Double post because, well, time to get back into the swing of things.

First of all I discovered how to make proper 256 pixel multi-fsh textures, which imho look just a tad better compared to 128 pixel textures. Admittedly it was by lucky accident, however, I'm glad SC4PIM handles them smoothly now, instead of throwing error messages like it would previously. What's more, it appears I've cracked to secret to generating multiple, almost completely seamless textures.
In closest zoom. There're four textures involved here and I dare you to find a single seam!
You can though, look closely! 
It requires no tedious manual labor, other than hitting the 'randomize' button and judging whether or not that particular variation would be a nice fit. Another example.

Six textures involved here and again all are pretty much seamless. Yes, the colors still leave something to be desired but more important is the fact that finally, the texture doesn't turn into a monochromatic blur when viewed from afar!

This was somewhat of a issue and some textures still suffer from it but I've found a little post processing goes a long way to counter this.
Meanwhile, over at Simpeg interesting developments are taking place.

The so-called Historic Harbor set - a collaboration between me,
Simcoug and
Krashspeed - is starting to shape up quite nicely. The pieces can be directly plopped into water so you don't have to bother terraforming as much. However, the orientation of the deck, combined with curves and diagonals proves to be a challenge. Most likely there'll be two menu entries for each piece, with a 90 degree difference in deck orientation. Unless we can come up with a clever alternative. . any suggestions, perhaps?
Also, I wanted the pieces to be located in the seaports menu, which is easy enough to achieve by changing the Occupant Groups. However, it turns out when I do this they no longer show in the city budget. Not under parks, nor under seaports, where I would expect them to be. Does anyone know how to get the pieces back into the city budget? Either as parks (while retaining their position in the seaports menu!) or ideally, if possible I'd like them to be accounted for as seaports, though with a small monthly cost per piece. Any thoughts on the matter are greatly appreciated!
At any rate, lets continue. Did I already mention there's neat stuff going on over at Simpeg?


Like, really neat stuff.

All the props go to
Krashspeed!
pun intended!
Basically he takes any idea I and Simcoug throw at him into consideration. Quays, sure why not?! Some (medieval) harbor cranes, no problem. Though iirc he came up with the horse tram, which is frigging awesome if you ask me. Latest I heard he has become a dressmaker. .

And finally something I've been playing around with the last couple of days.

Nothing special really, it just hit me this would probably be a good flora mixture to go along rural streets.

At the moment I'm contemplating wether or nor to add Murimk's flat rocks into the mix. What you do you think?
Maybe it'll turn into a more extensive street mod as I do have a few more ideas
(though this already is quite dependency heavy
). Or maybe it doesn't, I'll see.
That's it for now!
