though I like HD stuff, I would say that breaking the model into two HD parts is still going to be ill-advised.
HD models do put some strain on the processor in game and because this model will be used in a farm-field setting - where every tile has lots of props and also places strain on the processor it might be best to simply render in SD.

Before you say that you loose the clarity, in the material editor, there is a setting that I used to use often and it would help to sharpen textures:

The default 'blur' on a bitmap in the Material editor is set to 1:
(https://i.imgur.com/DyDZ9Qb.png)

Change it to the lowest value 0.01 and you can see that the bricks and mortar become much more defined:
(https://i.imgur.com/qtYmHpF.png)

Of course the building won't be as sharp at zoom 6, that is obvious.

This may be of help you, but if it were me, I wouldn't be hoist with my own HD petard  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 17, 2017, 06:06:14 PM
Thanks for the tip Matt. &apls

Still not 100% happy but better than the first SD render. I already split the model and got it to work therefore there will be 2 lots when ready. 1 SD and 1 HD modular.

Here are a few pics with the SD model. The lot is just a place holder I made therefore still WIP

1
(https://i.imgur.com/YB266yr.jpg)
2
(https://i.imgur.com/ZKqGrvB.jpg)
3
(https://i.imgur.com/RGgdDUy.jpg)
4
(https://i.imgur.com/ApsMwQF.jpg)
5
(https://i.imgur.com/1Y6nGMK.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on December 17, 2017, 06:35:36 PM
I haven't really played recently. Lots of RL things and I spent the rest of my free time some lotting stuff. But the recently released Colossus farming and your recent works give me the urge to start playing again... :D

It's looking really good. Lots of new agri-industrial stuffs are going on recently!
Thanks in advance!

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 18, 2017, 10:29:00 AM
Thanks Tibi.

SM2 Concrete Sound Barriers Version 3 is now online here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3558

Dec 18 2017

1) Separated the lots from the models. Lotters can now create new lots from this set.
2) Removed maintenance and bulldoze cost. Lots are now completely free.

Just replace the folder with this new update. No need to replace any lots in game. New stats will automatically come into effect once the game is started.

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on December 18, 2017, 02:28:14 PM
Simmer, the old file was called "SM2 Concrete Sound Barriers.dat", the new two files are called "SM2 CSB_Lots.dat" and "SM2 CSB_props.dat". Old file to delete or these two to the old add?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 18, 2017, 03:07:13 PM
Hi Alan
As I have indicated above, you must "replace" the folder with the new one therefore yes, you have to delete the old folder.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 21, 2017, 02:35:59 AM
Ok time for some real HD stuff  ;)

WIP-WIP-WIP-WIP---Warning!

1
(https://i.imgur.com/IxzZPCK.jpg)
2
(https://i.imgur.com/md6qG1h.jpg)
3
(https://i.imgur.com/fFRoNsi.jpg)
4
(https://i.imgur.com/ESqn3UE.jpg)
5
(https://i.imgur.com/3gm4wAV.jpg)
6
(https://i.imgur.com/bip0SUs.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on December 21, 2017, 05:13:42 AM
It's delightful! I turned my attention to the fact that in your lots there are many realistic cars. Did you have any idea to release the entire kit for the automata?
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on December 21, 2017, 06:26:52 AM
Hi Nick ,

What a monster you got there … here’s another one :

(https://imageshack.com/a/img924/3953/1JbXOF.jpg)


Silo of Breteniéres , along canal de Bourgogne … when I was young , my parents had a house  , one of  the red roofs you can see at a few tens of meters behind … by the past ( 2012 ) I tried to reproduce in my MD this site along a canal with various props :

(https://imageshack.com/a/img922/7696/U3Bmuh.jpg)


So , to speak , it would be great to have a small modification for canals , with a  loading ramp for barges… even if  fluvial freight is now belonging to the past .  ;)

Be that as it may , thanks to did not give up with an HD version … the evolution of SC4 visual quality is certainly the primordial reason for people like me ( please note that I deliberately don’t use the term « player » anymore …  ) to consider SC4 as the best modeling and recreation software ever made … and not ready to be dethroned as long as there will be creators like you to raise the bar and so , to keep on to inspire us all .

 &apls &apls &apls

C.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on December 22, 2017, 05:19:40 PM
Hi Cedric, something like this?
1
(https://i.imgur.com/kbxi6OQ.jpg)
2
(https://i.imgur.com/ymkrE7Y.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on December 22, 2017, 05:38:17 PM
Oh... I love it! :)  &apls &apls
I don't know what's your plan, but I like both versions (with canal and the closed no canal version too). My question, that you showed previously diagonal shilos too, are they part of the upcoming proppack with this lot? Or are you planing to make a different lot for those models/props. Anyway that would be nice if we will get those props too... :)

Thanks!

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on December 23, 2017, 06:29:15 AM
Hi Nick ,

First of all , hats off to you for such fast reactivity … then have had a true surprise seeing that you BATed the exact loading ramp while on the RL picture it looks so distant  :o ( Did you search for and find closer views on the Web or what ?  ::) ) . Now , is it something like this ; "yes and no" : maybe am I a bit obsessed by the RL picture but I would prefer to have the loading ramp for barges as an extension of the existing one for trains and trucks … the same style than your so , and if I understand well your intention to release a modular set , most probably that extension could be a prop stepping over the necessary 2 tiles for railways and dirt road , that people could use or not , independently  to the original LOT you’ve certainly planned to release … that formula would also allow people to choose the canal set they use … however this is just a proposal , it would be clearly better to get more opinions than only mine !  :P

Always strange for me to see big trucks on dirt roads , this is clearly specifically american … ( and I doubt this is still in standard use but I may be wrong ???  ) , that said , this point is secondary for LOT editors like me . And , to finish , the barge is splendid , is it a prop of yours ? I don’t remember to have seen it before ( I would have downloaded it immediately ! )

Thank you again for taking on your time to satisfy our little whims … have a merry Christmas , I’ll be very busy till the end of the year , but should be able to follow this and reply , if necessary .  :)

Cédric.
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on December 23, 2017, 12:49:11 PM
Can you make a version for seaport usage :D ?

BTW ADM is also the company that operates those big silos i showed you earlier in the pics :D The main competition for ADM in Romania is Cargill, another US company
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 12, 2018, 11:32:26 PM
Hello everyone, been busy lately.

New HD props for a new lot...SM2 Bricks and Blocks Building Supplies.
To be released shortly.

Some pics.
1
(https://i.imgur.com/vrl6Alp.jpg)
2
(https://i.imgur.com/Djb95Ti.jpg)
3
(https://i.imgur.com/K3FIZQP.jpg)
4
(https://i.imgur.com/td6vC2c.jpg)
5
(https://i.imgur.com/dOk6bpH.jpg)
6
(https://i.imgur.com/J0NNVKX.jpg)
7
(https://i.imgur.com/BXUL0ml.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 13, 2018, 02:04:06 AM
Hi Nick!

Nice new props (and lot)! Is there a new fence type, it looks like concrete but different frow what I you already released! I like the shape of that! :)

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: metarvo on January 13, 2018, 08:17:06 AM
Always nice to see more warehouse-industrial/commercial lots, as they fit in well in a variety of regions, be they rural or small-town urban.

It goes without saying that the props make the lot here.  :thumbsup:  In particular, the addition of people to the lot goes a long way and truly creates the feel of a busy day at work.  ;D  The little electrical transformer box is a nice touch, too.

This is not to say that the building's not a big part of it.  The metal texture of this warehouse is simply beyond compare; the rust patterns add a ton of realism!

Nice work!  &apls  Too bad I can't give two likes to this...  ()stsfd()
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 13, 2018, 04:27:15 PM
Thank you Tibi and Metarvo.

@Tyberius06 It is indeed a new type of fence, I made it 2 nights ago. It comes in 8m sections and it tiles nicely. You will find it in my latest prop pack. SM2 Prop Pack Vol6
Here are a couple of closeup renders.
(https://i.imgur.com/ql6eXxY.jpg)
(https://i.imgur.com/ADhe2M8.jpg)

2 more projects are now available to download.

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.msg501832#msg501832

SM2 Prop Pack Vol6 here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3562

and SM2 Bricks and Blocks Building Supplies here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3563

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: matias93 on January 13, 2018, 04:32:07 PM
I love your attention to details, and really hate that people who spill the cement bags when buying them  :angrymore:

Instant download, of course, and maybe you'll find those nice new walls used on some other things given I get the time ;)
Title: Re: Simmer's Lotting Lab.
Post by: c.p. on January 13, 2018, 06:23:42 PM
Fantastic lot and I can only agree with what others have said about the attention to details (especially the people) which really bring the lot to life. :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on January 14, 2018, 04:45:45 AM
You are really doing a great job Simmer2

Can't wait to play with some of these for appropriate purposes  ;)

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 14, 2018, 11:04:12 AM
Thank you Nick!

It looks really awesome! I like the new wall... Have you been planing a diagonal piece too?
Thanks anyway!

Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 17, 2018, 01:38:21 AM
Thank you all!
@Tibi, I may make the diag version of that fence once I'm done with some of the stuff I'm dabbling with at the moment.. ;)

Introducing a brand new concept for SC4, specifically for RRW users. (If you haven't switched to RRW yet I strongly suggest you do so, you are missing a lot of goodies...)
As most of you know. I have already made several True DTR sidings and its now time to go STR :)

Staggered True STR Sidings! and yes, both freight and passengers trains will happily traverse these sidings. I will create them with different lengths and off course they will have tons of timed goodies on them. Shown are a few but I created 30 different industrial rail loads for maximum diversity.
Here are some pics.
1
(https://i.imgur.com/sFU3Pxs.jpg)
2
(https://i.imgur.com/Kq7SK7m.jpg)
3
(https://i.imgur.com/geYFZwa.jpg)
4
(https://i.imgur.com/2HrVjri.jpg)
5
(https://i.imgur.com/hRG2Exu.jpg)
6
(https://i.imgur.com/pL3VK5q.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on January 17, 2018, 03:12:31 AM
Awesome stuff!
Title: Re: Simmer's Lotting Lab.
Post by: kbieniu7 on January 17, 2018, 06:27:58 AM
Looks cool!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on January 17, 2018, 12:04:07 PM
Great!  &apls &apls &apls
How do I want to have such cars in the game.  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 20, 2018, 12:17:43 AM
Here is yet another project of mine soon to be released along with the True STR sidings. 2 projects 1 prop pack  :)

Still WORK IN PROGRESS.

Teaser.
1
(https://i.imgur.com/Mn9pGEm.jpg)
2
(https://i.imgur.com/78j80cE.jpg)
3
(https://i.imgur.com/T1lDUgq.jpg)
4
(https://i.imgur.com/2VFMNZx.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 20, 2018, 02:10:37 AM
Wooow, Nick!
Are we heading towards to (more or less) replacing jestarrs common industrial props with HD props?  &apls &apls &apls
Nice to see these new props again... and I see new railcars, or at least new loads for those railcars... :)

Amazing work!

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on January 20, 2018, 06:33:14 PM
along with those projects...

how about a couple surrounding teh forestry/paper industry... namly a pulp yard and  pulp mill... or paper mill and sidings...  a forestry staging yard with a mill for veneer that makes plywood...

with what you already have in props ought to be a simple thing... name the paper company after NEPCO that was in nekoosa WI back in the day at its height had seven mills in WI...

love these projects... really add to teh model railroad theme...  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 23, 2018, 12:03:28 AM
Thanks!

SM2 Shocking Jimmy's Electrical Supplies is almost done.

Added several new props, changed the main building and coded the STR rail line.

A few more pics and then I will concentrate at finishing the True STR Sidings.  You can see the freight trains crossing the lot on the first pic.

(https://i.imgur.com/PJJk1a8.jpg)

(https://i.imgur.com/XxPmAaU.jpg)

(https://i.imgur.com/IqGgF68.jpg)

(https://i.imgur.com/aZGIuyZ.jpg)

(https://i.imgur.com/fcrndAf.jpg)

(https://i.imgur.com/QiSQI15.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on January 23, 2018, 07:35:20 AM
It looks fantastic Nick!
Hm... what do you mean under "code the STR rail line"? Did you make dedicated STR paths or it still uses the DTR Transit Enabled method?
Anyway I will enjoy this lot and using your props... :)

- Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 23, 2018, 12:57:19 PM
It looks fantastic Nick!
Hm... what do you mean under "code the STR rail line"? Did you make dedicated STR paths or it still uses the DTR Transit Enabled method?
Anyway I will enjoy this lot and using your props... :)

- Tibi

I made it with a dedicated STR path. The True STR Sidings will also have dedicated STR paths.  ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 26, 2018, 10:20:26 AM
By Tyberius06 request.

Adding diagonal RRW lot support (45 to orthos and vice versa) to my No Sleepers and Ballast rail overlay set as soon as they have been tested.

Basic designs, including crossovers, achieved with just 13 new tiles to minimize facsimiles.

Samples of configs.
(https://i.imgur.com/zjkApP0.png)
(https://i.imgur.com/d1FrWsW.png)
(https://i.imgur.com/MGkKDmr.png)
(https://i.imgur.com/TKkv6Jz.png)
(https://i.imgur.com/izKeHVv.png)

Simmer2/Nick

PS Once tested I will post an update.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 26, 2018, 03:02:12 PM
Future HD projects...the possibilities are endless ;)

1
(https://i.imgur.com/5o1Keru.jpg)
2
(https://i.imgur.com/9pkVpqM.jpg)
3
(https://i.imgur.com/h8zlTVK.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: vester on January 26, 2018, 04:00:24 PM
NIce structure.

Maybe let the underlying structure meet at the top.
That would be the structure could be a lot smaller. (in RL)


Think Andreas posted a tutorial on making glass transparent in game (modding).
Title: Re: Simmer's Lotting Lab.
Post by: FrankU on January 27, 2018, 09:23:10 AM
Nice station, Nick!
But I think the reflections of the clouds are a bit too mirror-like. They should be a bit more transparent.
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on January 27, 2018, 05:41:13 PM
that space open for future development has teh space for "Wallace Cheese/ Gromit Crackers"...   :)
where, even in town, dairy is made...  ???
even teh unheard of practice of bringing the dedicated cheese milkers first class direct to teh cheese plant... ::)

 :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: feyss on January 27, 2018, 07:05:34 PM
If I may say, I think that 3x1 tram stations look better and more realistic than 2x1.

Nice model anyway  :thumbsup:

Do you plan to make an automata with that tram model?  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 28, 2018, 04:36:30 PM
Thanks everyone!

That station is still work in progress, I will tackle them in due course.
------------------------------------------------------------------------

As probably most of you already know, I have uploaded 9 files belonging to Caribou but not before getting consent from the Admins over at the STEX.
I have withhold uploading Caribou's long lost files on the LEX because I'm not sure what is the protocol in such cases here. If anyone in Admin would like to clarify this matter, it would really be appreciated. Thank you.


It has come to my attention that Caribou's website went down back in 2016 and after scouring the internet there is no trace of any of his work.
Since I have his work stored in a secure offline vault, I feel that in the spirit of preservation, his work should be available to the public once again.

These lots and models were made by Caribou and are provided AS IS, nothing in the Zips has been changed by me.
Since he never provided any pictures I took it upon myself to plop all the lots in game for the purpose of taking snapshots in order for everyone to peruse them before downloading.

Anyone in the future who would like to create new lots from these models can now use these uploads as a dependency.

Many thanks go to Tyberius06 for bringing this matter to my attention.

Links to Caribou's lots.
https://community.simtropolis.com/files/file/32095-caribou-middle-station/
https://community.simtropolis.com/files/file/32094-caribou-long-slopes/
https://community.simtropolis.com/files/file/32093-caribou-rail-subway-rail-tunnel/
https://community.simtropolis.com/files/file/32092-caribou-under-elevated-filler-lots/
https://community.simtropolis.com/files/file/32091-caribou-railway-fence/
https://community.simtropolis.com/files/file/32090-caribou-elevated-stations/
https://community.simtropolis.com/files/file/32089-caribou-large-station/
https://community.simtropolis.com/files/file/32088-caribou-small-stations/
https://community.simtropolis.com/files/file/32087-caribou-flyover-stations/

Simmer2/Nick






 



Title: Re: Simmer's Lotting Lab.
Post by: feyss on January 28, 2018, 05:47:00 PM
I was looking for that one for years now :bnn: :

(https://simtropolis.nyc3.digitaloceanspaces.com/screens/monthly_2018_01/5a6e387eac6f3_SubwaytoELramp2.jpg.ca7044f0327472fb7ad6e24f00663529.jpg)

I remember using it a long time ago and then it was no more in my plugins...

I tried to find it again on SC4D and ST and never could, which drove me crazy, but I understand better now since it was never there, which I didn't remember ::)

That's a bit sad that some people did their own website for their own files and it would be a shame for those to be lost definitely.

Thank you. You da real MVP :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 28, 2018, 08:59:13 PM
Thank you feyss :thumbsup:


Someone will be happy to see the cows come home....

New "muro secco" euro style walls...
(https://i.imgur.com/FJlz3hg.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on January 29, 2018, 04:54:58 AM
Oh I like the walls! In the UK and Ireland we call them 'dry stone' walls and they're very popular in rural areas.

Will there be pieces that incorporate a metal or wooden gate, to stop livestock wandering and something like a stile for walkers?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 30, 2018, 10:42:48 AM
Thank you belfastsocrates
Gates and many more pieces will become a reality!

Lets take this up a notch.

HSR stations are awesome and due to the nature of the trains, stations must be designed to be very long.

I manage to adapt the concept to SC4 but at a hefty 20 tile long! Eggman121 is tha man!!

(https://i.imgur.com/0CSSd7x.jpg)

(https://i.imgur.com/W7xcPFR.jpg)

(https://i.imgur.com/kPv1Nbk.jpg)

(https://i.imgur.com/NTv08hM.jpg)

(https://i.imgur.com/L5YR17J.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on January 30, 2018, 01:08:00 PM
Sweet work there Simmer2  :thumbsup:

Nice Station. This is some seriously good work. I am slowly getting on top of the code base and have something sufficient that can be added on too on my end.

Can't wait to start working on these possibilities.

Quote
I manage to adapt the concept to SC4 but at a hefty 20 tile long! Eggman121 is tha man!!

Naww thanks :) To Lot this up would have taken a super human effort on your part. I am keen to see what other possibilities you have up you sleeve.

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: vortext on January 30, 2018, 02:01:07 PM
Is it the dawn of realistic (i.e. long!) train stations?!  ::)  &apls

As for the walls, am I correct in assuming they're actually lot based? Those Ts and curves look too tidy to be mmp-ed. . either way, they look awesome!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 31, 2018, 12:41:44 AM
Thanks Erik and Stephen

Erik, here is your answer :)



Going back to the "Muro Secco" project, this is what I have got so far....

(https://i.imgur.com/xfjnbS4.jpg)

(https://i.imgur.com/QSjGQRg.jpg)

(https://i.imgur.com/WBg2pgh.jpg)

(https://i.imgur.com/Lhvg6rO.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: vester on January 31, 2018, 11:41:21 AM
Love the walls


Maybe you could do a few other version, like red brick walls and different color plasted walls ect ?

I am think they could be used for walls around castles and churches:
(http://www.seniorcamping.dk/Danske-Kirker/Helsinge-Kirke/8-Helsinge-Kirke.jpg)

(http://murermester-skovlund.dk/CustomerData/Files/Images/Archive/23-murer-04/01_1116.jpg)

(http://static.panoramio.com/photos/original/53792186.jpg)

(https://upload.wikimedia.org/wikipedia/commons/c/c3/Snostrup_Kirkes_kirkeg%C3%A5rdsmur.JPG)

(http://www.gamle-dage.dk/blog/wp-content/gallery/assistens-kirkegaard/dsc_0202.jpg)
Last one of the famous cementry: Assistens Kirkegård / Assistens Cemetery, Copenhagen. (https://en.wikipedia.org/wiki/Assistens_Cemetery_(Copenhagen))

Maybe adding some gates.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on January 31, 2018, 12:18:41 PM
Thank you vester

I plan to eventually do a whole line up of new HD walls.
I already posted a pic with some, besides the new muro secco walls.
In the second post from the top you can see the stone/wrought iron fence in HD.
Here is a closeup.
(https://i.imgur.com/o2iV7iM.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on January 31, 2018, 12:41:35 PM
Are all of those slope friendly?  :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 01, 2018, 01:59:13 AM
@feyss No, in order to achieve a perfect slope friendly models, it must be very symmetric and has to be made with a minimum of 4 repeating models on the same tile (I did it with my highway walls and it works great)

The Dry Stone Walls collection has now ballooned to 18 pieces including the ancient stone house, the pig pen and the very old stone watch tower. Lots of diagonals as well.
Got a few more to make and then its launch time. Here are a few pics showing some of the new stuff.

The official release name will be SM2 Dry Stone Walls

(https://i.imgur.com/X9DPPLv.jpg)

(https://i.imgur.com/ixss0Jd.jpg)

(https://i.imgur.com/659CX2h.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on February 01, 2018, 06:05:21 AM
wow, those round pieces are amazing  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 03, 2018, 09:48:27 AM
Thank you Unconstantean  :thumbsup:

Well, the SM2 Dry Stone Walls (Muro Secco) collection is almost done. One more very special piece and its complete.

It also comes with 2 MMP files to complement the set. You may need it for those little extra touches that makes all the difference :)

This set focuses on diagonals thus the extra count on those pieces.

Here are some pics.

(https://i.imgur.com/sJhgNSg.jpg)

(https://i.imgur.com/uv4pYRs.jpg)

(https://i.imgur.com/TUN6TWh.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on February 03, 2018, 10:02:18 AM
It's amazing!  :thumbsup:
Just do not see the "T" and "X" diagonal intersections. ()what()
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 03, 2018, 10:22:07 AM
It's amazing!  :thumbsup:
Just do not see the "T" and "X" diagonal intersections. ()what()

I knew I forgot to plop something  $%Grinno$%
I made so many pieces I lost count lol.
They will be shown in my next pic set.
Thank you.

Simmer/Nick

PS I did remember to plop the Diagonal to Orthogonal "X" piece. You can see it on the bottom right.
(https://i.imgur.com/sJhgNSg.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on February 03, 2018, 01:28:50 PM
Wow! I have not commented here often, but know that I always look at your work and it amazes me every time! You are excellent, all these BAT are great! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on February 03, 2018, 06:16:55 PM
how about adding kissing gates that would fit in stone walls   ???...

would such a thing even show up in the game...  ()what() and then elevated v-neck access gates would they work and bee seen in game to play... kissing kates come in all materials and sizes so I would not even begin to know what to point at aide from wooden variety   

... really like the tweaking of late as some detail with up close pics show real attention to stone fence detail...  :satisfied:


 :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 04, 2018, 01:52:24 AM
Thanks!!

Well I think this is the last pic dump. Added 5 more pieces and a 7.5m slope friendly transition and here they are!!

(https://i.imgur.com/nfNQU3i.jpg)
.
(https://i.imgur.com/D2POXBp.jpg)
.
(https://i.imgur.com/7w9PpaL.jpg)
.
(https://i.imgur.com/dH0vuAy.jpg)
.
(https://i.imgur.com/KSXuwLV.jpg)
.
(https://i.imgur.com/fSofGUE.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 06, 2018, 01:07:54 AM
They are here......http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3566

SM2 Dry Stone Walls  (Muro Secco)

Is a type of wall made with stones found locally and assembled without mortar thus the name Dry Wall (Muro Secco)
They are mostly found in European countries. Unfortunately they are the remnants of a lost art. No one makes them anymore.
These walls were used to "fence in" properties and also to provide shelter for livestock.

I tried to provide almost all possible combination in order to make just about any shape you may need.

Orthogonal, diagonal, round corner, sharp corner, diagonal to orthogonal, broken walls, overhanging diags and orthos, open gates, closed gates, even gates on diagonals and more!

There are also a few stone structures to complement the set and one special transition piece which will allow you to follow heights differences of 7.5 meters. (slope friendly). Please use the road lifter tool in the NAM menu to set height to 7.5 meters when using the transition piece for best results.

Included are 4 lots (Orthogonal only) that will make it possible to create EDGE to EDGE scenes.

And last but not least, I have included 2 MMP files based on the model and texture of the wall, for those hard to reach areas. They are slope friendly and you can even place them under water if you wish.

I created a custom icon set with clear and easy to recognize symbols, You will find all 42 lots in the park menu.

No cost to plop, maintain and bulldoze. Neutral lots.

No Dependencies.

Simmer2

(https://i.imgur.com/oezlEdx.png)
.
(https://i.imgur.com/T5r0zIH.jpg)
.
(https://i.imgur.com/qXn7VjS.jpg)

Simmer2/Nick

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0
Title: Re: Simmer's Lotting Lab.
Post by: Glenni on February 06, 2018, 04:08:10 AM
Downloaded and rated a soon as i saw it, excellent work!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on February 06, 2018, 04:50:27 AM
These are superb! Looking forward to using these.

I wouldn't say they're a lost art though. There are Dry Stone Walling Associations in Great Britain and Ireland that keep the craft going and provide training, some agricultural colleges here provide training also.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 07, 2018, 12:00:05 PM
Glenni Thank you very much  :)

belfastsocrates Thank you!!
I had no idea that the craft was still being taught! Probably more as a hobby but I'm so glad to hear that  :thumbsup:

Well, its time to pick up some old threads and complete the tapestries....

Continuing the Wind Power trend (from my other 2 lots) SM2 Wind Power Inc. is my first choice from that list. This is the lot where the turbine cones and blades are made. Eventually I will create the one that produces the poles and generator housings.

I have had to re-do the base texture in order to accommodate a bigger building thus making the lot a tad bigger. With the extra room I should now be able to setup a parking lot for employees and perhaps add a few more props.

Due to the bigger size of the lot I may or may not split the lot in 2 or more pieces or create additional lots with more parked blades which will give players the choice to expand the assembly if they so wish.

This gif was made with the old lot which is smaller than the one I'm creating now. Therefore WIP alert!
.
(https://i.imgur.com/1LCrNH4.gif)

Simmer2

 
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 07, 2018, 02:05:00 PM
You're a machine  :D
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 08, 2018, 11:33:47 AM
Great to see this progress progress! Been excited about it for a while!
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on February 08, 2018, 01:26:22 PM
hell yeah  &apls &apls &apls where i live it's a big fuss bout wind power and they've build a terminal in the harbour for the components of the turbines and man it looks like in your gif  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 08, 2018, 11:48:42 PM
Thank you!!

Re: SM2 Wind Power Inc.

Here is the new lot with all the bells and whistles. Bigger size, detailed custom texture, bigger building and many many more timed props!
This is the animation, the other pics are closeups.

Action starts at 6AM and goes around the clock. Cars start to come in and park and then by 9PM they are gone. Trucks begin to trickle in after 9pm bringing in new supplies for the next day's shift.
.
(https://i.imgur.com/7gAhaGC.gif)
.
(https://i.imgur.com/O3lkNJw.jpg)
.
(https://i.imgur.com/wg4JKaJ.jpg)
.
(https://i.imgur.com/T4go8V8.jpg)
.
(https://i.imgur.com/VVM2ch9.jpg)
.
(https://i.imgur.com/ZLgWw9v.jpg)
.
(https://i.imgur.com/Mmd7hyV.jpg)


Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: huzman on February 09, 2018, 03:06:11 AM
Beside being a fantastic job, besides being very beautiful, this is exactly what I have been looking for. Thanks a heck of a lot!
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on February 09, 2018, 05:15:52 AM
the terminal looks like this :D

https://www.google.ro/maps/@44.0922753,28.6481325,195m/data=!3m1!1e3?hl=en (https://www.google.ro/maps/@44.0922753,28.6481325,195m/data=!3m1!1e3?hl=en)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 10, 2018, 01:43:32 AM
Another one bites the dust.....

SM2 Prop Pack Vol7 is here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3571
SM2 Wind Power Inc. is here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3572

Welcome back for more wind power lots!
This time its the actual manufacturing plant for the generator's nose cones and blades.

You will find 3 lots in this pack.

The main one is 19X15 and will provide 496 I-M jobs.
D1 (big blades depot) is 9x3 and will provide 3 jobs.
D2 (small blades depot) is 5x4 and will provide 3 jobs.

You can expand the main lot by plopping extra depots around its perimeter or you can plop them separately, up to you.

All 3 lots make extensive usage of timed prop families.
Actions starts at 6AM and goes around the clock.

Last pics.
.
(https://i.imgur.com/LbQcoWX.jpg)
.
(https://i.imgur.com/fUx9CHd.jpg)
.
(https://i.imgur.com/isfh5ZK.jpg)
.
(https://i.imgur.com/F7ykjsb.jpg)

Page one has been amended.
Title: Re: Simmer's Lotting Lab.
Post by: vinlabsc3k on February 10, 2018, 03:49:51 AM
Awesome as usual!! &apls &apls &apls &apls &apls

Your effort, to make this big lots realistic and detailed, is fantastic!! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 10, 2018, 10:27:45 AM
@vinlabsc3k Thank you paesano!!

SM2 Shocking Jimmy's Electrical Supplies is the next lot in a series of industrial supplies businesses and you can now get it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3573

Lot size 7X10
Jobs I-M74

Requires power and water to run.

The rail connection is STR RRW and it will allow both freight and passenger trains to pass through the lot for that extra realism.

As usual, custom textures included.

"Even Thor shops here"

Simmer2

(https://i.imgur.com/QiSQI15.jpg)
.
(https://i.imgur.com/lb4yKjV.jpg)

Page1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 10, 2018, 11:29:40 AM
I'm going to need to change my urban planning to build those  :D
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 10, 2018, 12:08:01 PM
ONE day two lots and a nice prop pack again for lotters! :D  &apls &apls &apls
What is this, Christmas again?  :popcorn: :popcorn: :popcorn:

Thank you very much, it's really awesome!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 11, 2018, 08:18:26 PM
Thank you Tibi and feyss!

Hello everyone, lets play a game shall we? Its called "Name that Station" I saw one of Aarsgevogelte buildings and I though "TRAIN STATION"!!! It is a very nice model and it deserves an up do. Therefore I need the community's help in finding a suitable name for the station shown here. Possibly a Dutch name or some other fancy name.

I will wait a few days and then I will chose the one that fits. I already made the lot, a few brand new HD props and of course a custom base texture. This station will work for both Maxis and RRW rail networks. If you have the NAM it will show RRW and if you do not then you get the vanilla rails.

There will be a second lot made with similar setup but I will make it STR therefore it will be NAM only compatible. Both station will be uploaded at the same time.

Le the games begin!

A few pics.

(https://i.imgur.com/qvvGZLp.jpg)

(https://i.imgur.com/G7UukMw.jpg)

(https://i.imgur.com/Wr494Rj.jpg)

(https://i.imgur.com/UEnQ5Wx.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on February 12, 2018, 03:22:12 AM
Did you make those shelters on the platforms? It looks like they're supposed to be transparent, but they aren't, and thus show the black rendering background in some views. Do you know how to edit the model files in order to fix that? I'm pretty sure the tutorial is somewhere buried in SC4D, but if not, I can dig up a copy of the instructions. That said, I do like the generous space that the lot supplies, very suitable for a "Park & Ride" station at the city borders. I'm bad with names, though, so I'll leave that to the more creative folks. ;)
Title: Re: Simmer's Lotting Lab.
Post by: Getron on February 12, 2018, 05:39:59 AM
Nice work, looks like a dutch trainstation building in North America. So why not "New Aarsgevogelte"  :P
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 12, 2018, 09:07:28 AM
Andreas

Yes, those are my shelters.
As far as I know, transparency to the game environment is not possible with Gmax. The only transparency you can do is within the model itself, that is why you can see some opacity from certain angles. Easy to make transparent windows because you are seeing within the model.
However if a different method can be used, I'm open to suggestions!

Thank you

Nick
 
Getron Hehehe. Nice! But I was hoping for something more in line with train stations.

Title: Re: Simmer's Lotting Lab.
Post by: Andreas on February 12, 2018, 10:36:29 AM
As long as the material in gmax has a proper opacity setting, you can edit the model file with the Reader in order to make it transparent in the game. This is what I once copied from some tutorial:

Quote
All it involves is some changes to how the materials are applied to the S3D models and these changes are done in the MATS tab of the model in the Reader.

These are the settings that will need to be applied to each image for the S3D models that have transparent glass:

Flags:
x Alpha Test    x Framebuffer Blending
x Depth Test    x Texturing
x Backface Culling

Alpha Func: Always
Depth Func: Less Than or Equal
Src Blend: Source Alpha
Dest Blend: One Minus Source Alpha

After making the changes to each model, hit the Apply button that is in the upper left corner of the S3D viewer before working on the next model.

This only needs to be done for the models of the three closest zooms (2##, 3##, 4##). In other words, you only have 12 models to process, but each model has one or more images applied, based on the model size.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 12, 2018, 12:41:56 PM
Altijd op Tijd train station  :D

I also thought it was a station when I first saw this BAT so you're going to make this a reality  ;D
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on February 12, 2018, 02:37:11 PM
Wonderful job on the 3 last releases !  &apls &apls &apls
Thanks you very much for sharing theses jewels !  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on February 12, 2018, 03:48:09 PM
Wonderful job, you never stop? :D Your new lots of barriers are splendid, and the rest of course! Thank you for your work! &apls
Title: Re: Simmer's Lotting Lab.
Post by: Getron on February 12, 2018, 03:55:16 PM
Altijd op Tijd train station  :D

I also thought it was a station when I first saw this BAT so you're going to make this a reality  ;D

Feyss, that is a nice name  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 13, 2018, 12:18:44 PM
Thanks everyone!! Keep those station names coming please!

Andreas

Success!!!!! I used another method which was pointed out by Vortext. I had no idea model tweaker could deal with transparencies but it did and with great results.

Here is a pic where you can clearly see through the tempered glass!
.
(https://i.imgur.com/BMHea1f.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 13, 2018, 12:32:25 PM
Really nice, Nick! :)
I love those base textures, they could be great plaza textures anyway :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on February 13, 2018, 02:25:30 PM
Lovely trainstation.
Looks like a station from the "age of trains" that got "improved" in the 60's or 70's for cars and "modern times".
The old beautiful wrought iron shelter over the platform got torn down for "safety reasons" and replaced with modern shelters.

Love the moss textures around the drains, very realistic.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on February 13, 2018, 03:13:16 PM
Ah, cool, I wasn't sure anymore if the Model Tweaker would be able to handle that, should have checked it out in the first place. But either manually or automatically, the results speaks for itself. :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 14, 2018, 12:30:37 AM
Thanks Tibi and Andreas

brick_mortimer Sharp eye on noticing the drain texture  :thumbsup:

The train station name calling (pun intended) is progressing well. A couple more of them and then its release time.

While we wait for that to happen, lets talk trash, shall we?

I call this one SM2 Trash and Burn  ;D

Here are some pics (Still WIP)

(https://i.imgur.com/VUHSz01.jpg)

(https://i.imgur.com/WyGP6qi.jpg)

(https://i.imgur.com/WnOoqth.jpg)

(https://i.imgur.com/izBuLT5.jpg)

(https://i.imgur.com/Vy3i33X.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on February 14, 2018, 09:29:42 AM
Ahh. :) If this is functional, kind of modern Steptoe Scarp Yard, then I love it. :) Somehow I like "dirty" industry.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 14, 2018, 10:32:43 AM
It has already a place reserved along the canal  ;)

Good, that's something that was necessary and that's better than the Maxis one  :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 15, 2018, 01:05:25 AM
Thank you feyss

bombardiere It definitely is fully functional. Its not the final lot though.

Here is the next piece of the puzzle. The boilers and the turbine housing.
1
(https://i.imgur.com/jgR0QMS.png)
2
(https://i.imgur.com/3Q8Ins0.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on February 15, 2018, 10:16:41 AM
Oh goodie.  :D The transfer station in original picture suggests that it may produce electricity.   ;)

In fact, I would like to see more powerplant variety. Yesterday evening I opened SC4 for first time in six month and I realised that I did not have much option for Maxis powerplants. And Maxis plants are not really inspirational and lotting is poor.

I liked what you lotted with that big powerplant. I think I need to dust it off and add to my plugin.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 17, 2018, 05:45:02 PM
Re: SM2 Trash and Burn

Next piece.....well its 3 pieces. A bit of a shift while gif making so disregard the slight left movement.

(https://i.imgur.com/FScPG6T.gif)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 17, 2018, 07:30:20 PM
Have to say I don't know of anyone else having made trash look so pretty  :troutslap:

Lots and bats are looking beautiful and will once again fill a much-needed niche with a highly superior creation that involves that most beautiful of networks, rail ;)  Keep 'em coming!
Title: Re: Simmer's Lotting Lab.
Post by: shanghai kid on February 18, 2018, 09:18:48 AM
love the rail garbage tipper, another great bat  :thumbsup: &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 21, 2018, 01:23:03 AM
As promised.

SM2 Rutger Hauer Station. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3578

A simple 6X4 DTR train station.

Cost to plop 4000

Capacity 47500 (in line with the new revised NAM stations)

Besides being a train station, it also acts as a bus stop and a car park.
Compatible with both RRW and Maxis vanilla rail.

Credit and congratulations goes to The British Sausage for winning the name contest for this lot! Very fitting name indeed :)

Credit for the amazing main building goes to Aarsgevogelte. Thank you!

Have fun
Simmer2

PS Lots of HD props included in this zip.
.
(https://i.imgur.com/G009nul.jpg)
.
(https://i.imgur.com/93MncY5.jpg)
.
(https://i.imgur.com/7SjvjpL.jpg)
.
(https://i.imgur.com/g4g6SyM.jpg)

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 21, 2018, 02:41:32 AM
Thanks Nick!
It's a really nice lot. As I mentioned I like the base textures and the new props as well.

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: 911Diva on February 21, 2018, 07:20:02 AM
Thanks for all this!!   Wonderful to see them all updated! &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 21, 2018, 12:40:28 PM
Thanks Tibi!

@911Diva Thank you! However you must be confused, this station is not an update. It is brand new.
Aarsgevogelte's model has never been made in to a station before  ;)

Cheers

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on February 21, 2018, 03:36:00 PM
Great lotting again, instant downloaded !  &apls &apls &apls
Thanks you for sharing !  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on February 21, 2018, 05:58:38 PM
got mine... it is a decent station full of activity... well done 5/5    :thumbsup:

back to the fence for a lurkinglunch :popcorn:


 :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 21, 2018, 10:35:41 PM
Thank you!

Next project to complete is SM2 True STR Sidings Vol1

This set will be made with 3 different STR configs, several lengths to choose from and 24 different industrial loads.

Everything will be in a family therefore every time you plop a siding, you will get different loads and locos.

They allow both passenger and freight to pass through as you can see from one of these pics.

Here is  configuration 1

(https://i.imgur.com/eFkKEbB.jpg)

(https://i.imgur.com/SGZaCBT.jpg)

(https://i.imgur.com/edzApqU.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on February 22, 2018, 12:12:57 AM
Looks great, and you've done AGV's station street bat a real service with that lot  ;)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on February 22, 2018, 09:45:53 AM
Love the new train station  &apls

New sidings with grain elevators look extremely promising!!
Title: Re: Simmer's Lotting Lab.
Post by: b22rian on February 22, 2018, 05:32:05 PM
Nick,

this train station set up looks promising  :thumbsup:

The amount of  content you have developed in the past few months is just staggering really...

I like the family concept.. As I am sure you know its a concept that has been used well with RTMT in the past ..
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on February 23, 2018, 10:12:19 AM
Normally dont poke for status... but those new no ballast overlay textures..  are they close? Or we could see what the diag to ortho switch looks like? ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 23, 2018, 04:43:22 PM
Thanks everyone  :)

 Kitsune I'm done with those, I just have to find the time to update the pack.

STR Sidings...sidings...sidings
.
(https://i.imgur.com/XZ4kc2O.jpg)
.
(https://i.imgur.com/cRYsYzV.jpg)
.
(https://i.imgur.com/5zA7g1j.jpg)
.
(https://i.imgur.com/4naD08l.jpg)

Coming shoooonnnn!

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 23, 2018, 05:14:27 PM
The engines, wagons, the grain elevator and those retaining walls...

(https://image.noelshack.com/fichiers/2018/08/6/1519427409-homer-drool.png)
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on February 23, 2018, 06:59:11 PM
(https://image.noelshack.com/fichiers/2018/08/6/1519427409-homer-drool.png)
Ditto
 &apls
Title: Re: Simmer's Lotting Lab.
Post by: Sciurus on February 25, 2018, 03:07:28 AM
I think they said everything... these sidings.. We DO NEED new ones !!! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 25, 2018, 05:39:46 AM
Hi there!

Wow, this is gonna be fun! :) I love the new retaining walls, with the new fence props. The new rail cars are awesome, and of course the sidings... :) I just bulldezed a big chunk of industrial estate for future highway work so with the rezoning there will be place for these sidings...
Thanks!

Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 25, 2018, 07:44:50 PM
Thank you!

WIP---- Working in parallel, with the sidings. This is part 1 of a modular lot.. Big section still in the making.

Trash anyone?

(https://i.imgur.com/clXtUkU.jpg)

(https://i.imgur.com/n1mcGBH.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 25, 2018, 08:19:46 PM
Hm... trash everywhere! :) I love it! :)
The thing is in the last couple of months/years I saw/got so much new stuffs from you which give new possibilities and also refreshing replacements for older, but very common props. The NSB overlays - made me to go public with my lottings, the soundwalls with the graffities (how many walls were with graffities? I remember 10-ish, but on the below picture I can see at least 12 graffiti walls (are there new ones, these walls are reminding me to your sound walls just in a different use), the hundreds of industrial props which now can replace the old jestarr ones, these trash props and rail cars gives new ideas to me remaking the old PEG-CDK3-SP trash-port lots. And a bunch of new textures again for railways...

Thank you very much all your work! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on February 26, 2018, 02:01:53 AM
Wow, best trash I did ever see in sc4. The chiaroscuro of the texture, the shadow it creates looks splendid.
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on February 26, 2018, 03:19:17 AM
Very nice!
Title: Re: Simmer's Lotting Lab. ***Proposal***
Post by: Simmer2 on February 26, 2018, 10:39:19 AM
Hello everyone.

I have an idea that I would like to implement as soon as I can. As anyone who follows me knows, I have now passed the 50 upload mark and things are getting redundant and confusing. Therefore I would like to hear your thoughts and suggestions on this plan of mine.

What I'm proposing is the creation of an "Essential" pack containing all the timed and or family collections that I have accumulated over the months/years. This pack will come with a Cleanitol scripts to be used with BSC Cleanitol TM http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=97. I'm sure everyone is familiar with that tool.
The script will remove all the old separate exemplars from all my lots so that just my Essential pack would be necessary to run my projects. Keep it all clean and tidy!

The idea here, is to avoid unnecessary re-creations of timed/family exemplars by me thus cutting my workload by quite a bit. As time progresses and I create new timed/families I would update the "Essential" pack to reflect the new changes. (say every 10-20 new files created)

Eventually I will use the same strategy to create props Megapacks thus cutting down on the amount of dependencies. (but that's for another time)

Thank you in advance for your input on the matter.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on February 26, 2018, 10:44:46 AM
Sounds like a good idea, and that's what we were doing with the SFBT Essentials in a similar way. They contain all kinds of stuff that is used on virtually every SFBT lot (query UIs, query sounds, common props and textures), hence a single pack that is updated every now and then is a lot easier to maintain and cuts down the amount of multiple copies of files quite a bit.
Title: Re: Simmer's Lotting Lab.
Post by: art128 on February 26, 2018, 10:52:04 AM
I agree with Andreas, that's a good idea.
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on February 26, 2018, 11:28:53 AM
Not quite shure, if I understood the proposal well, if you say you keep mega-prop-packs for later. Me, as a maybe 'secondary' lotter, if I download a prop pack to use it on a lot, I look inside if there is a static prop version (exemplar file), a timed prop or familiy, that fit my needs. Now if there isn't, I most probably won't go searching if somewhere else on the web already a timed version exists  - but do that exemplar from the model instead by myself.

So if you separate models/statc exemplars and their other timed exemplars/families from each other, I don't think this is something to keep overview for other lotters, especially when they come new to the game in one or two years.

If you don't intend so, but keeping models and different exemplar files relating on those models together in one pack - then I simply don't understand what the difference would be between an essential file and a mega-prop-pack.

Imho - static exemplar, timed exemplar and maybe family would stay best together as one download with the model they refer to.

Being different files, still the SFBT essentials is one single download of these elements belonging together. If they were spread out as separated downloads, they weren't really handy.


So that's what I didn't understand well, I think - the timed versions/families on one side and the static props/models on the other side being different downloads then? Or packed together in a single download?

 
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 26, 2018, 11:37:59 AM
Fantozzi

Let me clearer.
The Essential pack will NOT removed static exemplars from the prop packs. Almost all my lots include a separate .DAT where the timed/families resides.
The cleanitol script would removed just those and nothing else.

This is not for the creation of prop megapacks, that will come at a later date and it will have nothing to do with the Essential file. The Megapacks will collect any props that I have released with my lots in to 1 or more Megapack. Again, this is not what I'm proposing at the moment.

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on February 26, 2018, 11:39:48 AM
Imho - static exemplar, timed exemplar and maybe family would stay best together as one download with the model they refer to.
That's something I'd agree to as well; not sure to which props said timed exemplars belong to, but ideally, such things should go into a prop pack where lotters can pick from a list of exemplar files that suit their needs easily.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 27, 2018, 03:13:20 AM
I for one understand the reason of an ESSENTIAL with all the prop families and timed props/families. Well I like the idea, to put all the modified examplars (which means NOT JUST yours, but every modified file examplars based on other creators props) into an essential, and the pure modells and props would be in  separate in future discussed megapack(s). If someone is using your stuff, that one needs the ESSENTIAL anyway, and lotters can use the modifed props by you for their lots more easily with one (and of course the related modell dependencies) dependency. Of course f.e. with the timed props everyone can make ones own from the original models, but why the hassle if there are existing ones. Same with the prop families.

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on February 28, 2018, 01:10:16 AM
Its settled then. I will start the Essential pack process.

Here are several more True STR Sidings. Different overlays designs and of course more railcars variety to choose from. There will be 10 in total (In line with my other siding pack)
Also shown are a few more HD retaining walls. I have already made 12 different ones.
.
(https://i.imgur.com/5mzp32w.jpg)
.
(https://i.imgur.com/dLOtWJV.jpg)
.
(https://i.imgur.com/N87C7eW.jpg)
.
(https://i.imgur.com/wTStJAb.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on February 28, 2018, 02:43:33 AM
Now I'm getting confused, I'm not sure which one is the better, the sidings or the walls with the different graffities and with JOKER!!!! :)
Well, I want them both! :D
I really like the variety on both projects! :)
Thanks!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: feyss on February 28, 2018, 08:57:19 AM
Will you release the containers 'parking' too?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 01, 2018, 01:22:23 AM
Will you release the containers 'parking' too?

Eventually, perhaps I will make it the next project to finish.

I see not much interest, but hey 8 down 2 to go. I'm actually making lots more railcar models to go with the sidings as I go.

(https://i.imgur.com/5b6yijt.jpg)

(https://i.imgur.com/kNeHIpP.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 01, 2018, 01:40:01 AM
Ah, sorry, Simmer2 - I didn't even say thank you, you took the time to clarify.
Title: Re: Simmer's Lotting Lab.
Post by: Getron on March 01, 2018, 01:51:16 PM
Hi Simmer, your ingame pictures look real sweet.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: jaredh on March 02, 2018, 02:13:44 PM
Nice walls.

The train stuff is amazing.
Title: Re: Simmer's Lotting Lab.
Post by: mrbisonm on March 02, 2018, 04:49:10 PM
Holy Smoke, where are all these wagons and trains drom? They're gorgious!!! Wow, all these lots/Bats will hit us strongly once uploaded.
Great Job, Simmer2, you're my new Hero now!

Fred
Title: Re: Simmer's Lotting Lab.
Post by: b22rian on March 02, 2018, 08:29:11 PM
Quote
Great Job, Simmer2, you're my new Hero now!

I would agree here. he is one of my heroes as well..  :thumbsup:
And one of the biggest reasons why this community is still going this strong after 15 years .. due to the recent great work he has done ..  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on March 03, 2018, 03:36:16 AM
And it is so hard to become an hero …  ;) Indeed your little shop of magnificent industrial horrors tends to become a supermarket , you’re undoubtedly tireless , a new Jestarr in a way  ;D … ( have had that thought seeing him logged in several times these last days  $%#Ninj2 )  .

Great work ! &apls &apls &apls

C.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 03, 2018, 05:33:22 PM
Cool STR sidings!
Could you show them 'in the nude' i.e. without trains?
Not that the trains aren't good, they're fabulous, and don't get me started on the wall with the graffiti  &apls
Adding graffiti makes them more realistic, just like your soundwalls :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 04, 2018, 03:10:17 AM
Thank you!!! It means a "lot" (pun intended)  :D

Brick mortimer I would have to remove all the props in order to show you. When I have time I will show you the original uncut PSD's.

Drive by rusty pic dump.....SM2 Abandoned Train Depot is where those lost deliveries and forgotten dreams end up. You will find some burned out tankers too  ;D
There is even a scrap metal handling facility across the street (how convenient)
Everything is Work In Progress.

1
(https://i.imgur.com/VqfAI1t.jpg)
2
(https://i.imgur.com/XzLhYoL.jpg)
3
(https://i.imgur.com/JvIA6eu.jpg)
4
(https://i.imgur.com/2l9OQY9.jpg)
5
(https://i.imgur.com/plpnQzC.jpg)
6
(https://i.imgur.com/kycZc1W.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 04, 2018, 04:22:18 AM
Looks fantastic... Jeeez how many abandoned rail stuff is in Budapest... Lots of abandoned rail tracks near to used to be industrial estates... Most of them is not functional anymore.
The service yard "relot"/reuse  ;) :D :D is quite clever! :) and the new props are awesome! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Badsim on March 04, 2018, 10:51:16 AM
Nice work Nick ,  &apls your propensity to fill the gaps is remarquable . :thumbsup:  May I suggest outdated/abandoned wooden sleepers too ? ;D

(https://imageshack.com/a/img922/135/AIszOW.jpg)

Forgive me if it’s already done , I do not have all your props army in mind …  :P

C.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 04, 2018, 03:22:28 PM
An abandoned depot, our cities can become even grimier.
Love it  :D
...Brick mortimer I would have to remove all the props in order to show you. When I have time I will show you the original uncut PSD's...
No rush, I was just curious how the the tracks ran, they look really 'fluid' if you know what I mean.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 04, 2018, 04:34:02 PM
Thanks!!

Cedric There are literally "piles" of them in SM2 Prop Pack Vol3http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499


This is part of something new but yet old and lost....

I was bored a bit and started this project. The sidings are almost done.
.
(https://i.imgur.com/Iwwv9tj.png)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: David H on March 05, 2018, 08:15:24 AM
Thank you!!! It means a "lot" (pun intended)  :D

Brick mortimer I would have to remove all the props in order to show you. When I have time I will show you the original uncut PSD's.

Drive by rusty pic dump.....SM2 Abandoned Train Depot is where those lost deliveries and forgotten dreams end up. You will find some burned out tankers too  ;D
There is even a scrap metal handling facility across the street (how convenient)
Everything is Work In Progress.

1
(https://i.imgur.com/VqfAI1t.jpg)
2
(https://i.imgur.com/XzLhYoL.jpg)
3
(https://i.imgur.com/JvIA6eu.jpg)
4
(https://i.imgur.com/2l9OQY9.jpg)
5
(https://i.imgur.com/plpnQzC.jpg)
6
(https://i.imgur.com/kycZc1W.jpg)

Simmer2

If you want some good inspiration go look up Early Conrail and Penn Central pics.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 06, 2018, 10:51:22 AM
Thanks for the likes!!

Introducing 2 more sidings to go with the set. North American tankers and Euro Tankers (for the euro crowd)
Also I made several new railcars including an entire set of "rusty and grungy"
And I'm ditching the old style bumper for the modern one. Introducing SM2 Uni-Bumper. (Why did I not think of it sooner) It took me 8 minutes to make lol.
.
(https://i.imgur.com/m3zVuiF.jpg)
.
(https://i.imgur.com/cWSsVKw.jpg)
.
(https://i.imgur.com/1NfcjMv.jpg)
.
(https://i.imgur.com/TQoKXKL.jpg)
.
(https://i.imgur.com/2MwBH3C.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 08, 2018, 12:14:24 AM
This siding is for all my Japanese friends. It will be included in the final pack.

(https://i.imgur.com/Bnz4nCZ.jpg)
.
(https://i.imgur.com/O9NZGV5.jpg)
.
(https://i.imgur.com/IcvSHRG.jpg)
.
(https://i.imgur.com/OMeqD4C.jpg)
.
(https://i.imgur.com/Jez1AsB.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 08, 2018, 03:15:37 AM
Very nice! Is that a new GLR texture I can spot in the last few pics?
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 08, 2018, 04:53:10 AM
Oh, really nice Nick! :)
More variety of rail cars it's always good to see them! :)  &apls &apls &apls
Ok, you must release those retaining walls :) with these graffitis they are so avesome and refreshing :)
Hehe, new station in progress?  &apls :)  :popcorn:

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: YouBet on March 09, 2018, 12:33:00 PM
Really great stuff over the years.

Has the fuel depot been put on the back burner? I keep seeing screen shots with great looks at your tank trucks, fuel storage tanks and all... just askin'.
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 09, 2018, 04:01:24 PM
This development thread makes me suffering. It's like an illustrated book maybe titled 'the greatest wonders of sc4 industries."

You know those books about natural wonders of planet earth with those stunning pictures? And you flick through and see all those places and you realize how many beautifull spots there are you still didn't visit, you didn't even knew about? It's all the same here. A place to get itchy feet.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 09, 2018, 05:44:04 PM
Gugu3 That is my prototype HSR station. Thank you.

Tibi Thanks buddy!

YouBet One day....and thanks for stopping by!

fantozzi I'm sorry you feel that way. I can feel it too. SC4 is coming to the end of the line but not before I leave my mark on one of the greatest sim ever made!!

Perhaps look at these pics for inspiration?

Totally re-did the Nippon Rail stuff, added a lot more details to the mix. The total Japan railcar count now stands at 25.

I also re-did a few more scrap metal props and machinery and of course a few more NA railcars. (I lost count)

The Japanese stuff is on that temp lot for show purpose only. Obviously they are not in the right settings.

Its all Work In Progress
.
(https://i.imgur.com/PRCsZnz.jpg)
.
(https://i.imgur.com/iu1oZBq.jpg)
.
(https://i.imgur.com/scY2JXT.jpg)
.
(https://i.imgur.com/wxJRqpi.jpg)
.
(https://i.imgur.com/3Z8EYGv.jpg)
.
(https://i.imgur.com/mEwtPPc.jpg)
.
(https://i.imgur.com/8zklrwe.jpg)
.
(https://i.imgur.com/5G6pTR7.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 10, 2018, 05:42:40 AM
Hi!

Uh... lots of new props again! :) the scrap yards are looking also amazing! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on March 11, 2018, 06:42:16 AM
Wow! :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 13, 2018, 09:21:45 PM
Thank you!

For anybody who is using my NSB texture pack, it now includes diagonal support.
Please re-download it here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3357

Examples.
(https://i.imgur.com/zjkApP0.png)
(https://i.imgur.com/d1FrWsW.png)
(https://i.imgur.com/MGkKDmr.png)
(https://i.imgur.com/TKkv6Jz.png)
(https://i.imgur.com/izKeHVv.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on March 14, 2018, 02:50:25 AM
Great, a dependency update  :) I remember that playin with this particular texture pack in lot editor, making some random custom lots for personnal use, I missed a few possibilities that I would've like to use. Maybe this update fills that - honestly I can't remember what I needed, it's been a while. Anyway, still great  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 14, 2018, 10:58:23 PM
Thank you Krasner!

Now that I have 95% of the props I need, I started to compile the lots that I have in mind.
All 12  SM2 True STR sidings are now done and ready.
They range in size from 16 to 22 tiles long by 1

Overview pic
.
(https://i.imgur.com/Irpe1eM.jpg)

SM2 Rail Trash Dumper is also ready and so is SM2 Trash and Burn I made 2 separate offset lots. The dumper lot is landmark and the Incinerator lot is a fully functional waste to energy lot.
Here are several pics showing them in action, I also custom made a new cement fence (some with graffiti) to go along with the dirty theme along with a plethora of other props.
.
(https://i.imgur.com/CE4yZlT.gif)
.
(https://i.imgur.com/1KRrMej.jpg)
.
(https://i.imgur.com/TQ7mxp0.jpg)
.
(https://i.imgur.com/mxPajpk.jpg)
.
(https://i.imgur.com/Hs7qkrS.jpg)
.
(https://i.imgur.com/uImDeRT.jpg)
.
(https://i.imgur.com/V0tyer8.jpg)
.
(https://i.imgur.com/HzNc5Ui.jpg)
.
(https://i.imgur.com/8GXjuGz.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on March 14, 2018, 11:23:11 PM
I don't think I have any words to describe how great this is!  &apls

I am forever greatful for the work you have done on the RRW Lots and how this will tie in nicely with the projected work for the rail space of the NAM.

This keeps me motivated to keep working on the RRW and associated mods that I plan to upload once complete.

You are a true master :thumbsup:

-eggman121 (Stephen)
Title: Re: Simmer's Lotting Lab.
Post by: bladeberkman on March 14, 2018, 11:55:57 PM
Wow, this is so comprehensive, thoughtful, and awesome. I’ve got to prep my region for these. 
&apls :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on March 15, 2018, 04:01:22 AM
uh, that's even more massive than I thought in the first place... Man, those sidings are really awesome! :)
The trash factory I just have a spot for that too.
Thank you to make these nice stuffs... Amazing job! :)
And thanks for the new toys (I mean props and texture to playing with!) :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: siemanthepieman on March 15, 2018, 07:07:03 AM
Exceptional. I love a good waste to energy lot and this is one of the best I’ve seen. Will be downloading ASAP!
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 15, 2018, 12:48:31 PM
Wow ... wow ... wow.

 &apls  &apls  &apls  &apls  &apls  &apls  &apls  &apls  &apls

I'm afraid, the Rail Trash Dumper is only for experienced users. If you pick it from the menu on the wrong side it could happen your cursor comes in between the hatch and is crunched in hundred pieces!

 
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on March 15, 2018, 04:12:42 PM
...and before going to much further...
is there room to add a pulp wood yard/ train and anything related to paper/forestry industries    ()what()

the current pack and proposed prop handling is all good and promising will make for a lively sc4 model railroad and industry activities...

 :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on March 16, 2018, 07:45:38 AM
Awesome job!
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on March 16, 2018, 08:38:56 AM
Well done Simmer!  &apls &apls &apls Best rails ever!  :thumbsup:
Waiting for download very soon!  :bnn:  :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 16, 2018, 06:29:01 PM
Wow! Thank you everyone for the kind words!
Everything is proceeding well.

Out of the depths of my rusty metal foundry, out comes something that does the reverse of polluting  :D
I call it SM2 Air Purifier Facility

This little rust bucket has the ability to clean any air pollution, big or small, industrial or traffic, it doesn't matter. It will suck in all that gungy air and spit out Chanel #5 perfumed Oxygen. ;D
To balance things out a bit I increased the power and water consumption of this lot. (Cannot have super clean air for free huh?)

Cleaning radius = 50 tiles in any direction 
IM jobs = 10
Power consumed = 300
Water consumed = 100

Here are a couple of pics. It takes under a minute after its plopped to clean the air...for ever  ()stsfd()
.
(https://i.imgur.com/bMfrBkk.gif)
.
(https://i.imgur.com/xg0FlFl.jpg)
.
(https://i.imgur.com/kHvrjVF.jpg)
.
(https://i.imgur.com/8qlsIGw.jpg)
.
(https://i.imgur.com/q9ip7b7.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 20, 2018, 12:55:23 AM
Thanks!!

Here is yet another lot I just finished. Its part of the "Grungy" collection.

SM2 Scrap Metal Transfer Station With over 60 timed props it livens things up a bit...

Each unit serves up to a population of 50,000 with 50% recycling reduction.

Please excuse the poor GIF quality. I'm also posting a couple of stills which shows all the fine details

Pics please...
.
(https://i.imgur.com/crljLTA.gif)
.
(https://i.imgur.com/XT3HAcT.jpg)
.
(https://i.imgur.com/lAwaqw9.jpg)
.
(https://i.imgur.com/ofuglYY.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on March 20, 2018, 03:48:57 AM
Very, very clever..  :o

 &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 20, 2018, 12:27:15 PM
perfection!!! maybe you can add some rusted crushed cars and this type of trash cranes:

(https://www.cugetliber.ro/imagini/original/fiervechiportgf7-1319994574.jpg)

(http://observator.ro/cdn/wp-content/uploads/2015/05/fier-vechi.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on March 20, 2018, 03:53:08 PM
well done   :thumbsup:


very inventive   ??? :o

back to worklurking

 :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 20, 2018, 10:19:57 PM
Beautiful work! Love the lot.
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on March 21, 2018, 12:02:29 AM
It does look amazing only also looks not a very effective and non-busy scrap metal recycling that does take time.

I would suggest you add more massive piles of used metal as the pics display to show busy operation.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 21, 2018, 01:28:47 AM
Thank you everyone!

@Unconstantean I already made those grippers but they are for another project. This is just a transfer station and it uses old fashioned magnetic pickups ;)

@dyoungyn Sorry you feel this way. I guess you won't be downloading this lot  ::)

I just uploaded 5 new zips. 1 Essential pack, 2 prop packs and 2 lots so far. Got 3 more ready to upload but its getting very late here. I will upload them tomorrow.

Here are the links.

SM2 Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586

SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587

SM2 Prop Pack Vol9 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3588

SM2 True STR Sidings Vol1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3589

SM2 Air Purifier Facility http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3590

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on March 21, 2018, 10:09:36 AM
Some people get excited when you release news lots ... and then there are those of us who get even more excited over the props ! :)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 21, 2018, 01:14:26 PM
Thanks Kitsune!

Here are 3 more zips

SM2 Scrap Metal Transfer Station http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3591

SM2 Trash and Burn http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3592

SM2 Trash Dumper http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3593

Bringing the total uploads to date to 61.

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0

Simmer/Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on March 21, 2018, 01:58:19 PM
We are spoiled  :D
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 22, 2018, 06:45:38 PM
Amazing assets!!!  &apls &apls &apls

i did a small review

https://www.youtube.com/watch?v=CkAUqB15RY0 (https://www.youtube.com/watch?v=CkAUqB15RY0)
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 22, 2018, 08:43:25 PM
I love the Trash and Burn lot.  Just downloaded it.  Thanks for your work.  &apls

Edit:
Came back and downloaded the other two lots.  They look great!  Thanks again.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 23, 2018, 12:25:15 AM
Thank you very much! I'm glad you like my work!

@Unconstantean I really appreciate the video you made, although I think the aspect ratio of that video is skewed. Everything seems compressed. Oh and lol at the Lego men, you are right  :D

Here is another idea of mine. A few bus stop but with industry in mind. I made them with a Steampunk theme , you can see some art work I made from some spare parts I had laying around $%Grinno$%

They are WIP ofc but they do work!
.
(https://i.imgur.com/qxMQUYk.jpg)
.
(https://i.imgur.com/4JZGGRT.jpg)
.
(https://i.imgur.com/FAYV2oo.jpg)
.
(https://i.imgur.com/Wi4BIJV.jpg)
.
(https://i.imgur.com/SwTFloK.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 23, 2018, 01:28:28 AM
Bandicam keeps saving the footage in 16:9 instead of 4:3, i'll try to find a way to fix that. Those steampunk bus stations remind me of Syberia, a game that i really loved. &apls
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on March 23, 2018, 04:46:05 AM
Those steampunk bus stops are funny, but I guess not really for me. ;)

I love your garbage lots, though, superb detailing, and a welcome addition with lots of rust and dirt in the otherwise often somewhat "too clean" SC4 environment.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 23, 2018, 06:43:08 PM
Ah, finally some buildings for the wrong side of the tracks

The steampunk bus stops could also work in a gentrified former industrial neighbourhood as a link to the past, complete with "art" refering to that past :P

We are spoiled  :D
Yes we are, yes we are :)
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on March 24, 2018, 08:23:36 PM
Nice, more bus stops are always welcome  :thumbsup:. I would just rotate your copper roof texture 90 degrees as the panels more commonly run the other way on curved roofs
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 25, 2018, 12:26:16 AM
I adore those little blue men with their yellow helmets - to me they are the Simmer2 task force, the squad sent into my city by Simmer2 to handle the difficult tasks, to manage the construction sites and now - to dispose all the scrap metal my regular sims produce.
Title: Re: Simmer's Lotting Lab.
Post by: art128 on March 25, 2018, 05:33:57 AM
A bit late, but these Japanese props are very nice... Much better than those i create a while back.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 25, 2018, 12:04:07 PM
@Unconstantean I still play with Syberia once in a while. Fantastic visuals in that game!

@Andreas Thank you!

@brick_mortimer That is exactly my sentiment!

@mattb325 I tried and I don't like the way it looks. I will leave it as is. Thanks for the suggestion Matt :)

@fantozzi Thanks!  :D

@art128 Really appreciate the comment!

Continuing the 50's, 60's type of decrepit factories theme, here is another future lot I have been working on....one rust spot at the time  :D
Detroit is full of these abandoned structures.

Still lots of work to do but its getting there. Therefore WIP alert!!

1
(https://i.imgur.com/LtrXxRA.jpg)

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 25, 2018, 04:13:32 PM
It's not only the rust that grabs my attention, the texture of the asphalt roofing is really impressive  &apls
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 25, 2018, 10:31:41 PM
I like the roof texture as well, looks sharp.  I also like the textures you used on the furnace towers ( I am just assuming they are furnace towers) as well as the textures on the tanks on top of the roof.

Great job! Hope to see it uploaded soon.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 26, 2018, 01:33:47 AM
Really appreciate the comments, thank you!

Rust theme never ends....

Ciechanow, Poland 1972

Hyperbole structure with a toroidal  tank.

This is the Ciechanow Water Tower, its in disuse now.
.
(https://i.imgur.com/BON8JN1.jpg)

and now its in the game....
.
(https://i.imgur.com/H9W7Z2g.jpg)
.
(https://i.imgur.com/pW2CIpK.jpg)
.
(https://i.imgur.com/AtsHrXN.jpg)
.
(https://i.imgur.com/7B9TUMs.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 26, 2018, 01:40:53 AM
man you are spoiling us with those creations, just amazing. one thing. if it's abandoned wouldn't it e more realistic to have it without a fence or with a broken fence?
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on March 26, 2018, 02:21:29 AM
Gosh you're quick!  %BUd%
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 26, 2018, 05:23:03 AM
Rust killed my car when I was a poor student. I should hate rust. But, thanks to you, Simmer2, I love rust. You turn rust into art.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 26, 2018, 12:54:29 PM
You must have these hidden in a folder somewhere because you are to quick getting these out.   ;D

Tower looks cool but I agree with Unconstantean, there should be a hole in the fence or something like that.

Great work though.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 26, 2018, 04:12:54 PM
A fence must always be whole around such dangerous structures. Kids would climb it and get hurt.
However I replaced the fence with a better suited one.
I also made a "New" version of it. This is how it looked like back in 1972.

I also made a small pump house to replace the original Maxis one, with better stats.

Oh and btw the tower only took me 2 hours to make, nothing hidden in a folder  ;)

Original
(https://i.imgur.com/8TRGfsE.jpg)
.
47 years later...
(https://i.imgur.com/NAGOy3g.jpg)
.
Pump house
(https://i.imgur.com/wSyJ7G2.jpg)
.
(https://i.imgur.com/BVztO3U.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 26, 2018, 04:47:41 PM
Kids getting in and climbing? of course, that's all the charm of childhood....  :D
Back in my days i was climbing walls, trees, abandoned TV antennas . did i got hurt? of course :))) broken hand, bruises all sort of stuff, but this is how u grow up as a man :)))

(https://pics.me.me/the-good-ole-days-no-knee-pads-helmets-brakes-or-29132029.png)

btw i love how you remade the water pump looks 10 times better then the vanilla
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 27, 2018, 10:40:30 AM
Well, while I'm in "Utilities" mode, may as well keep going...

WIP.
.
(https://i.imgur.com/0v2RZBD.jpg)
.
(https://i.imgur.com/8dudoTj.jpg)
.
(https://i.imgur.com/k2mgfVP.jpg)
.
(https://i.imgur.com/IzHjYsU.jpg)
.
(https://i.imgur.com/1iHEobq.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: bravesirkevin on March 27, 2018, 12:03:18 PM
That water treatment plant is just what I've been looking for!
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on March 27, 2018, 12:11:07 PM
A water treament plant ! Finally. Now we just need a sewage plant.
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 27, 2018, 12:41:20 PM
Ah ... sorry ... now I'm running into language problems. There are facilities in germany - but I think they exist all around the world - when it's raining on the streets the water goes into sewerage and becomes foul water which can suddenly rise the amount of foul water much higher than the capacity of water treatment plants. Therefore there are special kinds of retention basins.

Normally every city has this kind of plant to deal with rain going into sewerage. I've been thinking for a while this is something still missing in SC4. But don't know the english word - maybe "rainwater retention plant" - does this make sense? But, well, they don't exist in SC4 but are something quite common in regions with dense settlement and heavy rain.

Just an idear - seeing your latest pictures.

Also the round basins maybe to reduce saturation on the textures, make them looking a little more grey. Just my opinion.

Great stuff, Simmer2. I think, water treatment is one of those interesting areas some interesting lots could be envolved from.
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on March 27, 2018, 04:02:48 PM
Perfect, a rural water treatment plant  &apls

maybe those pictures could give you more ideas to add some details to it :D

(http://pasztorsandor.ro/wp-content/uploads/2014/10/A-.statie-de-epurare-Constanta-nord.jpg)

(http://observator.ro/cdn/wp-content/uploads/2016/09/raja-fetesti.jpg)

(http://rajac.ro/wp-content/uploads/2017/05/Statia-de-Epurare-Constanta-Nord-02-1024x682.jpg)

(http://rajac.ro/wp-content/uploads/2017/05/Statia-de-Epurare-Constanta-Nord-03-1024x682.jpg)

(http://rajac.ro/wp-content/uploads/2017/05/Statia-se-Epurare-Eforie-Sud-02-1024x682.jpg)

(http://rajac.ro/wp-content/uploads/2017/05/Statia-de-epurare-Poarta-Alba-1024x575.jpg)

(http://rajac.ro/wp-content/uploads/2017/05/DJI_0008-1024x575.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 27, 2018, 04:52:57 PM
I love both towers. I can see how I could use one near the city and one in the industrial areas.  The pumping shack is great! A better alternative than the maxis one.  Great work!  &apls

Finally a better treatment plant. This is awesome, very pleasing to the eye. Definitely going to download, once you upload that is. LOL

Thanks again!  &apls
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on March 28, 2018, 03:23:50 PM
I love the clean version of the tower...and it's great to see another option of water treatment  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 28, 2018, 03:26:47 PM
Thank you everyone for the likes and suggestions. :thumbsup:

Complete overhaul, new models and textures with 3d effect ;D 4 different clarifiers tanks and new piping models. Also new custom gates that fit with my concrete walls.
This concludes the time I allotted to this project.

Pics.
.
(https://i.imgur.com/1Q0B0qI.jpg)
.
(https://i.imgur.com/Ue6OD7H.jpg)
.
(https://i.imgur.com/z0iG7JD.jpg)
.
(https://i.imgur.com/TihHDwB.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 28, 2018, 03:52:22 PM
You spent two days away from your computer and voila, we are spoiled once more  :P

I don't know which watertower I like best, the clean one or the rust covered safety hazard  :D
Love the hyperbole understructure, very unique.
The 3d textures on the newest version of the water treatment plant plant bring the model truly alive, love it  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 28, 2018, 04:16:47 PM
You spent two days away from your computer and voila, we are spoiled once more  :P

I don't know which watertower I like best, the clean one or the rust covered safety hazard  :D
Love the hyperbole understructure, very unique.
The 3d textures on the newest version of the water treatment plant plant bring the model truly alive, love it  &apls

You will have the option to pick either or both from the Utilities menu. ;)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on March 28, 2018, 04:29:14 PM
Wow, wonderful stuff  &apls  :o  So nice to visit after a while away and see so much great new stuff from you!
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on March 28, 2018, 04:33:44 PM
Ah, I see there is some life coming into the water treatment plant. Surely a nice alternative to the same old Maxis one after so many years.

As for the water tower and not knowing which version to pick, I wonder if it would be possible to make a "long term" timed prop out of it. As we all know, the SC4 utility lots have to be replaced after a few decades, but this isn't reflected in the outer appearance after all, just a slow drop in productivity over the years.

I wonder if you could make, say, 5-6 different versions with more and more rust, and put them as timed prop onto the lot (similar to the small flora trees growing into big ones). Just an idea... &idea
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 28, 2018, 09:52:40 PM
Love the 3D work, brings a bigger since of realism to the lot.  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 28, 2018, 10:26:43 PM
Thank you everyone. :thumbsup:

@Andreas I don't want this to be another Roundhouse style lot :) Wayyy too much work for just a simple utility lot. There are more compelling projects that need my attention :D

You can now download them all, 4 zips in total

(https://i.imgur.com/QwZOgm8.jpg)
.
(https://i.imgur.com/kDbFcoZ.jpg)

SM2 Prop Pack Vol10 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3596

SM2 Ciechanow Water Tower http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3597

SM2 Small Water Pump http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3598

SM2 Water Treatment Plant  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3599

Lot count now stands at 65

Page 1 has been amended. http://sc4devotion.com/forums/index.php?topic=17211.0

Enjoy

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 28, 2018, 11:03:00 PM
Thank you Simmer2!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on March 29, 2018, 08:19:54 AM
Great work man  &apls  Will put these much-needed water utilities to good use!
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on March 29, 2018, 06:21:19 PM
Great work for these sewage treatment plants, which will be very useful in many of our cities.  :thumbsup:
Thank you also for the last realization, very useful and realistic.
I admire your "Scrap Metal Transfer Station" whose props are for me among the most realistic and somehow the most beautiful (although it is scrap metal ...) that I could see since a long time: this lot is a true masterpiece !  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on March 29, 2018, 10:43:49 PM
So many lots ... your making a run for Andreas most uploads on the lex record arent you ? ;)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on March 30, 2018, 07:18:14 AM
(https://memegenerator.net/img/instances/80109307/merci-beaucoup.jpg)

I was especially looking for such a water treatment plant. Are you monitoring my computer?  :D

The few I could find weren't really of my state, but this one is perfect.

The water tower and the small pump are great too  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Nevermore on March 30, 2018, 07:20:40 AM
Nick = Spider from Mars  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on March 30, 2018, 07:08:32 PM
...You will have the option to pick either or both from the Utilities menu. ;)...
You are too kind sir!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on March 31, 2018, 01:24:25 AM
You are all welcome!! Really appreciate the likes and replies!

Here is a glimpse of whats to come next...;D
See if you can spot a game first on the lot;) *hint*( introducing real 3d rails...)
.
(https://i.imgur.com/C9irYMM.jpg)
.
(https://i.imgur.com/kBr61VN.jpg)
.
(https://i.imgur.com/nQpXc8U.jpg)
.
(https://i.imgur.com/6BiAdBn.jpg)
.
(https://i.imgur.com/LMmspfW.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on March 31, 2018, 03:03:27 AM
Just an idea: the seam of the foundation of such silos where there is shelter from heavy weather and condense water from the towers giving constant humidity - is a paradise for weeds even on arid ground. Maybe it would give some extra 'realism' (?) to put some small green spots/plants around the silo foundation or some mossy overlay texture?

Anyway, those large compound feed plants - I think they collect grain by rail and distribute the mixed fodder by truck?
Is this the way how they work?

Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on March 31, 2018, 07:28:21 AM
Again, stunning work. &apls

I like the tractor that is off in the weeds in the last picture.  Is that a old steam tractor?
Title: Re: Simmer's Lotting Lab.
Post by: feyss on March 31, 2018, 09:14:20 AM
The STR track going through the lot catched my eyes  :D

Awesome job again!
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on March 31, 2018, 09:48:20 AM
Indeed, this 3d rail and ballast is superb.  :o
And your work on the texture and colors of the dirt road that enters the lot is stunning !  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on March 31, 2018, 01:36:19 PM
Great work Simmer2

Reminds me of when I go up north with all the railway lines that have grain silos servicing the Mallee area of Victoria in Australia.

You have pulled this off quite well ;)

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 02, 2018, 12:16:39 AM
fantozzi Weeds can easily be added either with LE or MMP after you plop it. Don't feel like spending 8 and a half hours re-rendering that monster. I cannot possible make everyone happy  :(

PaPa-J Yep it is. Turn of last century remnant. Left to rot out in the open...

feyss Thanks!

manga rivotra Really appreciate your comment!

eggman121 I'm glad I can evoke such fond memories :)

I just finished some other models which will be used in a couple of sets I have in mind. These are forgotten structures which decades ago had a purpose but now sit silently rusting away, slowly being overrun with weeds and bushes.

Some of the rails have been removed many years ago in order to reclaim the land but the scars of years of usage still clearly shows. More work will be necessary to dig deep and then fill the gaps with clean soil.

You can still see them around railyards and at the end of very old spurs.

There is a Coal Tower, a Coal Unloading Shed, a Rail Water Tower and a few very rusty small Coal Cars. These facilities were a must in order to re-fuel those colossal metal monster which used to roam all the cardinal points of a nation.

Steam could be seen for miles around signaling the arrival or departure of these gigantic machines. Now we can only see them under special occasions, perhaps a town fair but most of them have either been turned to scrap or sit in museums where enthusiasts come to see them up close.

Some older people remember them with fondness and when they hear a steam whistle, memories of days gone, come flooding and perhaps leaves a tear or two....
.
(https://i.imgur.com/0GtGzPL.jpg)
.
(https://i.imgur.com/hReIxGB.jpg)
.
(https://i.imgur.com/lB8qFRc.jpg)
.
(https://i.imgur.com/blbsv0x.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on April 02, 2018, 02:08:01 AM
fantozzi Weeds can easily be added either with LE or MMP after you plop it. Don't feel like spending 8 and a half hours re-rendering that monster. I cannot possible make everyone happy  :(

...

Nick

I have to correct you here: you make me very, very, very happy. Indeed I had the lotwork in mind, not the model itself. 
Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on April 02, 2018, 03:43:44 AM
Idyllic.. wistful... romantic even.. this scene is quite mesmerising. Awesome work  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on April 02, 2018, 05:20:59 AM
These new props are perfect in every way !  &apls &apls &apls
The Coal Tower is so exquisitely textured that you'd think you see a picture!  :o
And thank you for the details everywhere like this grafiti that fits perfectly the metal door of the small shed on the first picture.
You will make a lot of players and "lotters" happy once again.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 02, 2018, 11:48:15 AM
Great work!  &apls Very realistic. Looks just like something you would find in a small town somewhere in Kansas.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 02, 2018, 04:31:37 PM
Wow, the monster is finally finished  $%Grinno$%

...The Coal Tower is so exquisitely textured that you'd think you see a picture!  :o
And thank you for the details everywhere like this grafiti that fits perfectly the metal door of the small shed on the first picture...
Indeed the textures are very realistic  :thumbsup:
I didn't notice the grafiti on the shed the first time I looked, but it fits it perfectly!
Simmer2: grafiti master :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 05, 2018, 01:22:44 AM
Thank you for the replies everyone!

So far I have the Grain elevator SD and HD versions ready to go. I also made a variant of the silos for modularity sake, for a total of 4 lots.
I also made a stand alone Coal tower lot and extensions which I call SM2 Old Coal Tower Spur. These lots are made with custom 3D rails, ties and ballast (not textures).

Kind of an end of the line rail lot (today) where trains used to go through to refuel with coal and water before proceeding on their journey.

After removing the continuation rails, the Mayor decided to leave the area untouched by turning it into a city Landmark....
.
(https://i.imgur.com/TobUh50.jpg)
.
(https://i.imgur.com/O10xGpB.jpg)
.
(https://i.imgur.com/BV0mrlv.jpg)
.
(https://i.imgur.com/8NV5vXo.jpg)
.
(https://i.imgur.com/gS3l3LT.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 06, 2018, 01:05:06 AM
Well, I finally started to play the game again, specifically the farming side of it. So I downloaded Fantozzi's wonderful farmer's tool box and installed it. (still trying to zip up the coveralls  :D)
So far so good Fantozzi!!

Of course I did not miss the chance to test out a couple of things of mine.
The standalone silos I made look great among the fields. Both the doubles and singles.

Here are a couple of pics.
.
(https://i.imgur.com/NsRfc0Y.jpg)
.
(https://i.imgur.com/N40ceak.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on April 06, 2018, 09:58:59 AM
That 3D rail is superb.   :thumbsup: Only if it would be possible to make all rails like that.
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 06, 2018, 11:37:59 AM
The silo's are way cool, and I love the cattle yard.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 06, 2018, 06:21:20 PM
From Grungy to Agri as if nothing happened $%Grinno$%

I'm looking forward to your new sets  :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 07, 2018, 07:22:42 AM
Great work  &apls

BTW yesterday i took a short trip to a town south of my city and i found some things that may inspire you :D maybe :D

(https://3.bp.blogspot.com/-xTy3LThJLZI/Wsi1MOsswsI/AAAAAAABdpo/9pI_kD6buJs58bLilRs7eIQHe-zobWnDgCLcBGAs/s1600/IMG_1053.JPG)

(https://1.bp.blogspot.com/-Dt0nnSVB9zk/Wsi2HqxNvOI/AAAAAAABdpw/FcyAcVOL5SEd9e4y-YO_cOv7Kg21UjsyQCLcBGAs/s1600/IMG_1082.JPG)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 08, 2018, 02:35:09 AM
Lots ready to be deployed now stands at 11.....

Along my travels I picked up an impromptu cooperation with kingofsimcity. He has a great idea regarding making some abandoned looking lots that will grow here and there on a map, giving a more grungy feel to SC4. (He posted some pics over at ST)

My part is to create a set of props that will make this project possible. I started the process and already have several ready. I'm probably going to make over a dozen different ones to diversify the project. I will then release a specific prop pack for this purpose.

Here are a few (These are test lots. Kingofsimcity will make and release the final lots)
.
(https://i.imgur.com/pxs4w3t.jpg)
.
(https://i.imgur.com/diCOjif.jpg)
.
(https://i.imgur.com/2Bi14rj.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 08, 2018, 08:23:49 AM
Have you considered making ruins that match the footprint of some of the popular housing sets ? (ie CP's).
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 08, 2018, 10:18:56 AM
amazing, you've just took SC4 to an entire new level. could you make those ruined homes as parks? they'll fit very well in a post ap play or former soviet area play
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on April 08, 2018, 03:26:54 PM
It seems like you have several great ideas a day!   &apls &apls &apls
Your SM2 Future Old Coal Tower Spur is absolutely stunning! 3D rail, buildings, prop and of course texture: we reach the perfection!  :o
Your silos, although industrial in form, are very charming and even suitable for rural use, that is great.
And, your last idea, is undoubtedly one of the one that enchanted me the longest: finally ruins correctly reproduced for Sim City 4.
In summary many excellent things to come and a huge thank you to you!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on April 08, 2018, 04:24:03 PM
Really nifty idea! I really like seeing totally left-field stuff that no one else has thought of  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 08, 2018, 07:37:26 PM
You are so full of surprises. I find myself waiting excitedly for the next project. Outstanding work.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 09, 2018, 02:20:27 AM
Thank you for the kind words, everyone!

@Kitsune The model's foot prints is somewhat close to many generic house models in game.

@Unconstantean As I have stated above, I will not be making the lots with these models. Kingofsimcity will be the one to ask regarding lotting styles.

Here are 2 more models. One is yet another basement but with a somewhat intact corner tower and the other is fully above ground with walls showing decay. More to come, stay tuned.
.
(https://i.imgur.com/Yepe0cI.jpg)
.
(https://i.imgur.com/VXXWedy.jpg)
.
(https://i.imgur.com/ZXshdKw.jpg)
.
(https://i.imgur.com/lr7NGsa.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 10, 2018, 03:04:49 PM
And we're back to grungy $%Grinno$%
The ruined models are looking really promising, looking forward to the final product :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on April 10, 2018, 03:30:23 PM
Good to see some more basement models!
How did you get the masking to work in GMAX? Normally you need to bat a little bit of the ground around the model to hide the underground parts from showing....or was it just a trick of the LODs? Either way, well done :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on April 10, 2018, 04:05:27 PM
Wonderfully good! That one with the tower looks like it would've been a spooky mansion in the past. :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 11, 2018, 12:16:32 PM
Thanks guys!!

Good to see some more basement models!
How did you get the masking to work in GMAX? Normally you need to bat a little bit of the ground around the model to hide the underground parts from showing....or was it just a trick of the LODs? Either way, well done :thumbsup:

Hi Matt.

Masking does not work on Gmax  :( So I create a tight custom LOD that extends a bit over the model. Everything under the LODs gets rendered. It gets pretty complex when dealing with multi shaped under the plane models but as long as I attach all the shapes I make for the LODs to each other, it works like a charm
Each LOD set is tailored specifically to the model at hand.

Masking works the other way, I think. The mask "hides" what you don't want to render. But you already know that :D One day I will graduate from Gmax and dive in 3dsMax ;D

Cheers

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on April 12, 2018, 03:16:32 AM
I didn't think masking worked in gmax, but as always, there's usually a pretty good work-around (lord knows I used gmax for long enough myself), and it looks like you've nailed it   :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 12, 2018, 10:32:55 AM
Thank you Matt :)

More of the above models are done but here is a special one...

Continuing the semi abandoned/decrepit look, here is an old Texaco gas station...still WIP .Putting the final touches.
I did not want it to be completely abandoned therefore I made it so it can be made functional in game thus giving you an old 50's Texaco Gas Station  ;)
I will be lotting this with a custom asphalt base texture.

This is a non rendered picture.
.
(https://i.imgur.com/zBGSZ0P.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: b22rian on April 12, 2018, 01:48:15 PM
very nice, nick..

That is just the way i remember them  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 12, 2018, 02:21:34 PM
what a beauty  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on April 13, 2018, 12:42:03 AM
I can't imagine a roadmovie without these kind of facilities.

You know, in ancient greek mythology there was the ferryman on the border to the unknown world and you had to pay him and leave the common ground - on road movies the ancient 'ferryman' became the filling station attendant at the edge of the dessert ... the outpost of civilization. Beyond this place begins the afterworld.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 13, 2018, 02:12:09 AM
Thanks! b22rian and Unconstantean

@fantozzi Very good analogy! I hope you have a gold coin to give to Charon when the time comes to cross the river Styx.

Here is SM2 Old Texaco Gas Station albeit sans a better lotting but it will do for the moment.
.
(https://i.imgur.com/B0Sxb8m.jpg)
.
(https://i.imgur.com/YQ9HPK7.jpg)
.
(https://i.imgur.com/5iuViTc.jpg)
.
(https://i.imgur.com/Y50W3sH.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on April 13, 2018, 03:38:08 AM
That 3D rail is superb.   :thumbsup: Only if it would be possible to make all rails like that.

Was thinking the same, just can't keep my eyes off them! Seems the ballast is similarly treated as well--really looks fantastic!

Loving your work on all the other projects going on, all packed with detail and filling a useful niche  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 13, 2018, 05:30:47 AM
the texaco looks amazing, the only thing it's missing is the totem

(http://a4.pbase.com/o4/21/571721/1/118995848.apLtXVfM.19__Stan_Texaco2_425Htext.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 13, 2018, 10:54:21 AM
Nice looking BAT.  Could use more service stations in the game.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 14, 2018, 04:37:58 AM
The Texaco gas station takes me back to Route 66  :)

I have to agree with @Unconstantean, a pole with the logo would finish it of.

(http://www.gaspumps.info/gallery/d/10587-3/dwighttexaco66.jpg)
Thanks for al the new stuff you are making for us  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 14, 2018, 05:55:09 PM
Thanks everyone!

Special thanks to Unconstantean for that pic with the Texaco old sign. I was looking for a better than the one I found.

New models (changed a few things)

Here is they are. They you ask? Yup I made 2 version... Oh and before anyone asks, these models will not have night lights beside the lit sign. (those old stations were pitch black at night)
.
(https://i.imgur.com/tXX3rbr.png)
.
(https://i.imgur.com/z4JszlS.jpg)
.
(https://i.imgur.com/FTRzXdO.jpg)
.
(https://i.imgur.com/84E8Hng.jpg)
.
(https://i.imgur.com/9oZIEGD.jpg)
.
(https://i.imgur.com/IK8eji9.jpg)
.
(https://i.imgur.com/xdTBohK.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 14, 2018, 06:10:00 PM
The totem is from 1950. Also they did have night lights. Spot lights above the pumps and the TEXACO or CALTEX had neon lights.

(https://c1.staticflickr.com/4/3654/3336881873_27e4b2d67c_b.jpg)

(http://www.texaco.com/images/1930-03.jpg)

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTsSu99bROn9muzYTWR6JuWzk2kl4Z2DpbylmBtJ-MrjdQ_6V50)

(https://i.pinimg.com/originals/ab/49/88/ab49887c96516388af7ffb38acd43ead.jpg)

Between 50s and to early 70s everything was lit up like crazy. The new streamline deco lifestyle was merged with neon lights futurism and space age design.

(https://c1.staticflickr.com/2/1462/23679101373_99ef014180_b.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 14, 2018, 06:54:49 PM
Unconstantean
Thank you for removing the double post with the other 10 pics.

Nick

PS I do not mind 1 or 2
Title: Re: Simmer's Lotting Lab.
Post by: dyoungyn on April 14, 2018, 09:20:31 PM
Oh boy doesn't Mel's remind you of "Happy Days" with the Fonz'?
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 15, 2018, 05:50:23 AM
Sorry Nick i got a bit carried away  &ops
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 16, 2018, 12:04:56 AM
A few more items off my ledger...Including a smaller version of the SM2 ADM Grain Elevator, a couple of new "decrepit" models including a flooded one and a station or 2... Also a new set of "broken" old pressure treated fence for the abandoned lots.
.
(https://i.imgur.com/0XBfNSr.jpg)
.
(https://i.imgur.com/UrTBgg4.jpg)
.
(https://i.imgur.com/DGjGQF4.jpg)
.
(https://i.imgur.com/gFqOVOD.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on April 16, 2018, 09:07:09 AM
Interesting work as ever- :)

Two questions though. (not related to abandoned lots)

1. What street texture you are using? The grey with white dotted line.

2. what is that light brown (and green) "reed" like flora prop you are using? Especially in some of our old industrial lots. I need something like that for my own lots. I like weeds. ;)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 18, 2018, 12:43:53 AM
Thanks bombardiere

You mean the street texture with the solid double line? That is part of NAM36, SAM11 to be specific.

To answer your second question look here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2687

The reason why I have not release any of the new work I have shown (quite a lot) is because I'm completing SM2 Prop Pack Vol11. No point releasing bits and pieces.
There will be around 80 new HD props once complete. Should not take much longer.

Here are 2 more "decrepit" models for the Abandoned project I'm prepping for kingofsimcity.

1
(https://i.imgur.com/uFEy7ps.jpg)
2
(https://i.imgur.com/vw6iYmS.jpg)
3
(https://i.imgur.com/YZv4sUr.jpg)
4
(https://i.imgur.com/qglNoYS.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 18, 2018, 12:26:54 PM
Hi Nick!

Nice projects over here! :) What is that green modernish building on the first picture? Did you make it? It looks quite nice! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 19, 2018, 01:54:25 AM
Hi Tibi.

You will find that green building in fz-farmprops.dat which is part of Fantozzi's Colossus Farming.

Here are the last pics for the abandoned project. It now ballooned to over 30 props which combined will result in no less than 12 different possible lot combos.
I even made an abandoned pool and a demolition scene. This now concludes this project.
.
(https://i.imgur.com/g2QePW4.jpg)
.
(https://i.imgur.com/Mpbr13C.jpg)
.
(https://i.imgur.com/LkvZRoY.jpg)
.
(https://i.imgur.com/kdIMaha.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 19, 2018, 03:24:14 AM
Thank you Nick! I'll check that!
This abandoned building project is awesome :)
Thanks for that! :)

- Tyberius (Tibi)
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 19, 2018, 06:38:49 AM
OMG that house with abandoned pool, amazing,
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 19, 2018, 10:13:23 AM
It reminds me of the arson desk in L.A. Noire  :D

Great addition to the game  ;)
Title: Re: Simmer's Lotting Lab. **POLL** needs your input
Post by: Simmer2 on April 19, 2018, 01:40:58 PM
Thank you!

Lets have a poll.

I'm about to release a bunch of lots and among those are 2 versions of the grain elevator I have been working on. HD and SD.

The question is: Would you like me to release a canal version? It would be made with Cal Canal sections.

Here is an example, very WIP btw but I can re-render the elevator in SD format including the Grain Bridge (which by the way will be included as a separate prop for anyone that wishes to use it for other purposes)

Here are a couple of EXAMPLE pics. The bridge in question is the white painted structure.

(https://i.imgur.com/kbxi6OQ.jpg)

(https://i.imgur.com/ymkrE7Y.jpg)

Let me know

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on April 19, 2018, 04:06:44 PM
We don't have a lot of large industrial or agricultural complex that fit with canals, so of course, i think it's great ideas.  :thumbsup:
And, as always, your props and building here are perfect !, and i think CAL canal pieces is a good choice : i love the way he textured them.
Stunning work also with the abandoned house, like others, i love specially the one with demolition stuff : so realistic !  &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on April 19, 2018, 04:08:49 PM
Looks good.  :thumbsup: I'm happy with whichever one you use for yourself and decide to share with the community, rather than a re-render/relot  :-X
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 19, 2018, 04:18:13 PM
Canal version please  ;)

Somehow a canal version is more "European" to me.
The non-canal version of a grain elevator fits an American scene perfectly, but I would consider the using a canal version in my European cities, even if it's the same model

Thanks for giving us the extra option  &apls  &apls  &apls

edit: the latest abandoned models look awesome!
I like the demolition scene. Much more realistic than an invisible bulldozer-from-the-sky that goes *click*  :D
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 19, 2018, 06:47:20 PM
I like the looks of the canal version but I really don't play with the canals that much.  I would like the non-canal version.
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 19, 2018, 06:47:29 PM
CN pulling pacman CP cars :D I like the canal version a lot, I think a lot of people will find a use for it (I dont use canals so I know I wont).
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 20, 2018, 06:29:00 AM
Hi!

Since I asked the canal version again, after I saw the pictures about it back in last December, obviously I would like to see a canal version too. Atm I don't have any agricultural development, but in the future I'm planning to develop agricultural tiles and the canal system will be essential, so i would use the canal version and the normal version too...

Thanks the poll anyway, it's a good idea!

- Tyberius
Title: Re: Simmer's Lotting Lab. **POLL** needs your input
Post by: feyss on April 20, 2018, 04:39:16 PM
The question is: Would you like me to release a canal version? It would be made with Cal Canal sections.

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!  :D

BTW, where are those different boats from?
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on April 20, 2018, 06:14:48 PM
concerning the unofficial poll and In the final analysis  ::)  it is up to you...

 %confuso   However... ???  I am in teh model railroad mode of late and everything rural rail, rural farm, rural retail, rural church, rural civics is what I am looking for...


therefore I am a non-canal railroader... no canal needed here  :satisfied:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 21, 2018, 02:08:11 AM
Thanks for the input on the matter and thank you for the likes!!

Well, here you go, fully re-rendered for fluvial settings! 3 options are now available Fully decked SD, half decked HD and SD with Grain Transfer Boom attached.

This is the Cal canal version.
.
(https://i.imgur.com/W7iEgvr.jpg)
.
(https://i.imgur.com/tyNhMe0.jpg)
.
(https://i.imgur.com/3uUPMm9.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: gtaman on April 21, 2018, 02:10:25 AM
What about SG Canal?
Great work anyway :)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 21, 2018, 07:22:43 AM
That's even better IMO  :D
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 21, 2018, 08:12:24 AM
That's a fantastic agri addition to the game!
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on April 21, 2018, 07:35:18 PM
It looks great. I love the diagonal arrangement of the silos. Nice touch  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 22, 2018, 11:30:06 PM
Thank you everyone!!.

Here are a bunch of lots and another prop pack up for grabs.

SM2 Prop Pack Vol11 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3605
SM2 ADM Grain Elevator SD http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3606
SM2 ADM Grain Elevator HD http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3607
SM2 ADM Grain Elevator SD Cal Canal http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3608
SM2 Steampunk Bus Stops http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3609
SM2 Old Coal Tower Spur http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3610
SM2 Old Texaco Station http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3611

Page 1 list has been amended http://sc4devotion.com/forums/index.php?topic=17211.0

At a glance...
(https://i.imgur.com/Z4Zrnzq.jpg)

Have fun!

Simmer2/Nick

Title: Re: Simmer's Lotting Lab.
Post by: feyss on April 23, 2018, 04:20:20 AM
(http://i.memeful.com/media/post/GMEZm3R_700wa_0.gif)
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on April 23, 2018, 10:36:50 AM
Thanks Buddy!  ;D
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 23, 2018, 02:34:54 PM
OMG it's christmas again  :bnn: :bnn: :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 24, 2018, 01:38:03 PM
Thanks everyone!

A little hint on what is in the pipelines....

What could it be uhmmm  :P
.
(https://i.imgur.com/IYDtUtC.jpg)

SImmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 24, 2018, 02:01:13 PM
Finally!!!!
After how many years? 1-1,5 now? Attack of the subway cars? :D :D  &apls &apls &apls &apls &apls
Keep them coming, Nick! :)

Thanks for your work!

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 24, 2018, 02:40:17 PM
I've been debating where to put a subway yard or three in my region. I know Toronto has 3 different types of subway yards, and a 4th to be added.
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on April 24, 2018, 02:51:56 PM
Wow!

Time to start downloading  :thumbsup:

...
A little hint on what is in the pipelines....

What could it be uhmmm  :P
....
I dunno, airplanes?  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on April 24, 2018, 05:59:32 PM
NY metro junkyard? <3 <3 <3
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 25, 2018, 12:06:09 AM
Thank you.

This is one hell of a complex base texture to make!! The third rail is a :angrymore: to make it conform. Been at it for several hours.

This is a tiny tiny tiny section. It is most definitively WORK IN PROGRESS.
.
(https://i.imgur.com/6HToycq.gif)
.
(https://i.imgur.com/zk9KFck.jpg)

Simmer2/Nick


Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on April 25, 2018, 12:47:46 AM
If this is what I think it is I am really excited about this project!

I have considered stationing/ Depot yards for a while now to the point that I planned to make some of my own. I am so glad that such a project has been taken up and is in very capable hands :thumbsup:

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 25, 2018, 10:16:05 AM
How do you do your massive base textures? Is it one giant texture that is Guillotined in gimp and then carefully placed in game ?
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on April 25, 2018, 10:43:31 AM
How do you do your massive base textures? Is it one giant texture that is Guillotined in gimp and then carefully placed in game ?
As I know, yes, he is doing something like that just with PS (PhotoShop), but he will correct me, when he is here and if I'm wrong. :) He makes the whole base of the lot, than cut it up, than turn the pieces SC4 base textures...
Something what I'm not able to do, so I try to reuse and modifying existing textures, but so far I haven't done to much, that's why some of my projects ON HOLD atm. :)
But yepp, Nick's scennarios are masterpieces from the buttom to the top... :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 25, 2018, 05:10:27 PM
@eggman121 Been thinking about this project on and off for over a year. As a matter of fact I had already made most of the props a long time ago. Now that I have most of my smaller projects realized, I can focus on this behemoth  :)

How do you do your massive base textures? Is it one giant texture that is Guillotined in gimp and then carefully placed in game ?

Tyberius06 has a gist of it.

Photoshop is my main texture editing program and along a couple of other apps, that is what I use to create custom textures.
I basically start with 3 main layers: the asphalt or concrete (depending what I want to make) is made with dozens of textures that I have pre made.  I then stitch them and fade clone them together to form the base.
The second layer is the "Dirt" which is made in a similar fashion and the last layer is the grass, same modus operandi.
Keep in mind that all of these are made to game scale while in keeping the overall scale of the lot and off course the sharpness. A good eye on perspective goes a long way.

I then add the rails after bending them to the shapes that I need, also straights and angled pieces. I also add any concrete bases for the buildings. At this point it is paramount for you to have an idea where the buildings, props, roads, parking and even where vegetation is going to be placed at. A dash of creativity is a must here.
I see the whole assembly before I even click on the first pixel, I already have a pretty good idea where everything is going to go. Also a good idea of dimension is a must, to avoid major mistakes after several edits, it would be tragic to have to go back to the original 3 layers in order to make adjustment.

I do, off course create "save points", for instance when I made the base texture for SM2 Gogar Tram Depot, I created 23 revisions or "save points" once I was done the project folder ballooned to a fat sized 1.3 gigabytes.

Then comes the tedious rail turnouts making, by using lots of careful erase strokes at 1-3 pixel and other wonderful PS tools.

At this point in the game (pun intended) depending on the size and complexity of the lot, you should have anywhere between 50 to 150 layers showing. For example, there are 93 layers so far on this last project. It will probably be around 150 easy, by the time I'm done.

Now comes the fun part, erasing and blending the dirt and grass according with what you want showing on the base texture. This is where your artistic ability come in to play. There is no easy way to explain this phase, you just have to have a feel for it.

Once you are satisfied with the preliminary results, save 1 more time in PSD format and then in PNG format. Make sure you "flatten" the PNG to avoid transparencies.

Grab the next available IID from your texture range, open GoFsH, paste the IID and then after a couple of inputs let it loose!! Rivit (genius dude) added a wonderful function which not only it slices and dices the texture plateau but it will also DAT packs it in one go.

Now you are ready to create the lot. Make sure it reflects the original size of the one you just made (I have PS grid set at 128 pixels) After plopping all the textures and the main buildings and some props, you can get a feel of what you want it to be.
If necessary, you can make minute edits on the main texture and then rinse and repeat. The beauty of this process is that you do not have to create new lots. Just re-assign the same first IID you used the textures will appear correctly once you open either LE or Xpim. As long as you keep the over all size of the lot and do not forget to delete the older texture pack, it works!

There are other steps in this process but that^^^ is the bulk of it.

Also having the ability to create your own props on the fly plays a huge part in facilitating the process :)

Cheers

Nick
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on April 25, 2018, 05:33:46 PM
Holy that is a lot of work! And here I am googling for ashphalt textures lol (I'm a writer ... all kinds too ... very little talent with images etc, what I know with gimp is to just help a little with websites and now simple simple textures ). And yep goFSH is a wonderful tool ... helped me rip over 500 RRW textures, color correct them and re-iid them.
Title: Re: Simmer's Lotting Lab.
Post by: huzman on April 26, 2018, 04:38:40 AM
@Simmer2, that is a precious bit of information, the most extensive I've have seen from you.
Now, a question of course: I have an old Photo Elements somewhere, can I use it instead of PS?

Thanks for the tut!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 26, 2018, 12:04:58 PM
@Simmer2, that is a precious bit of information, the most extensive I've have seen from you.
Now, a question of course: I have an old Photo Elements somewhere, can I use it instead of PS?

Thanks for the tut!

huzman Unfortunately I'm not familiar with that software. My entire explanation is based on Photoshop because I have been working with it since 2007. I tried Gimp but it just does not compare.

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on April 27, 2018, 01:37:07 AM
No peeking!! :P

Still very much WORK IN PROGRESS.

A random corner...
.
(https://i.imgur.com/uc72zp0.jpg)
.
(https://i.imgur.com/HbcT7J6.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on April 27, 2018, 05:59:12 AM
That looks excellent and the third rail texture is very good. Would you consider alternative subway train props as a later project? Maybe something like the London Underground S7 stock?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 01, 2018, 01:57:04 AM
That looks excellent and the third rail texture is very good. Would you consider alternative subway train props as a later project? Maybe something like the London Underground S7 stock?

Perhaps...

2 more random pics. Still WIP.
.
(https://i.imgur.com/n8xpTph.jpg)
.
(https://i.imgur.com/ZsryLld.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 02, 2018, 12:12:37 AM
Re-rendered the angled building with a better roof and added several more props.

Here is a better view...you can see the underground access ramps.
.
(https://i.imgur.com/874ce0j.jpg)
.
(https://i.imgur.com/gWXT5on.jpg)
.
(https://i.imgur.com/zOTYkQD.jpg)
.
(https://i.imgur.com/9pJoJcN.jpg)
.
(https://i.imgur.com/sjn8FuZ.jpg)
.
(https://i.imgur.com/UICE15H.jpg)
.
(https://i.imgur.com/5L9QFJ2.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on May 02, 2018, 03:40:00 AM
Heh, admittedly, now the roof of the angled building looks a little too grimy, compared to the all-new looking straigt ones. ;) I also wondered about the nightlights in the parked subway cars, shoudn't they be dark (and if there was some cleaning staff or so in them, wouldn't an entire row of cars be lit equally?).

Obviously, those are minor issues, I really like the idea of such a large subway maintenance yard, all the little details make it alive, and the rail textures are top-notch, as usual! The subway tunnel entry looks great as well! :)

The only "downside" is that we'd have to wait for a new set of GLR textures in that style, in case we'd want to build a lightrail system on multiple levels. But maybe you're working on something like that already? :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on May 02, 2018, 02:34:41 PM
That subway tunnel entrance is great ! .... any change of a diagonal too ? :)
Title: Re: Simmer's Lotting Lab.
Post by: mgb204 on May 02, 2018, 04:39:42 PM
That subway tunnel entrance is great ! .... any change of a diagonal too ? :)

I think you'll find that's one of mine (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3396). As for diagonal variants, maybe in the future I might consider it, the model itself is no real work, but the modding would be. Considering I've barely done anything SC4 related for months, I wouldn't hold your breath though.
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on May 03, 2018, 03:16:51 AM
Excellent lot! Very nice indeed &apls
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on May 03, 2018, 10:59:02 PM
Looks great! All those trains and no graffiti  $%Grinno$% :D
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 06, 2018, 09:45:52 PM
@Andreas The angled building was the original repair shop, the ortho buildings are far newer  ;D Oh and I already have a GLR texture pack ready, I just do not see why I should upload it. No one is making GLR related lots anymore.
Im going to base the subway lot on the RRW scheme therefore the lot will act as a rail lot without being a station. The subway to rail ramps will have to be plopped outside the lot just like I have shown. Thanks!

@Kitsune, Robin answered your query and thanks for the likes!

@mgb204 Thanks for the answer.

@Gugu3 Thank you!

@matt325....dang! I already rendered all the variations, 9 in total. Perhaps I will render 2 or 3 NY graffiti style :) Thank you!

Now for something different. I have been working on sunken rail stations and have finally worked out the proper dimensions and LOD setup so that automata can be seen crossing the lot. It may look drab and dirty but that is exactly what I want to portray, a bare bone no frills utilitarian sunken train station.

This one shown is just a mock up made in low res and it works as intended. Therefore WIP alert.
The final model will be in HD with far more details (full railings, news stand, ticket kiosk and night lights)

WIP
.
(https://i.imgur.com/do7wjGB.jpg)
.
(https://i.imgur.com/I0QjDAv.jpg)
.
(https://i.imgur.com/oEMgnIA.jpg)

Simmer2






Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on May 06, 2018, 10:42:48 PM
That is so cool Nick  :thumbsup:

There are some of these stations that have been Grade separated from the road network here in Melbourne and these may give you some Inspiration (https://www.google.com/maps/place/St+Albans+VIC+3021/@-37.7443958,144.7998153,453m/data=!3m1!1e3!4m5!3m4!1s0x6ad65f984f5edb83:0x5045675218cd3b0!8m2!3d-37.736111!4d144.803889)

Also Here (https://www.google.com/maps/place/St+Albans+VIC+3021/@-37.7596213,144.811102,194m/data=!3m1!1e3!4m5!3m4!1s0x6ad65f984f5edb83:0x5045675218cd3b0!8m2!3d-37.736111!4d144.803889) is another station just south on the same line.

I did with some success try to make some sunken stations but of course I can't beat the master :D

-eggman121 (Stephen)


Title: Re: Simmer's Lotting Lab.
Post by: feyss on May 07, 2018, 07:21:35 AM
It looks promising  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on May 07, 2018, 02:39:52 PM
Very useful, thanks!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 11, 2018, 12:54:21 AM
Almost done!! I just got to complete the night lights  :)
.
(https://i.imgur.com/LDUKydF.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on May 11, 2018, 02:37:45 AM
Oh, it's goood! :)
I like this, only one little thing. There isn't any STEP FREE access. Which fine by me, but those poor disabled folks... :(
HOWEVER, I know plenty of places even in bigger cities (not to mention Budapest), where also there isn't any STEP FREE access.

Anyway, this will be a really nice addition, thanks for making it! :)

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on May 11, 2018, 06:36:03 AM
It's very austere. And that's very fitting for an urban station like this &apls

love the posters btw :)
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on May 11, 2018, 10:50:08 AM
Nice!!!  :bnn:
According to your tests, it is possible to add props over the model, or they end z-fighting? I would be interested on relotting it with a cantilevered roof, to make a 'refurbished' station.
Anyway, simply great work, as always. You have real talent!
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on May 11, 2018, 08:19:04 PM
Very Sharp!  Another great work, indeed.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on May 12, 2018, 06:11:13 AM
Very good!

If I may add something, I would say that the upper part is a bit empty. Maybe adding a small newspaper shop or a former ticket counter could be great  :)
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on May 12, 2018, 05:38:56 PM
Good job. A few more sunken stations are sorely needed....and it's good to see something quite utilitarian.  ;)
Title: Re: Simmer's Lotting Lab.
Post by: bombardiere on May 13, 2018, 10:56:27 AM
Great.  :thumbsup: This is perhaps bit too utilitarian and concretian for my taste, but there not that many sunken railwaystations so a new one is welcomed.  :)

Again, I have not been active with batting, but perhaps one day will do something similar that will match my personal taste.  :P
Title: Re: Simmer's Lotting Lab.
Post by: omgitskosc on May 13, 2018, 11:34:13 PM
I love it! Would look excellent in those run-down areas of town.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 14, 2018, 11:36:07 PM
Thank you everyone!

@matias93 Due to the inherent design of the LODs it is not possible to place props on this lot....nasty clippings will occur. However look below..

@feyss I may add a news stand to complement the vending machines I already placed on the concourse.

There will be 2 versions......and even the one with the roof is designed to show trains without clipping. You can clearly see the automata cross the lot  ;) There is also a path pic showing its functionality. Again, these pics are showing a low res model. Once completed I will render both in full HD glory!
.
(https://i.imgur.com/eNQ4ppa.jpg)
.
(https://i.imgur.com/9qPbwvc.jpg)
.
(https://i.imgur.com/frVgJsx.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on May 15, 2018, 02:54:30 AM
Awesome!!!  &apls  &apls &apls &apls
We want more!!!  :bnn:  &hlp :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on May 15, 2018, 03:47:36 AM
For some reason, the version without roof didn't really convince me, maybe because it looked a bit bare and "run down" (some additional stuff on the platforms etc. might prop it up a bit), but this version with the roof is a beauty alright! The non-HD rendering is perfectly fine, if you ask me, the final result will be lovely for sure. :)
Title: Re: Simmer's Lotting Lab.
Post by: Kitsune on May 15, 2018, 07:28:00 AM
My only concern is for some Sim to be going for a Darwin Award on that roof ....  $%Grinno$%
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on May 15, 2018, 12:33:23 PM
That's a great looking train shed! I hope it will be a separate bat/prop from the rest as I could see a lot of potential in making a large central station with several of those serving as the roof. Having something that nice looking and HD (really nice feature while looking at the HD automata passing underneath) would be an extremely positive development for me. I like the station as assembled here quite a bit too. Might just be the way I imagine things, but it seems like it could look almost nicer spanning a 7.5m deep railway than a 15m. Just a thought, and not backed up by any evidence of it actually being realistic  ::)  Always great to visit the site and catch up what you've been up to!
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on May 15, 2018, 01:59:05 PM
Am I seeing clouds reflecting in the glass  :o :o :o
Nice  :bnn:

My only concern is for some Sim to be going for a Darwin Award on that roof ....  $%Grinno$%
He's just washing the the windows ;D
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on May 15, 2018, 02:52:37 PM
Excellent!  &apls &apls &apls
The idea of noahclem to make another station at a depth of 7.5 m is gorgeous. I believe that this project can be developed and made a set of stations of different heights and depths, as well as with zero height. IMO ::)
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on May 16, 2018, 03:08:26 AM
Great stations Nick! Don't know if it is possible, but I back Noah's idea of a 7.5m station... &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: huzman on May 16, 2018, 09:11:04 AM
I am getting into the Maxis RR, finding it a little plain, I went hunting for more third party mods and LO! bumped in Simmer2's first thread here. (I had to push back my eyes into their orbits...)
So I loaded a good dozen mods with their unreal dependencies lists.
Alas! NONE of the dependencies files worked. "Corrupted file" or some such.

I'm hoping for some help on this and/or pointers to solve this.
Needless to say that all if Simmer2's RRW pictures are mind bogging.

Merci to all
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on May 16, 2018, 05:59:13 PM
I liked the gritty version, but it looks great now it's wearing its top hat  :satisfied:.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 16, 2018, 11:59:41 PM
Thank you everyone for the likes and replies!

@huzman Corrupted files are a possibility, in that case you must re-download all the dependencies again.

I may create a 7.5 meter version at a latter date. Keep in mind that I will have to start from scratch, the only thing I would be able to use from this model is basically the roof.

However....you guys think a sunken GLR version would have any use? Check it out.
Oh and this model in in full HD glory plus night lights...
You can actually see the automata entering and exiting the lot. Gotta love transparencies...
.
(https://i.imgur.com/kDithcH.jpg)
.
(https://i.imgur.com/H1OIXML.jpg)
.
(https://i.imgur.com/e5UpKqG.jpg)
.
(https://i.imgur.com/ofLDJ23.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on May 17, 2018, 12:37:34 AM
As I said on ST, really beautiful and useful as a GLR!!!
About the 7.5 metres version, wouldn't be possible to simply shrink the model vertically? Obviously it will result on some amount of distortion, but my gut feeling is that the roof would be enough to make it almost invisible to the untrained eye.
Title: Re: Simmer's Lotting Lab.
Post by: Terring7 on May 17, 2018, 02:00:34 AM
Very nice station. I like it better with this roof.
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on May 17, 2018, 02:43:39 AM
Really nice work on that, Nick!  &apls &apls &apls
The roof transparency is amazing! GLR version would be awesome too.
Thanks for making this! :)

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: huzman on May 17, 2018, 04:02:04 AM
@simmer2:
(I don't want to invade your lab with my personal woes, so feel free to move this post to wherever it may be.)

I tried to download several lists and got error message.
So I tried to download them individually from the "SM2 Intermodal Terminal (v2)" and got all of them OK.

But I'll be damned if I have to do this to all the lots. On last count they amounted to more than 40 Mo.

thanks for your reply.
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on May 17, 2018, 11:02:58 AM
Awesome work, I love the reflection of the clouds on the roof.
Title: Re: Simmer's Lotting Lab.
Post by: feyss on May 17, 2018, 11:50:25 AM
Nice idea for building some premetro network  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 21, 2018, 11:11:25 PM
Thank you!

Well here is the roof-less version in HD and night lights.
This project will contain 4 stations in total. 2 with roof and 2 without. (2 GLR and 2 train stations)

Here are the last pics.
.
(https://i.imgur.com/UU81FMI.jpg)
.
(https://i.imgur.com/vOZXKXU.jpg)
.
(https://i.imgur.com/jOerIuv.jpg)
.
(https://i.imgur.com/YQ1XqZM.jpg)
.
(https://i.imgur.com/dUFBER3.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on May 22, 2018, 08:44:45 AM
Wow.....  :o  Look a.... REEEEEAAAALLLLL LLLLIIIIFFFE.... underground!!!!  &apls &apls &apls &apls &apls
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on May 25, 2018, 08:19:42 PM
Great work Simmer2  :thumbsup:

I have found this video that has some sunken stations for inspiration...

https://www.youtube.com/v/mCUOUl3wo0o

Hopefully this will help you with the design of a modern variant of a station if you wish to do so ;)

They are based on the Frankston Line slightly South East of City (Melbourne)

-eggman121

Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on May 26, 2018, 08:08:31 PM
All the variants look great....very useful indeed  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 28, 2018, 07:53:31 PM
@eggman121 Thank you for the inspirational vid. More versions will come!

@matt325 Thanks!

@AsimPika3172 Thank you!

SM2 Oakland Stations are now online. Both options are available (with roof and without)

Heavy rail version... here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3615

GLR version...here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3616
.
(https://i.imgur.com/qp9mvXD.jpg)
.
(https://i.imgur.com/LqyCnV7.jpg)
.
(https://i.imgur.com/H1OIXML.jpg)

Page 1 has been amended. http://sc4devotion.com/forums/index.php?topic=17211.0

Have fun.

Simmer2


Title: Re: Simmer's Lotting Lab.
Post by: reddonquixote on May 29, 2018, 05:53:34 AM
Lovely work as always. Lol, the way the staircases appear to converge almost looks like MC Escher stairs  :D
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on May 29, 2018, 10:27:22 AM
Nice work Siimmer2!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 30, 2018, 01:18:55 AM
Thank you!

Another one of my toys. I leased it to the SETI team  :D
.
(https://i.imgur.com/XF8Gi5X.png)
.
(https://i.imgur.com/U9dehmL.jpg)
.
(https://i.imgur.com/OnvK1A1.jpg)
.
(https://i.imgur.com/I9FGQZf.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on May 30, 2018, 03:27:11 AM
Nice parabola dish!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on May 30, 2018, 06:36:20 AM
Awesome! I can see some use's for that.
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on May 30, 2018, 01:52:22 PM
Simply fantastic!!!
Maybe some optical telescopes could be on sight :wink: ?? I think Matt's Griffith Observatory is the only one available by now, and while is beautiful, is legacy equipment, not something on which scientists would do cutting-edge discoveries...
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on May 31, 2018, 01:02:19 AM
Thank you!

Night lights..
.
(https://i.imgur.com/1P1CQIF.jpg)
.
(https://i.imgur.com/IaEPxSW.jpg)
.
(https://i.imgur.com/lYhVc0N.jpg)
.
Optical.. (@matias93 *wink*
.
(https://i.imgur.com/byrhAvy.jpg)
.
(https://i.imgur.com/HyLPcHa.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on May 31, 2018, 01:12:42 AM
Hehe!
Are you searching for U.F.O.-s, Nick? Both station is really nice and unique again.  &apls &apls &apls
Thanks!

- Tyberius1
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on May 31, 2018, 04:47:27 AM
Really nice  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Unconstantean on May 31, 2018, 10:29:05 AM
(https://i.pinimg.com/736x/12/4f/5a/124f5a4b5e0b31add002cd1f989eb5fd--fox-xfiles-memes.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on May 31, 2018, 01:11:26 PM
Simply wonderful.  I truly love the Telescope.  Great work.
Title: Re: Simmer's Lotting Lab.
Post by: matias93 on May 31, 2018, 10:58:30 PM
Really cool!!  &apls
I know exactly where those nice siblings will go on my region, I'm just having to plan a little to save them from light and electromagnetic pollution...
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 01, 2018, 12:26:39 AM
Appreciate the replies and likes!!!

Last batch before launch.

Re-did the optical telescope: added night lights and several new details including computer banks in the dome.
.
(https://i.imgur.com/ydhbPHS.jpg)
.
(https://i.imgur.com/4EF07Fm.jpg)
.
(https://i.imgur.com/wrp4Lqz.jpg)
.
(https://i.imgur.com/yPsMYgg.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on June 01, 2018, 06:39:56 AM
Nice telescope Nick!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 02, 2018, 11:57:32 AM
(https://i.imgur.com/pbuDLLW.jpg)
.
Nick
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on June 02, 2018, 05:48:38 PM
MOOooo COW Milk does a body good!    ::)  :P   :D
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on June 02, 2018, 07:16:40 PM
Both the dish and the observatory look great...well done, it's always tricky to get white textures, circular objects and Gmax to play nicely together  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on June 02, 2018, 09:21:52 PM
I wanna to believe - The X Files  ()stsfd()
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 02, 2018, 10:19:33 PM
I know its not my usual rail and industry stuff but it feels good to diversify  ;)

The Scopes are now online!

SM2 Aurelius Radio Telescope http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3618
(https://i.imgur.com/yWgVy7p.jpg)

...and

SM2 Newton Observatory http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3619
(https://i.imgur.com/abfSOH7.jpg)

Page 1 has been amended..here http://sc4devotion.com/forums/index.php?topic=17211.0

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 03, 2018, 10:57:19 AM
Awesome! Great work!
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on June 03, 2018, 10:26:00 PM
Super nice. You're texturing is like a stock market chart...up,up,up. Keep it going! I love your work and want to say thanks. Yes, all your stuff goes in my folder.

Cheers, Tiger

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 04, 2018, 12:59:42 AM
So glad a lot of people liked the scopes :)

This is a Bus and Subway Hub and it fits nicely in a roundabout!

Such thing useful?
.
(https://i.imgur.com/Q1JWzPP.jpg)
.
(https://i.imgur.com/stUK60i.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on June 04, 2018, 07:58:09 AM
I like the hub very much, but can't think of an architectual reason why it should be that high.

Maybe to make it half hight?

Maybe to make it a 360 Degree Cinema? Or with darker windows - a conference center like this one:

(https://files1.structurae.de/files/350high/1/20070805/dsc02585_shiftn.jpg)

The congress center in Frankfurt a.M., Germany.

Well, this could be a very versatile shape of a building with many different functions in different texture variations and different heights/sizes.

Just a thought - but I see much more than ONE building, I see many possible buildings in your picture.
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on June 04, 2018, 08:20:53 AM
I like the building itself but wouldn't recommend making it a bus hub. Buses stopping on a roundabout would cause mayhem in the RW.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 04, 2018, 11:25:56 AM
@fantozzi I agree, the building will have many other uses for sure.

@belfastsocrates The bottleneck will not be the roundabout per se (think in SC4 terms). Increasing the capacity of the lot to say 200,000 will make it even suitable for very dense cities. Of course I will test it out with a big city and if someone has a super developed tile, I will gladly give you a copy of the file for testing purpose.
I have seen other SC4 roundabout bus and or subway stops before. I know I have a few in my plugin.

Cheers

Nick
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 04, 2018, 12:14:55 PM
Nice idea and nice model!

If I may add something though, I think that it's a bit too tall  ;)
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on June 04, 2018, 05:07:16 PM
Nice model! Doing your magic with glass textures again  :)

But I agree with @fantozzi and @feyss and would make it smaller (both in height and circumference) if it's meant to go on a roundabout.

As a standalone building on a larger lot it's fine the way it is.

Thanks for the observatory and radio telescope btw :thumbsup:

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 05, 2018, 01:11:38 AM
Ok. The bus/subway hub has been relegated to the "maybe later bin"

On to other things!

This factory/packaging plant is still very much WIP (many more details are on the works)  It will also be rail served.....any guesses?
.
(https://i.imgur.com/y1Rv5bU.jpg)
.
(https://i.imgur.com/biGKOSM.jpg)
.
(https://i.imgur.com/w6wBF0m.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on June 05, 2018, 04:31:41 AM
Milk production?

Looks good so far!
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 05, 2018, 09:46:11 AM
Flour Mill????????!!!!
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on June 05, 2018, 10:56:26 AM
Wow, lots of exciting stuff since I poked around here last! Love the observatory set and those stations are just perfect  &apls  Thanks man!
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on June 05, 2018, 11:36:22 AM
No doubt - this will be the first choccolate milk plant in the history of sc4.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 06, 2018, 12:16:11 AM
Can't hide anything can't I  :D

Added some more details.....still WIP Lot more to go!
.
(https://i.imgur.com/YpgaPlD.jpg)
.
(https://i.imgur.com/J1PikhA.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 08, 2018, 12:44:36 AM
The industrial "evolution"...one pipe at the time :D

Bending pipes is a very tedious job. No wonder plumbers get paid the big bucks!
.
(https://i.imgur.com/hcbzzqT.png)
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(https://i.imgur.com/azKQE1S.png)
.
(https://i.imgur.com/KHrt2nk.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: tigerbuilder on June 08, 2018, 08:24:06 AM
Looking super good!

Cheers, tiger
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 08, 2018, 09:48:45 AM
Really nice work.  Keep it up.
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on June 09, 2018, 12:27:40 AM
The industrial "evolution"...one pipe at the time :D

Bending pipes is a very tedious job. No wonder plumbers get paid the big bucks!

Simmer2

yes quite    %wrd
 ::)  piping in to report...
However, industrial pipeworks is the parlance of pipefitters! ...   :)
while plumbers and plumbing was parlance to residential pipeworks...  ???

just thought to clear that up... learned that growing up as my dad was a master welder/blacksmith/fabricator but NOT a pipefitter...  :P ;)

but that project is a job for pipefitters with plenty of yank...

 :popcorn:

 :popcorn:
Title: Re: Simmer's Lotting Lab.
Post by: fantozzi on June 10, 2018, 02:25:18 AM
It's art.

(http://scottsdalepublicart.org/uploads/photos/slide_8_Industrial_Pipe_Wave_by_Christopher_Fennell_Scottsdale_Public_Art_photo_by_SeanDeckert_CalniceanProjects-7.jpg)
The industrial pipe wave
Artwork by Christopher Fennell, Scottsdale, Arizona.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 12, 2018, 01:31:37 AM
Thanks everyone!

Here is building B, the packaging plant/Admin offices.
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(https://i.imgur.com/67MW02Y.png)
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(https://i.imgur.com/kIPES9s.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 12, 2018, 04:59:18 PM
Fantastic work! Looking forward to new industrials in my cities.

Keep up the great work! :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 13, 2018, 05:49:44 PM
Thank you!

Preliminary lot...

SM2 Borden's Dairy Processing Plant
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(https://i.imgur.com/0UwGsY4.jpg)
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(https://i.imgur.com/Vfp0HJv.jpg)
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(https://i.imgur.com/RegJGu1.jpg)
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(https://i.imgur.com/92eMrOy.jpg)
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(https://i.imgur.com/7fq6YkH.jpg)
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(https://i.imgur.com/WngbVbC.jpg)
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(https://i.imgur.com/wjJemY4.jpg)
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(https://i.imgur.com/GB1TMO0.jpg)

Simmer2

Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 13, 2018, 05:53:03 PM
Wow. Really nice concept. I like the buildings. Did you make new rail cars too? I like the bridge between the two buikdings.

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 14, 2018, 11:44:06 AM
Stunning!  I also like the bridge between the two buildings.  Great job, as always. &apls
Title: Re: Simmer's Lotting Lab.
Post by: brick_mortimer on June 14, 2018, 02:06:07 PM
Fantastic!
Finally a lot where the railway run through the lot instead of at the side  :thumbsup:
Love the railcars too. I can't remember seeing such cars in Simcity before :)
Title: Re: Simmer's Lotting Lab.
Post by: feyss on June 14, 2018, 04:35:58 PM
Sehr gut!  :)
Title: Re: Simmer's Lotting Lab.
Post by: noahclem on June 15, 2018, 04:06:30 PM
New project is looking great  &apls
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 17, 2018, 12:43:34 AM
@Tyberius06 Yup, those are brand new milk tank cars. Thanks!

PaPa-J Thank you!

brick_mortimer Those rail cars are brand new  ;)

feyss Thank you!

noahclem Thanks Noa!

Last pics.

Fixed a few things and also added new proprietary Borden's tractor trailers and a few lights on the parking lots.

Also added some smoke effects!

I made the structures in 3 sections, the processing building, the packaging plant and the bridge. I designed them this way so that the buildings can be used separately to create smaller lots. I also omitted to make built in signs, again this was so they can be use to make different kinds of industrial lots.
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(https://i.imgur.com/YNrqGXj.jpg)
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(https://i.imgur.com/Xb28Qw8.jpg)
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(https://i.imgur.com/PnwSPRq.jpg)
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(https://i.imgur.com/nQCavLu.jpg)
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(https://i.imgur.com/uiuO8oR.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Akallan on June 17, 2018, 03:32:55 PM
Wow, what work! It is detailed and beautiful, your BATs are always excellent qualities. In addition, you do a lot of BATs, it's even better! ;D
Title: Re: Simmer's Lotting Lab.
Post by: Jack_wilds on June 17, 2018, 05:30:12 PM
Love the final proposal!...

also teh milk rail cars are intriguing... like that detail

That Pipefitters union locals did a great job...  :P

the plant is a well done  :thumbsup:

where is the borden cow   ???
Title: Re: Simmer's Lotting Lab.
Post by: Dublin on June 17, 2018, 06:11:15 PM
Here yah go Jack, (http://i68.tinypic.com/24vr9t0.jpg)  (http://i68.tinypic.com/15rid1i.jpg)  (http://i67.tinypic.com/2hefthy.jpg)  (http://i64.tinypic.com/244obj8.jpg)
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 18, 2018, 02:07:26 AM
Here you go, by popular demand....the Borden cow Elsie.
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(https://i.imgur.com/dpbFOYm.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: mattb325 on June 18, 2018, 02:45:39 AM
Looks great! I love the new factory complex :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 18, 2018, 09:02:01 AM
Exactly what it has been missing.  Way cool!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 19, 2018, 12:02:06 AM
Thank you Matt and Papa-J

SM2 Speedy Freight Inc is the next addition to my freight yards line up. (new building). At 5x4 it is the smallest of my yards.
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(https://i.imgur.com/uL3CcmW.jpg)
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(https://i.imgur.com/J4hN4kR.jpg)
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(https://i.imgur.com/RWpgkiH.jpg)
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(https://i.imgur.com/AG5FiTT.jpg)
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(https://i.imgur.com/TJa5fzs.jpg)
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(https://i.imgur.com/sWBdQnh.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 19, 2018, 09:46:56 AM
Nice and tidy.  I don't see a dock for the big trucks, do they off load them by hand?  Maybe a ramp would help?
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 20, 2018, 12:36:29 AM
Been working on modding automatas with great results...
Selective train cars and length.
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(https://i.imgur.com/vRIbbxL.jpg)
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(https://i.imgur.com/7JGjVj1.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Gugu3 on June 20, 2018, 03:10:04 AM
Wow!
Title: Re: Simmer's Lotting Lab.
Post by: belfastsocrates on June 20, 2018, 07:07:16 AM
VERY exciting!
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 20, 2018, 10:08:01 AM
Awesome!!!!
Title: Re: Simmer's Lotting Lab.
Post by: Alan_Waters on June 20, 2018, 10:51:45 AM
How long have I been waiting for them! ..
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 20, 2018, 01:07:25 PM
So glad a lot of people liked the scopes :)

This is a Bus and Subway Hub and it fits nicely in a roundabout!

Such thing useful?
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(https://i.imgur.com/Q1JWzPP.jpg)
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(https://i.imgur.com/stUK60i.jpg)

Simmer2

Hi Nick!

When will get this really nice and unique roundabout station building? I'm eager to play with! :)

Really nice freight railcar automatas too, it will be fun to see them in my industrial areas!
Thanks in advance!

- Tyberius

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 21, 2018, 12:35:50 AM
Thank you everyone!

Tibi I may release it soon.

Here are a few more examples of the selective train cars and length files I have been working on.
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Box cars 25 cars
(https://i.imgur.com/lqekscI.jpg)
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Mixed cars 50 cars
(https://i.imgur.com/2j9hK9a.jpg)
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Oil tankers 25 cars
(https://i.imgur.com/slUzd3J.jpg)
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Closeup
(https://i.imgur.com/vnc72Ve.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 21, 2018, 05:23:31 AM
Well Nick!

That's a really long snake! :D :D  &apls &apls &apls I love the concept...!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 21, 2018, 06:39:46 AM
When you get this finished will there just be one set of cars and engines or will they vary from time to time?
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on June 21, 2018, 04:36:27 PM
Great work there Simmer2

Reminds me of this ;D

https://www.youtube.com/v/jP4-iFIafUo

This is one of the Western Australia Pilbara mining trains. I would hate to get stuck at a level crossings for one of these beasts.

A couple of suggestions since you are working on your automata journey.

1) Is it possible to add more engines to the front?

2) Is it possible to have certain lots generate certain Rail sets.. e.g (An oil yard with oil carriages or coal train to transport coal from a mining site to a power station or export?)

I don't know it either can be achieved but given what I know... You are the man!

Anyway a consistent set of wagons is definitely a great start :)

-eggman121

Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 21, 2018, 10:45:17 PM
This entire project is based on Swamper77's Jestarr rail car automatas. I just decompiled and modified them. In order for this to work I had to separate all 38 files individually so as to be able to give the players the chance to chose whatever car they wish to show up in game.
Furthermore this idea was originally started by Swordmaster a few years ago. I'm just taking it several steps down the road by adding a few more features.


Thanks Tibi!

Papa-J There will be 38 different rail cars to chose from. You will be able to have from 1 up to all 38 rail cars show up but the choice is yours. It will as simple as picking what you want from a folder, however you must chose before you start the game. City Journals will be a bit more interesting when showing trains rolling about.
I'm not providing the locomotive automata. I pick one or two from vester's gigantic locomotive library.

eggman121 I find those videos somewhat relaxing  ()stsfd()

To answer your questions.

1) You cannot have 2 locomotives show up at the front BUT I was able to have it show up at the end of the train (I gave it the caboose IID) I have seen trains setup this way. Locomotive at the front as master (pulling) and the one at the rear as slave (pushing). The rest of the rail cars appear at random therefore they cannot be set.

However it will not be practical to implement. Only way would be to modify all of vester's freight trains automata packs to include a caboose override. Remember that ultimately it is up to the player to chose the locomotive, my work regards the rail cars  :)

2) Unfortunately as far as I understand the game engine, it is not possible to have custom trains generated by lots. Whatever initial setup you have in your train folder is what you are going to get. However I did noticed something on one of your videos, you were able to generate trains on command by plopping something...or am I mistaken.... ()what()

Here is the dual locomotive train (one at the front and one at the back)
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(https://i.imgur.com/ty19BPk.jpg)
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(https://i.imgur.com/e7Yt51X.jpg)
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(https://i.imgur.com/s1RjR4l.jpg)

Simmer2/Nick
Title: Re: Simmer's Lotting Lab.
Post by: eggman121 on June 22, 2018, 04:54:36 PM
Hi Nick

I thought that may be the case with the automata.I did read somewhere that a dual ends where tried on passenger automata but to no avail.

Thanks for the answers so far ;)

Also...

Quote
However I did noticed something on one of your videos, you were able to generate trains on command by plopping something...or am I mistaken....
You mean This? (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=975)

-eggman121
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on June 22, 2018, 05:14:25 PM
You truly are good at what you do! I'm impressed.
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 24, 2018, 02:20:10 AM
Thank you Stephen.

Thanks Papa-J

...hopping hoppers.
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(https://i.imgur.com/xyP6rCf.png)
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(https://i.imgur.com/0YStaHc.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 24, 2018, 04:14:38 AM
Hehe!
I started to phrase my post in Hungarian! :D :D
So you should start a CJ... I really enjoy watching your picture set ups to showcasing your new lots/bats/projects... :)
You put a nice new snake here! :)

Nice job!  &apls &apls &apls

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: manga rivotra on June 24, 2018, 01:31:59 PM
It is always very nice to see, after so many years, new technical improvements to this game, especially when it is supposed impossible.
Always more realism thanks to you.  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 24, 2018, 11:40:21 PM
Thank you!!

SM2 Kennedy Bus and Subway Hub is now online here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3622

Page 1 has been amended http://sc4devotion.com/forums/index.php?topic=17211.0
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(https://i.imgur.com/Z2PNHTZ.jpg)
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(https://i.imgur.com/ptZslCX.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on June 25, 2018, 03:05:28 AM
It's fantastic, that you released this really nice building! :)
Thanks Nick! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 27, 2018, 12:51:32 AM
On holidays in one of my maps.....
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(https://i.imgur.com/mo5pbbW.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: huzman on June 27, 2018, 08:40:21 AM
Hate to correct the master, but...
"Escondida" is the Spanish word for "hidden", not "escondita". English speaking people are murdering Spanish just as the French are murdering English.

Another similar example? It's not "Bandito" but "Bandido".

I hope that there aren't hard feelings, tho.

-h
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on June 27, 2018, 10:05:21 AM
@huzman

The point was not the writing. It was the scene.
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(https://i.imgur.com/ssAz1Gs.jpg)

Nick
Title: Re: Simmer's Lotting Lab.
Post by: huzman on June 28, 2018, 01:31:07 AM
@Simmer2: You lost me there...
May I ask you what you mean by "writing" and "scene"?
Oh, and then I DO have a lot of time in my hands, lots of people do.
Cordially,

-henri
Title: Re: Simmer's Lotting Lab.
Post by: Seaman on June 28, 2018, 02:43:43 AM
@huzman:
I think he tried to tell you, with a wink of an eye, that he focused on building the landscape and scene in the picture so hard, that the "typo" just slipped through. Also, maybe, he is like me and takes grammar and orthography more relaxed, when on holidays.
Title: Re: Simmer's Lotting Lab.
Post by: Andreas on June 28, 2018, 06:46:12 AM
Admittedly, such a lovely scene is indeed a bit spoiled with a typo, and I doubt huzman wanted to lecture Nick. As a perfectionist, I'd try to make sure to get those right, too. ;)

FWIW, those rail cars are another most welcome addition to the game, and our beloved virtual model railroad gets better and better. &apls
Title: Re: Simmer's Lotting Lab.
Post by: huzman on June 28, 2018, 08:18:37 AM
Thanks Andreas and Seaman for clearing Simmer2's message...
Nowhere I want to lecture Simmer2 or anybody. It's not my place to do so. Anyway, he may have taken my post a little too personal. Can I take back?

Let's just say "Case Closed" and go back to merry playing!
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 03, 2018, 05:45:03 AM

.
(https://i.imgur.com/Xb28Qw8.jpg)

Simmer2

I really hope, that we will see these nice industrial buildings and lots soon. :) Really great job, Nick! :)
And those rail car-automatas... Awesome! :)

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 18, 2018, 02:11:44 AM
Back!!

Thanks everyone.

Tibi that lot is ready to go but I'm waiting to fill prop pack Vol12 before launching.

Here is another freight yard....SM2 Pacific Freight Ltd
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(https://i.imgur.com/vGMnkZI.jpg)
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(https://i.imgur.com/3pHxjWi.jpg)
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(https://i.imgur.com/IgLQ0Hw.jpg)
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(https://i.imgur.com/uMIwMCx.jpg)
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(https://i.imgur.com/Pq6VDLY.jpg)
.
(https://i.imgur.com/HD3VPWa.jpg)
.
(https://i.imgur.com/sAbwmE5.jpg)
.
(https://i.imgur.com/0NaOV8q.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 18, 2018, 02:44:47 AM
Hi Nick!

Wow, this is a really nice freight yard :) And I love that freight platform very much! :) (is that platform a separate prop or part of the model, and if it's part of the model, will that be available as a separate prop?)
Really nice job!  &apls &apls &apls &apls

And of course you haven't failed to tease us with some hidden shots of the Oil Depo... ;) :)

Thanks your work!

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Shark7 on July 18, 2018, 12:18:27 PM
I took a break from SC4 for a while (like about a year) and just came back today.  And Wow!  You have been busy.  Great lots, spent most of the morning downloading new stuff to play with.

Great work on all the new stuff and looking forward to downloading even more.
Title: Re: Simmer's Lotting Lab.
Post by: PaPa-J on July 18, 2018, 12:52:18 PM
Awesome Model! Great work!
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 18, 2018, 11:16:54 PM
Thanks everyone!

SM2 Prop Pack Vol12 is filling up nicely.
Here is another goodie you will find in the prop mix.

SM2 Asymmetric Squares Roundabout
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(https://i.imgur.com/QfHmCcO.jpg)
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(https://i.imgur.com/JEjRdkD.jpg)
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(https://i.imgur.com/Hz5tWvu.jpg)
.
(https://i.imgur.com/CxGObru.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 20, 2018, 12:46:42 AM
An old train shed in an abandoned railyard somewhere in Hungary....
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(https://i.imgur.com/3ShLsWv.jpg)
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(https://i.imgur.com/88SR9wF.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: 0715463494 on July 20, 2018, 02:10:07 AM
Great work as per usual man,love your stuff &apls &apls &apls.Must say these community creators of us even rival and exceed the original game designers in my humble opinion :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 20, 2018, 09:46:44 AM
Wooow! That's amazing, Nick!
I already love it, beautiful old and rusty building... Abandoned rail yards are coming!!! :)
Thanks a lot!

- Tyberius/Tibi
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 23, 2018, 01:53:14 AM
SM2 DNA Sequence added to the roster....
.
(https://i.imgur.com/GqlBM2X.jpg)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on July 23, 2018, 04:02:25 AM
Nice roundabout statue!  :thumbsup: Please make more of them!!!  &apls :bnn:
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 23, 2018, 06:06:20 AM
Hi Nick!

That looks amazing! I love it! Is that base part of the model, it's a new base texture? I love that one too...

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 23, 2018, 11:37:15 PM
Tibi It is a new base texture.

AsimPika3172 Here is another....
.
(https://i.imgur.com/H1z9HIC.jpg)

Now that they are out of my system I can go back to doing industrial stuff  ;D

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Tyberius06 on July 24, 2018, 03:42:02 PM
Hi Nick!

I love these roundabout filler props (and of course the lots as well, and that base texture is mindblowing). This third one with the fountain so awesome, that I have to place it onto one of my stations at the entrance plaza to please my sims :D
Beautiful stuffs! Thanks for them!

- Tyberius
Title: Re: Simmer's Lotting Lab.
Post by: AsimPika3172 on July 24, 2018, 07:08:05 PM
How about adding cat statue (appear on Kuching, Sarawak, Malaysia)....

(https://static.tripzilla.com/thumb/d/9/99801_800x.jpg)

.... into roundabout mode, if you want! So very cute!  :thumbsup:
Title: Re: Simmer's Lotting Lab.
Post by: Simmer2 on July 24, 2018, 11:24:10 PM
@AsimPika3172 I don't think putting cats in a roundabout is a good idea  :D Jokes aside, I'm done with sculptures for the time being.

Thanks Tibi  :thumbsup:

Well, back to industrial stuff as promised. Here is section B of the old train park set. It includes a furnace for those hard to find cast iron parts. Back in the old days cast iron was repaired rather than replaced with new parts.

Old and rusty...
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(https://i.imgur.com/sC0KQYQ.png)
.
(https://i.imgur.com/39XTTlD.png)

Simmer2
Title: Re: Simmer's Lotting Lab.
Post by: Krasner on July 25, 2018, 07:20:33 PM
This looks very appealing and inspiring so far, I can already imagine these, with a few other things, sp