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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent LOT Editor Projects => Topic started by: Tyberius06 on August 09, 2016, 06:25:34 PM

Title: Tyberius (Heretic Projects) Lotting and Modding Experiments
Post by: Tyberius06 on August 09, 2016, 06:25:34 PM
Hello Everybody! :)

Well this is my lotting development thread. I repurpose this first thread, since it's lost its original function and due to my previous image hosts were ceased I lost the pictures from here and from most of my post.
In this first post (and the first section of it) I'm gonna collect all of my upload from LEX and STEX too and will update when I release some new stuffs. (Klicking onto the picture you can reach the primary release - by default that is the LEX -, and where there is alternative download option you can find that under the picture, but some of my releases only available on STEX.)

I. Section

1) Heretic Seaport Project v1.5

(https://imgur.com/BeRTcjH.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403)

STEX link (https://community.simtropolis.com/files/file/31296-heretic-seaport-project/)

2) Heretic Seaport Project Expansion vol. 1

(https://imgur.com/SCNoMxx.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429)

STEX Link (https://community.simtropolis.com/files/file/31358-heretic-seaport-project-expansion/)

3) Heretic Slope Side Walls

(https://imgur.com/COIVyzh.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3437)

STEX Link (https://community.simtropolis.com/files/file/31379-heretic-slope-side-walls/)

4) Heretic IRM Fillers Diagonal Walls Expansion

(https://imgur.com/ljoOLwf.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3489)

STEX Link (https://community.simtropolis.com/files/file/31485-heretic-irm-fillers-diagonal-walls-expansion/)

5) Heretic-Tariel Various Plaza Lots (Only available on STEX atm)

(https://imgur.com/p6CjS7u.jpg) (https://community.simtropolis.com/files/file/32026-heretic-tariel-various-plaza-lots/)

6) Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces) (Only available on STEX atm)

(https://imgur.com/M3IsC4T.jpg) (https://community.simtropolis.com/files/file/32027-heretic-tariel-eblt-plaza-expansion-mirror-pieces/)

7) Heretic Paeng's Urban Recreational Canal Expansion (Only available on STEX atm)

(https://imgur.com/iUVOlXB.jpg) (https://community.simtropolis.com/files/file/32045-heretic-paengs-urban-recreational-canal-expansion/)

8) Heretic SG CAL Canal Expansions

(https://imgur.com/tuh7GmI.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3565)

STEX Link (https://community.simtropolis.com/files/file/32076-heretic-sg-cal-canal-expansions-vol-1/)

9) Heretic Essentials v1.1 (built: 13.09.2018),

(https://imgur.com/S9HZCQe.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3625)

STEX Link (https://community.simtropolis.com/files/file/32371-heretic-essentials-v10/)

10) Heretic Shell Service Station

(https://imgur.com/3nkrhjB.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3626)

STEX Link (https://community.simtropolis.com/files/file/32372-heretic-shell-service-station/)

11) Heretic GLR Station and Terminus Pack volume 1 - You got a Name

(https://imgur.com/XNl1QLx.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3664)

STEX Link (https://community.simtropolis.com/files/file/32499-heretic-glr-station-and-terminus-pack-v1/)

12) Heretic GLR Station and Terminus Pack volume 2 - Custome Made

(https://imgur.com/AJGakKB.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3684)

STEX Link (https://community.simtropolis.com/files/file/32527-heretic-glr-station-and-terminus-pack-volume-2/)

12) Heretic GLR Station and Terminus Pack volume 3 - The Big Fellas

(https://imgur.com/ep8jXMJ.jpg) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3702)

STEX Link (https://community.simtropolis.com/files/file/32561-heretic-glr-station-and-terminus-pack-volume-3-the-big-fellas/)

13) Heretic-Caribou GLR Ramp Transitions Relot v2 - updated: 13.11.2018

(https://i.imgur.com/rLDiBMh.jpg) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3707)

STEX Link (https://community.simtropolis.com/files/file/32568-heretic-caribou-glr-ramp-transitions-relot/)

14) Heretic URHTS Project 01 - Strickland Terminal

(https://i.imgur.com/J9A2dci.jpg) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3742)

STEX Link (https://community.simtropolis.com/files/file/32684-heretic-urhts-project-01-strickland-terminal/)

15) Heretic URHTS Project 02 - CounterPoint Shinjuku Station Complex

(https://i.imgur.com/0hI72NB.jpg) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3745)

STEX Link (https://community.simtropolis.com/files/file/32688-heretic-urhts-project-02-counterpoint-shinjuku/)

16) Heretic-Neko's Fountain Park Expansion (Extenders)

(https://i.imgur.com/FM6QhmA.jpg) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3879)

STEX Link (https://community.simtropolis.com/files/file/33248-heretic-nekos-fountain-park-expansion-extenders/)

TBC...

II. Section - Restoration works (only available on STEX under the original creator's name)

Don Miguel's CSX Pier Mall (https://community.simtropolis.com/files/file/31918-don-miguels-csx-pier-mall/)

Jason5871's Cruise Ship Port Set (https://community.simtropolis.com/files/file/31919-jason5871s-cruise-ship-port-set/)

Paeng's PEG-PPOND Tahoe Three Pontoon Boats (https://community.simtropolis.com/files/file/32029-paengs-peg-ppond-tahoe-three-pontoon-boats/)

Paeng's Urban Recreational Canal set (https://community.simtropolis.com/files/file/32028-paengs-urban-recreational-canal-set/)

Paeng's Sandstone Parks (Beta) (https://community.simtropolis.com/files/file/32074-paengs-sandstone-parks-beta/)

NDEX ITS High Level NAM Terminus by Ill Tonkso (https://community.simtropolis.com/files/file/32078-ndex-its-nam-terminus/)

Paeng's Abandoned Parking Lot (https://community.simtropolis.com/files/file/32400-paengs-abandoned-parking-lot/)

Paeng's Prepos Automobile Shredder (expanded) (https://community.simtropolis.com/files/file/32401-paengs-prepos-automobile-shredder-expanded/)

Paeng's Break Bulk Station (https://community.simtropolis.com/files/file/32402-paengs-break-bulk-station/)

Paeng's Surf Shacks (https://community.simtropolis.com/files/file/32427-madhatter106s-surf-shacks-re-lotted-by-paeng/)

NHP DMScopio - Shenzhen Library and Music Hall (https://community.simtropolis.com/files/file/32557-nhp-dmscopio-shenzhen-library-and-music-hall/)

NHP DMScopio - Simlympic Set vol 1 (https://community.simtropolis.com/files/file/32562-nhp-dmscopio-simlympic-set-vol-1/)

NHP DMScopio - University Sport Pack Vol1 (https://community.simtropolis.com/files/file/32563-nhp-dmscopio-university-sport-pack-vol1/)

NHP DMScopio - New Anfield Stadium V3 (https://community.simtropolis.com/files/file/32656-nhp-dmscopio-new-anfield-stadium-v3/)

NHP DMScopio - Anfield (LFC) Stadium (https://community.simtropolis.com/files/file/32655-nhp-dmscopio-anfield-lfc-stadium/)

NHP DMScopio - Boleyn Ground aka the Upton Park Stadium (https://community.simtropolis.com/files/file/32654-nhp-dmscopio-boleyn-ground-aka-the-upton-park-stadium/)

NHP DMScopio - University Campus Pack Vol1 (https://community.simtropolis.com/files/file/32653-nhp-dmscopio-university-campus-pack-vol1/)


TBC...

III. Section - Sharing Custom Lots Projects (There will be a Google Drive link here with the contents of these projects. Originally these projects not for official release, mostly Take It Or Leave It stuffs, mostly related to my city building projects. All of them will contain a list of dependencies and pics, but they have limited support)

Heretic SeaPort Project Expnsion Vol. 2.0 BETA (https://drive.google.com/open?id=0B9cPWeEG4UNyeXhWSzRyRmV0TG8) You can find more details  about this into the LINKED post. (http://sc4devotion.com/forums/index.php?topic=17546.msg517704#msg517704)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Alan_Waters on August 10, 2016, 02:56:52 AM
The grandiose project!  &apls
I want it myself.  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on August 10, 2016, 01:07:53 PM
This is a reat project! Nice that you share it already while it is in progress. I'll follow your work!
Title: Re: Tyberius Lotting Experiments
Post by: art128 on August 12, 2016, 01:07:13 AM
Interesting work over here. The canal lock piece is definitely an interesting idea! You might want to give mgb204 a heads up, maybe he can craft a lock for CAL's canals.
Title: Re: Tyberius Lotting Experiments
Post by: Missvanleider on August 12, 2016, 02:22:44 AM
It's really wonderful the things that are being done here lately. I like the fact that the community seems to be working on specific solutions and joining together a lot of the variety already available into a coherent whole. I am inspired to try some texture unification myself but I would much rather SC4 with the fantastic stuff that everyone else has made. Well done. P.S. such a Canal Lock would be lovely.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 13, 2016, 02:39:57 PM
Hello again! :)

*******************
EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Also the Heretic SeaPort Project v1.5 and the Expansion will get some technical update, which came to my attention in the past couple of years while I got involved more and more modding and LOT making. The earlier proposed second expansion with the modified (less light cones) base lots and new items however got cancelled (mostly the new items part). The reason behind this is, that I found a new approach and I'm gonna repurpose the new items into a brand new Heretic Seaport Set. It's like an evolution. However with the update the previously shared "beta" items (less light cones, or NO light cones) will be merged into the base sets with some additional filler pieces which came up as a request during the past couple of years. With this the previously called Heretic SeaPort Project will be re-branded to Heretic PEG-CDK3 Costal Remake Project (or something like this). The planned new set (let's call it for now Heretic SeaPort Project II.) and the updated set will be fully compatible, but the new set will be able to stand alone without the need of the old set - of course mix and match options will work perfectly.
*******************

Well I just realized the last couple of days that I have a lot of things to learn about playing with PIM-X. Thanks to Nick (Simmer2) who explained the mirroring trick for the base and overlays, which led me to mining out the PIM-X user guide and realized the possibilites of the multiple overlays on each tile and other useful things. Well after this I have to remake some of the original Lots, where I deleted every other overlays which were on the way of the new train tracks (because the PEG CDK3 SP lots use everywhere base textures for the rail track configurations).
Anyway I made some progress with my PEG Seaport Retexturing Project.
I gave names of the lots, but most of them just conception/working title. The original lots (which were chosen to remake) apart from minor overlay fixing (as I mentioned above) are ready (the pictures above show the current status).
I started to make some 6 tile deep "filler" pieces, some of them have a DTR and an STR line too, and these got ENDING Lots both the DTR and STR on both side. There will be more filler, I make some only STR version.


Well let see the picture catalogue of the current and probably in the future re-branded Heretic PEG-CDK3 Costal Remake Project:


1. PEG-CDK3-SP Docks and Heretic Additions/Fillers
a; bulk-cargo and container docks
(https://i.imgur.com/VQoUywl.jpg)
b; warehouse docks
(https://i.imgur.com/dqB8l5m.jpg)
c; RCI Fillers
(https://i.imgur.com/meOVDQQ.jpg)
d; various corner pieces
(https://i.imgur.com/k9lgB88.jpg)
(https://i.imgur.com/OFGAxh6.jpg)
e; END sections
(https://i.imgur.com/2vzRLfk.jpg)
(https://i.imgur.com/07Zxo6V.jpg)
f; Heretic DTR-STR and STR ONLY filler sets
(https://i.imgur.com/acwf0YV.jpg)
(https://i.imgur.com/cU31E0B.jpg)
g; Transportation Docks (parking and Bus)
(https://i.imgur.com/ePMjy90.jpg)

2. PEG-CDK3-SP SeaPort overrides (these three only the functional seaports)
a-b; Pier One Seaport and Break-Bulk Seaport
(https://i.imgur.com/mScDGYN.jpg)
c; Container Seaport
(https://i.imgur.com/gwKFkwi.jpg)

3. PEG-CDK3-SP Larger cargo and processing ports
a; Break-bulk Port and Container Processing Dock
(https://i.imgur.com/L2tSdfF.jpg)
b; Pier One Freight Port
(https://i.imgur.com/Yg9qfTA.jpg)
c; Vandy Shipping by PEG and Bob's CSK Transfer Dock by Tamorr
(https://i.imgur.com/Yro5LWB.jpg)
d; PEG-CDK3-SP NBVC Outer Corner
(https://i.imgur.com/HKbBTdr.jpg)

4. NBVC Container Port sets and Heretic Additions
a; NBVC Container Port set
(https://i.imgur.com/r5XWVzL.jpg)
(https://i.imgur.com/QQTZ6oi.jpg)
b; NBVC Container Port Transition 01 10x20 Lot. It can be connected to some of my new 6 tile deep "filler" or the RRW STR line, because that will be TE.
(https://i.imgur.com/Pu2ceGQ.jpg)
c; NBVC Container Port Transition 02 16x8 Lot. This is the other half, or other ending. It's a different sized and shaped lot, I deliberately made like this and not a mirror version (for me that would be so boring). I made this these two lots to supplement each other, but the user also can put any of the NBVC Modular Container Port pieces. It would be some kind of transition between the CDK3 seaport and NBVC's Container Port. At this moment I'm not sure how to make some parts of these two lots, because NBVC used the same base textures as Pegasus, but I made to myself a new version about a years ago. Probably the best will be if I make contact with NBVC and ask his/her opinion about this.
(https://i.imgur.com/w2rSNax.jpg)

5. Heretic CDK3-SP DTR-STR Transitions and Large Yards
a; CDK3-SP Transitions
(https://i.imgur.com/ZdCoXCP.jpg)
b; DTR-STR - STR ONLY Transition Industrial Yard 01
(https://i.imgur.com/9qFWvvh.jpg)
c; STR ONLY - DTR-STR Transition Industrial Yard 02
(https://i.imgur.com/ZhdYlnB.jpg)
d; STR Only Freight Yard 03
(https://i.imgur.com/RJMboqc.jpg)
e; Industrial Rail Yard 04 – DTR-STR Warehouses 01
(https://i.imgur.com/yY1So1s.jpg)
f; Industrial Rail Yard 04 – DTR-STR Warehouses 02
(https://i.imgur.com/SsfyIcX.jpg)
g; Industrial Rail Yard 06 – Container Rail Port
(https://i.imgur.com/u8CvI6w.jpg)

6. Tamorr Freight and Warehouse Rail Port additions
a; Tamorr Freight Rail Port
(https://i.imgur.com/bYyC6V1.jpg)
b;
(https://i.imgur.com/sTlTKOF.jpg)
(https://i.imgur.com/GV9pnlQ.jpg)

7. CDK3-SP and various canal transition pieces:
a; SG-CAL Canal Lock
(https://i.imgur.com/w7pkruY.jpg)
b; SG-CAL Canal Wharf and Lock
(https://i.imgur.com/9jIIF8B.jpg)
c; PPond Canal Lock Transition
(https://i.imgur.com/138P7zB.jpg)

8. Heretic Land Fillers
(https://i.imgur.com/V5o7hf7.jpg)

The catalogue of the Expansion will be available in the first post where I introduced the Expansion at the first time.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on August 14, 2016, 05:56:40 AM
Firstly can I say that this is a great project I'll be following with much interest. I'm a fan of Pegasus' harbours and am interested in seeing how your new lots evolve. I'm especially pleased to see these getting updated with RRW textures.  :thumbsup:

This setup only uses the existing pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FCanal-to-Sea_zps75eswkwh.jpg&hash=906ab7e31ba054df528865b33d44d6325b4ee9eb)

I know the bridge isn't ideal, since there is no way for large ships to pass under. But that's not a problem that's easily solved. To make a custom model for this purpose would involve many hours of work, I personally don't have any motivation to do so.

I think the easiest solution is simply to move the canal, so that it was at the edge of the harbour, rather than in the middle of it. That way you could avoid intersecting with ground-level networks. A tunnel, perhaps U-Rail could be used to take the rail under the canal. CAN-AM supports FLUPs for the canals too, so it would be fully transit-enabled. Then you could use the CAN-AM bridges for any roads, which would cross at 15m so that visually, shipping could traverse the canal to the sea.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 14, 2016, 06:40:10 AM
EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Thank you for your kind words! :)

Yepp, the original idea what I used to make was something like on your picture, I made a very similiar way the things.

Why I'm trying to make a different setting is because with the "old" method the Port rail lines are broken, or have to use the END lots, but you don't have continuous rail line with the port. Although what you suggested to moving the Lock to the egde of the Lot is a good idea. :) And also with the flups you gave me an idea to check if I can use anything from the NAM FLUP entrances as just a visually solution. I remember somewhere I have a rail underpass/tunel Lot made by Uki (I guess), I think give these a try.

Thank You! :)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: art128 on August 14, 2016, 08:17:34 AM
Remember to resize your pictures using "width=1024" like in the edits I've done. :)
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 18, 2016, 12:14:58 PM
Hello!

EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)


Well most of the lots are nearly ready, I have to fix some minor glitches (mostly with the timed props). As MGB204 suggested I took an another look at the Cal Canal Lock-PEG Seaport transition. There will be two of them; one where the canal lock is in the center (1st picture), and the second one where it is left side. This 2nd one has an other purpose too, similiar than the already shown Bob's CSK2 Transfer Dock (picture 2).

I share a few more in development picture aswell.

1.
Conception of using the SG-CAL Canal Lock as a center piece. Probably I will use the GLR FLUP piece to lead the trains under the Canal. It's not ideal, but for me it looks the best choice, but I'm very open any other suggestions. I've been thinking about uki's rail underpass aswell, but I don't like those modelbased catenaries, and the rail tracks neither RRW textures, so...
2.
Left side the canal lock, and we have a tranfer dock too.
3.
I already showed this (transition piece) in an earlier development stage. Well it needs some fixing here-and-there, but nearly ready.
4.
This is the so called Industrial Rail Yard (development name) 02 in the finish line... :)
5.
Industrial Rail Yard 01.
6.
Transition Piece 01


That's all for now. :)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on August 18, 2016, 04:20:47 PM
I like the changes for the canal pieces. I personally think the side "exit" works best.

However, for the middle piece, FLUPs are fine for the roads. Personally I'd move the tunnel portals further from the canal pieces. If you see the water is already below ground level, so the tunnel portal you see would need to have space to go deeper at a safe height under the water.

For the rail tunnels, would this help?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi991.photobucket.com%2Falbums%2Faf39%2FMGB204%2FRRWRamp_zpsthk6njxy.jpg&hash=21400c787b25607129cafdf5a849780dd5243fb6)

It's an early sample, but with some texture tweaks and a few additions, that should work? I can remove the ballast/sleeps and just leave the rails on concrete if you prefer too?
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 23, 2016, 09:33:20 AM
Hello Everybody! :)

EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Well I'm in the final chapter of my PEG-CDK3-SP Re-Lotting Project which contains (as I previously mentioned) the relotting of Tamorr's PEG-CDK3 related contents (except his fillers packs), NBVC's PEG-CDK3-SP WH Larger outer corner and NBVC's Modular Container Port. You can find all these original lots here on STEX. And as I mentioned I expand the set with my own creations. Most of the lotting works are ready, only two lots are waiting for a little touch, so after I'll get the last missing NSB overlay pieces from Simmer2 (thanks to him his hard work with the whole NSB pack :) ), I can finish them.

Let see some pictures:

1. The finished SG-CAL Canal Lock transition. Huge thanks for MGB204, who shared his amezing RRW tunnel modell, and doing so he solved my problem with a CAL lock transition.
2. Well, there is an another conception for the SG-CAL Canal transion, this lot still in progress. I used Tamorr's original ideas about his Bob's CSK2 Transfer dock.

*EDIT: As MGB204 suggested, i changed the wharf bay a little bit, and Simmer2 was so kind to make some additional overlays to me, so here's the "finalized" version of this lot.
3. And of course we have a CSK2 Canal Lock aswell.
4. Well there is some filler, but not all of them on the picture.
5. Altogether I made two so called Industrial Yard, and two "transition" pieces between my 6 tiles deep DTR-STR filler pieces and the PEG 5 tiles deep set. I also made some filler with only STR tracks and some kind of end lots for closing the DTR tracks and closing separately STR tracks aswell.
6-7. The other "transition" piece and the other Industrial Yard.
8-10. Transitions for NBVC's Modular Container Port and on the third picture some of the re-"base"-textured NBVC's Modular Container Port pieces with my transitions...


Well, according to my plans I would like to make some modding with them, but I don't know what sould I do. All the filler pieces should be normal neutral lots, nothing special, but in the case of the big lots I would like to give them some IM jobs. I also don't know how to make a unified cover for these lots as the original PEGs looked like (I mean when you click on the Lot in game and appeared a little box and has a unique  frame etc...)

Any notice, advice would be greatfull, about modding and about the Lots what I already made aswell.

Thank you!

Title: Re: Tyberius Lotting Experiments
Post by: FrankU on August 25, 2016, 11:26:24 AM
Hmmmm, really nice lotting!
Title: Re: Tyberius Lotting Experiments
Post by: Vizoria on August 26, 2016, 03:37:56 PM
Fantastic work, lotting, experimentation and imagination! Some seriously cool grungy stuff is being made in this topic. Keep it up!
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 01, 2016, 02:16:09 PM
Hello!

EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

During the boring modding stuff (editing the lots in Reader, give some final touch, fixing some error here-and-there) I made a wild conception. The only problem is that I'm not sure that is even possable with given game circumstances. What I would like to make, that total transparant edges/tiles next to the seawalls, while the rest of the lot has normal base texture (the lot is 11x20, and there are 14 tiles of each longer side on the edges what I would like transparent). I followed the tutorial (from wiki http://www.wiki.sc4devotion.com/index.php?title=Tutorial:True_Transparent_Lots (http://www.wiki.sc4devotion.com/index.php?title=Tutorial:True_Transparent_Lots)), which suggested me to edit the lotconfig... properties of the Lot Examplar in Reader, but I got the same result as if I just delete the base textures in PIM-X from the unwanted tiles. And neither solution has worked as I wanted.
So is it possible what I want to achive, or not? :)

Any help, advise etc would be welcome :)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on September 01, 2016, 04:42:34 PM
Transparency can only work if you use no textures on a given tile. Otherwise it causes the water bug to appear. If the whole of a given tile should be transparent, simply remove it in PIM-X. The instructions for the reader are only necessary if you use the Maxis LE. Since that won't allow you to save a lot with no textures on them.

However the problem here is not really related. You really need to make the lot 2 tiles less wide, so that the width fits with the pier. If need be you can use overhanging props and separate filler lots to cover the gaps. I guess the idea was to use transparency on the overhang, but I don't think you can make this work. The game knows the lot is there and it's messing with the transparency/shadows as a result.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 06, 2016, 09:48:00 AM
EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)


Thank you FrankU and Vizoria those kind words, and huge gratitude for mgb204 for his help and of course thank you Simmer2 for those requested additional overlays.  &apls &apls :)

Well, eventually I decided to retexture all of the original PEG lots (with the bustop, the original parking lot and the inner corner crossings), and I made one more additional bigger piece, I call this Container Rail Port.
With this all together, I have more than 100 lots (32 additional pieces by myself, the original PEG Contents plusz 2 additional Inner Corner piece, Tamorr's END Lots, NBVC's Larger Warehouse Outer Corner and NBVC's Modular Container Port). I'm a little bit stucked with the modding, but I can release this monster soon...

1. The new piece: Container Rail Port
2. The three Container Port of mine...
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on September 06, 2016, 10:11:18 AM
I had a relot of the PEG containerport on my list, but I can remove that now and do something else with my time. These are really nice ports!
Title: Re: Tyberius Lotting Experiments
Post by: Dublin on September 06, 2016, 03:54:31 PM
Awesome lotting going on here, love what your doing and can't wait to use them. One Question though, I know you can't change the brightness of the cranes and thats ok i'll use the anyway but have you considered these. Not where sure they are from but not a deal breaker anyways. Great work.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Ff9y1h.jpg&hash=0404626cd10e9585b964feaefe5d603ef6fa523f)
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on September 07, 2016, 12:33:18 AM
Yes, the PEG cranes are a bit too bright to be realistic, but only Pegasus can change that and he left the community.

These cranes are really nice indeed. I once saw an image of them and did a search, but I never found them. So if anyone does know where they are from? I guess some or other Japanese site that has disappeared.  :(
Title: Re: Tyberius Lotting Experiments
Post by: dyoungyn on September 07, 2016, 06:03:38 AM
I don't know, if you think about it, yes sea cranes are bright so that helicopters and planes can see them.  However, due to most docks being in industrial areas, the cranes may loose their brightness due to pollution.  I do like the Japanese version better as the is color variation and I can even see better details with the metal frames.
Title: Re: Tyberius Lotting Experiments
Post by: art128 on September 07, 2016, 06:15:57 AM
Those cranes were created specifically for Kelis by one of his friend, if I recall.

Tag_one's cranes are better than PEG's IMO.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 07, 2016, 06:28:53 AM
EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Thank both of You for the kind words. They are nice cranes indeed, but I've never seen them before, it would be nice, if someone can recognize them and direct us to right way to find them. I probably found the "seawalls" under them, they are Uki's creations, but I haven't found the actuall lots with the Cranes. I discovered some interesting cranes among somy's creations too. 

@art128: Thanks for the information about those cranes. Yepp, Tag_One's crane nicer, and I'm thinking about to change the Cranes on my creations or on some of them.

I may need some help. I made a bunch of filler pieces which have actually own groups, but in the game menu they appears here-and-there, well actually they appear on those locations as the original PEG docks (I think the hex number of the item order is 0x0....5), but after this point for example "filler-A-01" appears the begining of the list, "filler-A-02" a little bit more down, but there are some other pieces between them etc.
I would like to organize the each pieces of each groups under each other.
For example I have these "groups" under the fillers "section":

DTR-STR (8 pieces)
STR Only (4 pieces)
and the rest which doesn't have actual tags but I have
2 additional parking lots (3x5,4x6)
2 Warehouse Outer Corner Dock Ending
4 additional pieces for the PEG set (2x5 Break-Bulk, 2x5 Container Dock, 4x5 kind of mixture)
3 additional pieces for the PEG RCI set (two 2x5 transition piece between the 5 tiles set and the 3 tiles deep RCI dock lot, and a 2x3 RCI lot with containers)
1 additional pieces for the 6 tile deep lots, it's 3x6 mixed stuff
and then the 10 big lots (well actually they are more or less on the same place after each other, but 2 of them - 2 with the CAL canal pieces - are nearly the begining of the list, but the rest is the end of the first pack - I mean, the first pack is the original PEG 1x5 docks (item order 0x0...5), the second pack I think the original PEG warehouses (item order 0x0...14), the third pack Freight Port - FP - lots, the fourth pack Tamorr's Rail port, and NBVC's Modular Container port pieces are nearly the end of the whole menu).
But these bigger lots are mixed too.

So how can I make some order (more efficient way than the item order) among these lots.
I show one part of the lot names in my folder:


Oh, I almost forgot, the building examplar names in all cases follow this structure: SP Dock 0x0 given lot name (original creator)
(creators: original PEG, Tamorr, NBVC, Heretic - yes, that's my author name)
All the "given" name of the fillers of mine start with "Filler Piece", like SP Dock 2x6 Filler Piece DTR-STR Mixed Goods (Heretic).

Oh and two more little filler pieces, I realized I missed them earlier...


- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on September 07, 2016, 12:01:52 PM
Hi Tyberius06,
The Item order is the way to go. You should make a list for yourself where you can write down which hex numbers you are going to use. You can also write down the item order numbers of other people's lots, so that you can put yours in between.
There is no central location where we can synchronize the item orders like with Texture IID's etc. Just do whatever you like. The menu is going to be a mess anyway.  :D
One thing I use very often: the items with the same Item order number appear in order of plop cost: the cheapest is the uppermost one.
Most of the time I use one Item order number for a whole set, which makes it almost certain that they appear next to each other in the list.. And either I don't care what happens with lots having the samer price, or I make the one in want lowest one or two simoleons more expensive.
I think that of lots with the same price the game put them in order of IID number, but I am not sure.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 07, 2016, 05:30:48 PM
Thank You, You answered my question with this plop cost thingy. I didn't know from what the menu order depend on after the item order number. Well, this way I can play with the numbers for the different sets, and can organize them well enough. :)
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 13, 2016, 09:27:42 AM
Hello!

EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Well this is my last update before I release the pack. I still have some work, with modding and writing a nice "read me" documentation with the tons of dependency. I made a couple of new lot in the past few days.
I actually need some advice. A few comments above there was mentioned that tag_one's container crane looks nicer than the PEG's one so I made it a try and put tag_one's cranes onto my lots.
How do you feel about it? Which crane would be the winner?

1. Container Ports with the tag_one's crane. (the exeption is the NBVC transition 01, because in that set there are used both type of crane.)
2. It could be a bigger filler, but I call it Industrial Rail Yard 03 - STR Only. I thought it could be a nice addition to some of my bigger lot, which ends with a STR track or starts with that, and I also made some seaport fillers with only STR tracks.
3. Well most of the last couple of lots, what I made, contain both DTR and STR tracks. Here is the inner corner and the Industrial Rail Yard 05 - Warehouses 02
4. The "same" warehouse yard and the outer corner.
5. The new monster: Industrial Rail Yard 04 - Warehouses. 23x20 tiles big, I actually reached the maximum item limit on this lot, so I had to hold myself back.

I would be happy any for any comment, advice, critic, oppinion etc...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Ernestmaxis on September 13, 2016, 10:11:11 AM
Looks great very nice done  :thumbsup: &apls
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on September 13, 2016, 10:23:58 AM
Outstanding work, Tibi  &apls &apls

Please re-download nsb v4, remove the temp texture packs I made, from the plugin and check to see that all configs are showing on your lots.
If everything pans out then.... "Release the Kraken"  :D

Nick
Title: Re: Tyberius Lotting Experiments
Post by: dyoungyn on September 13, 2016, 10:42:27 AM
Absolutely amazing.  I always wanted to build those type of cranes on land and not water.  Great job and love the warehouse variations.
Title: Re: Tyberius Lotting Experiments
Post by: Seaman on September 13, 2016, 11:23:30 AM
nicely done. It's a hard call regarding the cranes. I like the design of the PEG's cranes more and they add some color to the otherwise grey industrial area. On the other hand tag_one's simply fit better in the overall ambient. So, I would say you should go with tag_one, but it's a tough call.

a question on how to install: are they supposed go along with the old lots like CDK3 or do they replace anything? Is it just throwing in another bunch of files and you are good to go (with dependencys, of course)?
Title: Re: Tyberius Lotting Experiments
Post by: MushyMushy on September 13, 2016, 02:13:51 PM
Nice work!

I would say you should use the tag_one cranes simply because the color scheme blends better. PEG's design has a more modern feel, but the textures he used on the models have always been much too garish for my taste.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 13, 2016, 07:37:24 PM
Thanks all of you the kind words.
Well, It looks like the winner is tag_one's crane. :)

@Nick: thank you very much everything. I already downloaded and replaced the pack file and it looks OK. Thank you for your work on the overlays and all the additional overlays what you made for this project! :)

@Ernestmaxis: Thanky You! :)

@dyoungyn: Thank You! About the cranes. NBVC's modular container port contains both type of cranes on a 2x3 lot each, but now I'm not sure that they can be built on only land. I actually retextured that set aswell (about a year ago, that was I guess the first), and now I will take an another look on them, so I make those modular pieces (or additional ones), that the user can use them both as a seaport piece or a land container port piece.

@MushyMushy: Thank You! :)

@Seaman: Thank You! :) At this moment I'm still not sure about the folder structure. A few post above I explained a little bit, how I imagine the file name and examplar name structure. Apart from the three PEG-CDK3-SP Seaport (Container, Pier One, Break-Bulk) lots, which case I think the retextured lots override and replace the old ones, the rest can go along with the new lots, however I remade every single piece of the original set, with the same stats, just different menu location and of course with different base/overlay texture design. The new ones won't automaticly override the old ones, if that kind of thing is even possible. But the basic installation would be to put the unzipped folder with its subfolders into your plugin folder. They will be organized tematically (like Original PEG Docks, Warehouses, Seaports  - in this case I follow the same structure as the original one and make a folder with the same ZZZ_PEG_Seaports name, Tamorr's Rail Port, Heretic - that's me- SP Docks).
I probably won't put the lot files into dat files, because this way the user can choose lots what he/she wants to use. For example I probably won't use ever the original 1x5 parking lot and busstop lots, and I'm not sure about those inner corners with the rail crossing, these (for me useless) pieces triggered the whole project.

About dependencies:
As I mentioned earlier, this project contains several different people's PEG-CDK3-SP related creations (PEGPROD, Tamorr, NBVC). So the basic dependencies are the same, like for those original projects and the each of the most important dependency of course the SM2 RRW No Sleepers and Ballasts Textures (NSB) v4, I think Nick updated the pack yesterday on STEX.
Well, I made 42+2 (the plus 2 are the curved inner corner lots for the original sets) lots which are using the most common industrial dependency packs like some of jes megapacks, BSC MegaProps Misc vol 2, SG Megaprops, Simmer 2 Prop Pack vol. 1 (those barriers :) ), Super SHK textures, Girafe's Car props, and some others because of the prop families like trucks and containers. And then some of the exotic ones: SG-CAL Canals and Canal Wharves props, MGB RRW Tunel model, Cogeo Logisctic Park dependency pack etc.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 19, 2016, 05:40:14 PM
Hello!

EDIT - 27.04.2019: Since the original image links are gone, I repurpose all the Heretic Seaport Project (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and its Expansion (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429) related WIP develomental posts, because they lost their purpose by now and I can not restore the original images. Therefore this first post will show all the different pieces what the Heretic SeaPort Project v1.5 contains and the later WIP posts will refer to this post back with a link.

(https://i.imgur.com/SaEl3Oq.jpg) (https://sc4devotion.com/forums/index.php?topic=17546.msg511448#msg511448)

Finally I could upload the Heretic SeaPort Project into the STEX (https://community.simtropolis.com/files/file/31296-heretic-seaport-project/)(and the LEX aswell). You can download it from here:

Heretic SeaPort Project (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403)

Enjoy and have fun!

(https://i.imgur.com/acwf0YV.jpg)
(https://imgur.com/GV9pnlQ.jpg)
(https://imgur.com/r5XWVzL.jpg)
Title: Re: Tyberius Lotting Experiments
Post by: eggman121 on September 19, 2016, 08:46:59 PM
I must applaud you for your effort in making these sets Tyberius06  :thumbsup:

One suggestion however, A cleanitol file would make wonders in removing conflicting files since there is a bit of replacement of stuff that needs to be done, especially for alternative BSC sets. Both PEG and BSC sets are incompatible with each other and I am sure people more knowledgeable in this field will be able to help. As far as I know for the licensing agreements the two sets cannot be combined by making a single set so it has to be made clear that only one set type can be used as stated in your readme. This is for people who may be using the BSC set so they know that they will have to remove the BSC set to use your creations.

This is the only suggestion for you work. I have started using it in one of my regions and I am astounded by the amount of work you have done.

For that, +1 for you  ;)

Keep up the good work. I hope to see more of this and appreciate the time you have taken to make this set.

-eggman121



Title: Re: Tyberius Lotting Experiments
Post by: Seaman on September 20, 2016, 04:39:42 AM
 &apls bravo!
Title: Re: Tyberius Lotting Experiments
Post by: Vizoria on September 20, 2016, 05:02:27 AM
Very, very impressive! You have integrated seaport, canal and canal-to-sea lots. Furthermore you added in a lot more variety and lot variation.

Someone +1 this guy!
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on September 20, 2016, 09:46:47 AM
Well done Tibi!
I would heed eggman121's suggestion regarding making a cleanitol file. With that many lots there may be conflicts with some overpopulated plugins...

Nick

Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 20, 2016, 10:20:11 AM
@ Vizoria, Seaman, Nick, eggman121: thank all of you the kind words.

Quote from: eggman121 on September 19, 2016, 08:46:59 PM

One suggestion however, A cleanitol file would make wonders in removing conflicting files since there is a bit of replacement of stuff that needs to be done, especially for alternative BSC sets.

Quote from: Simmer2 on September 20, 2016, 09:46:47 AM
Well done Tibi!
I would heed eggman121's suggestion regarding making a cleanitol file. With that many lots there may be conflicts with some overpopulated plugins...

Nick

About the cleanitol file: well, I know about the conflict between the BSC and other seaports and PEG Seaports, but I don't know which files should be put into the cleanitol text. I've never used any other seaport set. As I know only three file could be problematic, the three seaport file, but I don't know how they work actually as a standalone lot without the Master Seaport Controller. I know, the Container Seaport functional as a replacement for the game's original vanilla seaport.
I will open a new thread for this question, or anybody who can help me with this cleanitol would be welcome.

Other thing what I forget to mention: if anybody would like to make MML or DAMN menu functionality for this project, just go on... :) I can not make either of those. :)

Thanks for the advice and any further help in advance.

- Tibi
Title: Re: Tyberius Lotting Experiments
Post by: jaredh on September 20, 2016, 12:23:01 PM
My understanding is only the seaport controllers are incompatible....not the lots themselves.

I'm fairly certain I have used lots/bats from both before and used one seaport controller...
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on September 20, 2016, 01:05:56 PM
Yeah, only the functional seaports that are added to the seaport controller are mutually exclusive in the various seaport sets. Any other coastal lot is pretty much just eye-candy, and it should be safe to mix them. Apart from that, a cleanitol file to remove clutter probably isn't such a bad idea, though, esp. if the new lots are intended as replacement/enhancement for those from the old set(s).
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 21, 2016, 05:41:04 AM
Hello! :)

@ Andreas: Thank you! :) I was so focused on the different seaport conflicts, that I forgot about the original PEG sets. Yepp, my set actually replace all of the old CDK3-SP lots (and with a new update in the near future I remake the simple CDK3 set too - Basics and Algee Farm etc.)

Well, actually I ran into some issues. On the original PEG-CDK3-SP lots I found blank props. Each of them has the same dimensions as the CDK3-Dock_1x prop. The prop ID 0xf4e1c6aa. Another one is a small prop, it has the 0x073d48b2 prop ID. Obviously I have all the required dependency from the original readmes. I left these on the lots, but now I will remove, however I don't know what they were. (I actually asked this question or similar in the legacy SimPEG support topic over there on Simtropolis, but I've never got an answer).
The other issue. I checked the recently uploaded pack again in the SC4 Tool and as usual I've got a few missing prop/prop families error on some of the original and some of my lot aswell. But these prop families are appearing in the PIM-X and LE aswell, so they are actually not missing props. They are in the CDK3 SuperPak actually, but somehow the SC4Tool can not see them. They are 0xa000147c, 0xa0001481, 1482, 1487, 1488. I only found these props.
I'm thinking about removing or replacing them, because I don't know if they can do any harm in game. But I open any suggestion, advice.

EDIT: Well I'm not sure, because I do not have deeper understanding about prop families or these superpacks, but it seems these props appear in the pack multiple times under different family ID numbers. At least checking the CDK3 Superpak with the reader, I found the originial props are under multiple family IDs. As I can see there are different "groups" (anyway we are talking about truck props) for timed props:

1. 3 kind of truck prop appear in game 6-20 (147b) - SC4Tool can see this
2. 3 another kind of truck prop appear in game 6-20 (147c) - SC4Tool can not see this
3. all 6 kind of truck prop apper in game 6-20 (1478) - SC4Tool can see this
4. first 3 props 6-12 (1481) - SC4Tool can not see this
5. second 3 props 6-12 (1482) - SC4Tool can not see this
6. all 6 props 6-12 (147E) - SC4Tool can see this
7. all 6 props 12-22 (1484) - SC4Tool can see this
8. first 3 props 12-22 (1487) - SC4Tool can not see this
9 second 3 props 12-22 (1488) - SC4Tool can not see this

- Tyberius

Title: Re: Tyberius Lotting Experiments
Post by: Andreas on September 21, 2016, 11:29:50 AM
It's quite possible that SC4Tool isn't able to read the prop families properly, and probably shows "missing" props that are actually present. IIRC, SC4DataNode has a more in-depth dependency scanner that checks for such "cross-links", so it's probably worth a try. I'm not entirely sure what's up with those family IDs, but if those are timed props, the scan results in SC4Tool are probably not entirely accurate as well. Such props are a bit peculiar anyway, the dependency scanner in SC4Tool reads one ID per prop in the LotConfig property of the lot exemplar file, but the game is able to find all different props that belong to a family, and can switch between different timed props based on the properties in the prop exemplar files (where SC4Tool isn't looking).
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 24, 2016, 10:04:13 AM
Hello everybody! :)

@Andreas: Thanks you for the answer! :)

Well, I made a cleanitol file, which contains all the elements what is supposed to be replaced by the new set.

Also I do appologies because I had to make some minor changes on some of the lots, (that means I have to reupload the whole pack and the players who wish to use my set need to redownload and replace the old version with the new verion), and during that I attached the PEG-CDK3 (without SP) Docks set to my set, with some also CDK3 bigger lot (Acme Algie, Captain Jack, Vandy's Shipping - not the SP version -, Blackie's Boat Yard, Fred Ginger Fishery and the two Garbage Disposal Shipping Yards) and with two transition pieces between the CDK3 Docks and the CDK3-SP Docks.

Before I upload the new version I would like to ask those who already tried the uploaded set, that has anybody found minor or major issues on my lots, what I sould fix before the new upload?
Please tell me, and I try to fix. :)

Pictures:

1. The CDK3 Docks with the two transition (left hand side the two 5x5 lots)

(https://i.imgur.com/HJBhslj.jpg)

2.

(https://i.imgur.com/hBFxAf5.jpg)

3.

(https://i.imgur.com/lnpNzNr.jpg)


- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Dublin on September 24, 2016, 04:39:38 PM
Love the work you've done. Played a bit with the pieces and the look and place well. Thanks for a much needed facelift.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 04, 2016, 05:22:49 AM
Hi, everyone,

I still playing with seaports, but I also have an other little sideproject at this moment (those who watch simtropolis forums aswell maybe already met my last comment in the Show us your current work topic).
Well I recently got my prop family range (thanks for Catty), and using jesstarr's railcar props I started to make my first families. And at this point I ran into a little problem. I made some family from the JES Vol. 1 megapack and they are working fine, however I wanted to make a family with boxcars from the VOL. 6 megapack (only straight railcar pieces) and here is my little problem. I followed the SC4D Wiki instructions about making propfamilies http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Creating_Prop_Families (http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Creating_Prop_Families) as I made the first few families, and with those I got a DIR property line into the DAT file, but with this latest one I put together the examplars from this megapack (seven straight boxcar, those are all in this pack) changed the group and instance (as the tutorial says) and reindex-rebuild the DIR file, but I don't get DIR file/line/property (I don't know which one is the correct term). If I mix the examplars from this pack with examplars from the VOL. 1 pack I can get a DIR file but it only contains those examplars (picture no.1).
That wouldn't be a problem anyway, but int LE I have an another issue with these props (picture No 2). Originally after I put together these props I got a square in the LE because some of props have different dimensions, I mean  the creator (probably) mixed the Width and the Depth, for example first prop has the dimensions of W: 15, H: 6, D: 3, but the second prop (which is a very similiar shaped boxcar almost with the same dimensions) is W: 3, H:6, D: 15. When I used this family with these props with the originally mixed dimensions I got the results what you see on picture NO 3.
Well I changed the dimensions in the prop family in the certain examplars, and I changed the numbers according to this W: 15, H: 6, D: 3. And after this I got the result on the second picture with props with wrong orientation.
Note: these are not the exact numbers just examples.

Well can someone explain what is happenning, and how can I fix?
Why don't I get DIR file with these props.
What is wrong with the orientation and how to fix?

Thanks for any help in advance!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: vortext on October 04, 2016, 07:07:56 AM
Dir files are only created for compressed files. Notice in the second column, the Ys correspond to the items in the DIR file, this is totally normal and fine.

As for the orientation issue: it seems one of the wagons was exported at the wrong angle. Changing dimensions in the prop exemplar won't solve this. Easiest solution is to leave the offending model out of the family. Alternatively, you can clone the S3D files, rotate them correctly with the SC4ModelTweaker and include them in the final download. This is a legitimate practice since the re-orientated S3D file will still need the original FSH files to show up properly.

Title: Re: Tyberius Lotting Experiments
Post by: FrankU on October 04, 2016, 07:46:28 AM
Well, like may others also JeStarr did something that is not practical for otheres; some rail cars have their orientation parallel to the length of the car, others have their orientation perpendicular. See the direction of the prop arrow in LE/SCV4-Pim.

You can do several things:
1. make separate prop families from the parallel and the perpendicular props.
2. rotate one set, so that their arrows point into the same direction as the other props. Do this with Model Tweaker, like Vortext said. You have to make new exemplars anyway, so why not rotate them? It's not much work, I do it all the time, although the naming of the new S3D exemplars can be tricky.
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on October 04, 2016, 07:48:44 PM
One of the biggest problems with prop families is that they tend to get remade again and again. Mostly due to the fact that these files are bundled into a download and not released as a separate entity on the exchanges.

If you are doing the JES Rail Cars, I've already got them organised into families (see attached file). You'd be free to use/distribute these as you see fit, I never got round to releasing anything with them.

I know too that Simmer took them one step further and made timed-versions of these props/families. If you check out Simmers RRW work, you should find them there. Whichever path you go, you'll save not only work, but needless duplication here.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 05, 2016, 12:32:00 AM
Vortext, FrankU, MGB204 thank you for the help.
In the first round, I made separate families as Frank suggested, but I see what is in the attached zip (thank you for that) and I may make further changes.
Anyway the update nearly ready to release, now I'm considering to cut a 23x20 lot into two pieces, because it reached the item limit (on one lot) and something is wrong with that anyway because the PIM-X LE can not open for editing.
But I'm not sure at this point how to split lot.

- Tyberius06
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on October 05, 2016, 02:47:54 AM
Just for clarification, for those props that were rotated differently, I used a separate prop family named "Alt", rather than mess with rotations and such.
Title: Re: Tyberius Lotting Experiments
Post by: tigerbuilder on October 05, 2016, 10:21:09 AM
That's very interesting MGB. I never really thought about the duplication efforts. However, if you used something like simmers families, wouldn't that now be another dependency? Perhaps that's why everyone does their own? Maybe it would be better if the family work itself was a separate work, and a separate download.

Thanks for offering up your own work on these families. Very cool.
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on October 05, 2016, 04:13:56 PM
Indeed if you needed to link to another file, that would add a dependency. I know some people have a hard time with dependencies, but I don't. I'll use as many as I need to get the job done.

I don't think however that anyone in their right mind, would take the time to remake exact copies of existing stuff, even to shave off an extra dependency. Most likely the duplication is simply a result of not knowing something already exists. Ideally such families would be incorporated into the Mega-Packs containing the props. But that's something that's hard to arrange when the creator is no longer around.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 05, 2016, 04:33:26 PM
Thank you for the file!
I haven't checked yet (RL, work etc). Well in my pack (only the straight pieces, and only from the VOL.1 and VOL.6) there are 5 families 1 for the TTX flatcars (contanair railcars), onother one is kind of mixture with flatcars, refercars, gondolas, hoppers etc, and the rest 3 are the boxcars. Anyway.

You're right. I made these families because I didn't know about the existing ones. I knew that Simmer made similiar families for his projects and they're including timed props aswell (I didn't want to mix the PEG timed props with Jestarr rail props), but due to lack of "official" release, I didn't want to use his pack even if he gives his permission.
FrankU made some very handy families for example the different angled semitrailer packs, and lots of others.
I wonder could we/someone make an "official" families pack with and without timeprops from these railcars. That could be useful for any lotter.
And such a project could be useful if/when/after Angry Mozart releases his railcar/freight rail prop pack (http://community.simtropolis.com/forums/topic/71368-modern-freight-cars-props/?page=1 (http://community.simtropolis.com/forums/topic/71368-modern-freight-cars-props/?page=1)), bacause that pack is very promising.
And if would be a public prop family release, that could avoid these conflicts/duplicates etc...
But it's just an idea. :)
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on October 05, 2016, 06:48:31 PM
Quote from: Tyberius06 on October 05, 2016, 04:33:26 PM
You're right. I made these families because I didn't know about the existing ones. I knew that Simmer made similiar families for his projects and they're including timed props aswell (I didn't want to mix the PEG timed props with Jestarr rail props), but due to lack of "official" release, I didn't want to use his pack even if he gives his permission.

Well, any file that is included in a download can be re-used, there is nothing wrong with this and permission is not required. What you can't do is simply bundle such files in with your work. So if you come across such files and want to use them in lotting projects, so long as you link back to the originals, it's totally OK.
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on October 05, 2016, 08:28:52 PM
Jes's train cars have been made into prop families ad nauseam.
I think I have covered every single one of them including some that orient to slope  :P

Once Angry Mozart releases his train pack I will create the "go to" family pack, which will include timed and non, for everyone to use.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 07, 2016, 05:34:45 AM
Hi Everyone!

Sadly I was little bit busy with RL and I started playing with the game again (and also testing the modifications on my lots). I was working on the Seaport Project update and Expansion set (which will contain now the PEG CDK3 lots aswell with a few new pieces, and some more connector piece via canal locks between SimGoober and/or SG-CAL canals and game water), and I ran into a little problem. I have some props which are conflicting with SG_CAL_Canal_Straight_PropFamily (first picture). I don't know what are those house props and where did I get them from, but every time when I'm plopping the SG-CAL canal straight 1+ lots (which uses the above mentioned prop family and/or prop ID's) I have a more then 50% chance to get those houses instead of the canal pieces. The problem is that I used these 1+ props some of my lots (and sometimes I used the propfamily itself) and as the pictures showes these houses are appearing instead of the canal pieces. Does anyone recognize them?

1. House Props instead of canal props.

(https://i.imgur.com/GMDb1f1.jpg)

2. New Lots with using SimGoober canals and new SG-CAL canal-seaport lots and some of the update-ed old lots. I made some modification with props/prop families on several lots, therefore I guess you have to replop them to avoiding conflicts if you update the set.

(https://i.imgur.com/6SCAY22.jpg)
(https://i.imgur.com/nnCBypH.jpg)

(https://i.imgur.com/B9tg0yO.jpg)
(https://i.imgur.com/FGqqyF1.jpg)

(https://i.imgur.com/laq0j2k.jpg)
(https://i.imgur.com/HR4VxsI.jpg)

3. A new project what I'm working on. It's nearly ready. I made some slope walls to enchance my rail lines on slopes. They can be used on flat sourface as well as some kind of park walks.

(https://i.imgur.com/i2mgOZ5.jpg)

About changes on the SeaPort lots, the most noticable is the big high light cones. Well I like them, I just forgot to use them when I started to make the whole project. But I'm not sure about how many should I use on each lots, or how far should I place them.
So any help, advice, criticism would be welcome.
Thank you!

- Tyberius

Edit: Updated broken image links. 01.05.2019
Title: Re: Tyberius Lotting Experiments
Post by: vortext on November 07, 2016, 05:45:07 AM
Hm at first glance I'd want to say those houses are Glenni's? On second thought not too sure about that.  &mmm However I'm somewhat positive they're called Norwegian houses, or something like that (e.g. Scandinavian). Might want to search the plugins folder on those terms.
Title: Re: Tyberius Lotting Experiments
Post by: belfastsocrates on November 07, 2016, 05:56:51 AM
I love the revised walls concept, very nice!
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on November 07, 2016, 07:36:58 AM
Hi Tibi.
Not sure if you have made your own families but if you have not, then locate the models you need to show up, with X-PIM and make your own families, thus avoiding conflicts with pre-existing ones.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 07, 2016, 08:35:04 AM
Quote from: vortext on November 07, 2016, 05:45:07 AM
Hm at first glance I'd want to say those houses are Glenni's? On second thought not too sure about that.  &mmm However I'm somewhat positive they're called Norwegian houses, or something like that (e.g. Scandinavian). Might want to search the plugins folder on those terms.

Yepp, thank you!
NDEX Glenni MEGA Props Vol01.dat is the guilty one or CAL put under a wrong family number his props. I've never changed these families, so I do not understand why they haven't been fixed in the last 9 years, or I do not understand why they are conflicting under my settings. ()what() ()what()
Hm... the two pictures showes that deppending on the load order which family name appears under the same number and contains the props from both pack.
Well if it's only my settings and nobody else has noticed this before, how can I fix it? Shell I make a new family for the canal props and delete the original CAL version? Obviously I rather not mess with Glenni's mega prop pack...

Thanks in advance!

- Tyberius

Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on November 07, 2016, 08:55:52 AM
I've encountered the same problem myself. I'd have to guess the ID conflict is not one you can resolve yourself. Since CALs canals are BSC modded, I'd be very doubtful the problem lies with CAL's canals. More likely, some other creator has inadvertently used his family IDs.
Title: Re: Tyberius Lotting Experiments
Post by: Seaman on November 07, 2016, 09:27:46 AM
ahhh... walls. One can never have enough of them. :) I think they extend the current set of walls out there quite nicely and will fit wonderfully in the semi-rural outskirts of a city to embank Roads and rails...  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on November 07, 2016, 11:53:26 PM
Hi Tyberius,

I remember I had the same problem with Glenni's houses. I suppose I just refrained from using Glenni's file and deleted it from my plugins. I don't exactly rememeber what I did, it's long ago, but I certainly did not change anything in the Glenni or SG files.
Of course you may edit as much as you like, but I think it would not be wise to upload this to the community. Besides the fact that it is not allowed it would open a can of worm conflicts.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 08, 2016, 12:17:32 AM
Thank you everyone for the help!
@FrankU: Yepp my first approach was making an exact copy of CAL's propfamily than changing only the family examplars to one of mine, but as you said that is not allowed. So I made just a new propfamily which is using the original file, but on my lot the props will appear correctly.
I have a little sideproject with CAL's canal, and in that project I already remade the straight 1+ canal piece with the new family. With a cleanitol it could be a good replace for the conflicting file(s). And as I know this method is allowed.

Well I have an other question. How can I make custom blockers for my game. If in my plugin folder there is a growable lot which I would like to see in my game once or twice but not 100 times. I'm thining about like maxis blocker T-wrecks' blocker for the IRM set.

Thank you in advance.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on November 08, 2016, 12:36:50 AM
There are probably several methods to create such a blocker, but I think the easiest one would be to make a copy of the offending lot(s), and either change the zone settings to something invalid (i. e. LotConfigProperty "0x04" [low density commercial zone] for a residential lot) for a complete block, or (better) adjust some stats to be more in line with the rest of the buildings to avoid having them growing like weed.

I used the latter method for number of W2W houses, some were overgrowing most of the other development, because they offered more room for residents than others, so all my little 1x2 W2W residentials now hold around 35-40 residents, like the Maxis brick walk-ups. For a given stage and lot size, the game tends to pick the building with the highest occupant number, so those should be leveled properly.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 08, 2016, 06:54:55 AM
Thank you Andreas, I will keep it in my mind, but I would appreciate a tutorial for that kind of blockers what I spoke about earlier.
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on November 08, 2016, 10:27:24 AM
I had a look at T Wrecks' IRM, but I don't see any "Maxis blockers" there, so I'm not sure what you're talking about... The only "block" files are related to some building families, maybe to avoid odd results on the reworked Maxis lots. The IRM provides more variety because there are reworked and also new lots for the Maxis industrials, making the whole look of your industrial areas less boring and repetitive.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 08, 2016, 10:49:02 AM
I'm sorry, You're right. I left an "or" word out from my sentence. So like the maxis blocker OR T-Wreck's IRM blocker. According to my understanding with the IRM blockers you can choose that the game grows the normal IRM lots or the new W2W set. And using either or the another blocker you can control which set to be in "charge"...
What I would like to accomplish that with blocker(s) controlling (with keeping their normal functionality) residental and commercial lots. Many times I make a larger zone and the game split the zone and put 1x2-3-4 lots for example onto a 4x4 zone, or split the zone half and put next to each other (on the 4x4 zone) two 2x4 lots from the same building. And the game wants to put the same 2x4 building onto evry 4x4 zone, instead of growing 4x4 lots.
But that is just an example. Another time onto each part of my city I would build modern row houses with lot of occupants, but two roads further I would build a different kind of w2w building set. With a blocker I could controll which type of houses can grow and which can not.
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on November 08, 2016, 03:14:23 PM
Yeah, that behavior is a bit annoying, but it's the representation of what I was talking above. There is a certain demand (say, 2000 CO$$$ jobs) which the simulator wants to fill, and it just happen to pick two identical CO$$$ buildings with 1000 jobs each, cause they have a lower stage than the desired 4x4 CO$$$ building which offers 2000 jobs. So when you add some other CO$$$ lots that supply 1000 jobs each, the game might pick two different ones, avoiding such boring repetitions.

Anyway, I haven't looked at T Wrecks' W2W sets yet, just the base set and the filler add-ons, but the old Maxis blocker that I have installed (not sure who made it, maybe some BSC member?) just makes the aforementioned copy of the in-game lots, and makes one property invalid - after checking the DAT, it turns out that it sets the growth stage to 0xFF. So it's as simple as that: Make a copy of all lot exemplar files, edit the growth stage to an invalid value, and you're done. Gather the exemplars in several DAT files for easier handling (say, one for 1x2 W2W etc.), and move them into your plugins folder when needed.
Title: Re: Tyberius Lotting Experiments
Post by: vortext on November 08, 2016, 03:22:25 PM
Quote from: Andreas on November 08, 2016, 03:14:23 PM
after checking the DAT, it turns out that it sets the growth stage to 0xFF. So it's as simple as that: Make a copy of all lot exemplar files, edit the growth stage to an invalid value, and you're done.

iirc changing the growth stage will cause no water zots on already grown lots, regardless they actually have water or not.  Something to keep in mind, especially if you want to toggle lots 'on & off' which I gather is the intention in this case. Personally I toggle lots 'off' by means of changing the minimal slope required to some absurd high value - effectively banning them to grow on steep slopes exclusively, i.e. never - and back to zero if I'd want them to grow again.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 11, 2016, 01:02:54 PM
Hello!

Thank you the answeres! I'll give it a try these methoods.

Well,
I updated my SeaPort Project. Now it's v1.5. I had to change 39 lots, there were minor and major changes aswell, so you need to demolish and replop those lots (I put a list into the readme about the affected lots).
With the update (just a separate upload) I released the expansion set aswell, you can download both of them.
Heretic SeaPort Project v1.5 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403)
Heretic SeaPort Project Expansion (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429)

(https://i.imgur.com/GMeG4XZ.jpg)

(https://i.imgur.com/oV1b1oz.jpg)

(https://i.imgur.com/9iBL97A.jpg)

(https://i.imgur.com/6SCAY22.jpg)

(https://i.imgur.com/nnCBypH.jpg)

(https://i.imgur.com/B9tg0yO.jpg)

(https://i.imgur.com/FGqqyF1.jpg)

(https://i.imgur.com/HR4VxsI.jpg)

(https://i.imgur.com/laq0j2k.jpg)


Bonus (developing industrial harbour area with lots of canals and rail lines)
(https://i.imgur.com/cV6FGIS.jpg)

Have fun!

- Tyberius

EDIT: restored the broken picture links...
Title: Re: Tyberius Lotting Experiments
Post by: tigerbuilder on November 12, 2016, 11:44:14 AM
Thank you for all the work you've put into this set Tyberius, these lots are really good. I will use them all for sure.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 22, 2016, 06:43:46 PM
Thanks tigerbuilder and for everybody the support and help.
Well, I just released my next project the so called Heretic Slope Side Walls (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3437)

(https://i.imgur.com/gqhdUIb.jpg)

Extra images from my Noir City - North Harbour with the walls.

(https://i.imgur.com/h2BNx3u.jpg)

(https://i.imgur.com/9dyc0Cz.jpg)

(https://i.imgur.com/0O7yhSP.jpg)

Well, about the future. I'm about to rework some of my early lotting things, which includes ped bridges for Paeng Urban Canals, and some SG-CAL canal additions. And probably I will give an other addition for the SeaPort Project which contains some of the already released lots just without those high light cones, as a few people asked that over there on Simtropolis. And with that release, I might put some new stuff aswell, but for the moment no WIP previews.
In the meantime I'm playing with the game and making for example these interchanges...

(https://i.imgur.com/MfiiB3c.jpg)

(https://i.imgur.com/zIdnHdF.jpg)

- Tyberius

EDIT: Restored the broken image links..... AGAIN...  :angrymore: :angrymore: :angrymore:
Title: Re: Tyberius Lotting Experiments
Post by: compdude787 on November 22, 2016, 10:29:37 PM
Nice lots. And more importantly, awesome interchanges!! :thumbsup: &apls
Title: Re: Tyberius Lotting Experiments
Post by: Silur on November 23, 2016, 08:29:22 AM
Once  more- very interesting for me. Thank YOU
Title: Re: Tyberius Lotting Experiments
Post by: Missvanleider on January 23, 2017, 06:59:24 AM
Hi,

I am tempted to download the Heretic SeaPort Project v1.5 as it looks excellent. I have also grabbed the CAL canals and the add-on bits of it, I appreciate that this is question is no doubt answered somewhere in the readme but I can't open that from my desk at work. Basically will I end up with 2 versions of all the PEG stuff in my seaport menu or does the v1.5 overwrite the older, PEG versions in game. I would really prefer to not have 2 versions of each of the buildings available in game if at all possible.

Thanks for your help, well done for doing all this work!

Abbi
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 23, 2017, 12:33:16 PM
Hi Abbi!
The Readme was written with MS Office 2007 and the standard type of that program for documents is the *.DOCX.
In the documentation folder You suppose to find a "cleanitol.txt" file. That documentum file contains all the filenames what you do NOT need, after you put my files into your plugin folder. If you do know the BSC Cleanitol program (you can download from LEX), you can run and browse this cleanitol.txt, and the program automatically remove the listed files. BUT first you have to remove the listed files and than copy the Heretic Seaport Project contents into you plugin folder.
If you don't want to use that program, you can remove the listed files manually from your plugin folder.
As I remember only the actual seaport files overwritre the old ones and those are in a different folder.

I hope it's helpful.

- Tibi
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on February 25, 2017, 05:18:41 PM
Hello everybody!

Well after my shorter holiday (nice journey into Amsterdam - little/big party in Utrecht, Antwerp and Brugges), I started to make a few new lots. The Seaport expansion is still WIP, I can show a few pictures in a very early WIP stage, at this moment these are just conceptions, experimenting with a props on lots. The other WIP project this time not a new set, just a little (30x17) single lot - Heretic Railyard and Roundhouse, where I use Oppie's building (as prop) and the WMP team railyard props aswell. Well this is also in an early development stage, I only placed the main buildings and the rail track layout.

1. Seaport expansion - warehouse everywhere: inspirated by American movies

(https://i.imgur.com/Ql5eS1p.jpg)
(https://i.imgur.com/vNjwd5l.jpg)
(https://i.imgur.com/hTbpiHj.jpg)

2. Heretic Railyard and Roundhouse (right handside is mine, left handside is a modified version - for this setting - of Simmer2's SM2 Train Repair Yard, and above that mgb204's MGB RDP Starter Lots.

(https://i.imgur.com/dCH4yOd.jpg)

- Tyberius

EDIT: restored broken image links... AGAIN...

Title: Re: Tyberius Lotting Experiments
Post by: Bipin on February 26, 2017, 08:56:24 AM
Really great work; this deserves a lot more attention.
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on February 26, 2017, 12:50:54 PM
Nice plans you have Tyberius!
I'll follow them closely.
Title: Re: Tyberius Lotting Experiments
Post by: manga rivotra on February 26, 2017, 01:42:39 PM
Excellent loting, I like the modularity.  :) Perfect to create a commercial port for an average metropolis. This is just what I need.  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on February 27, 2017, 08:38:40 AM
Excellent  &apls

I'm hoping to finish the massive SM2 Prop Pack Vol3 in time, so that you can use some of the new toys I made.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on February 28, 2017, 10:59:28 AM
Hello everyone!

Well finally I got the time and put together this little set of diagonal IRM walls expansion.
Altogether this pack contains 15 new lots based on T-Wreck's IRM Fillers, each set gets 5 new pieces (2 full concrate - one with grass props, one without them -, 2 sidewalk-concrete - same variation like concrete version - and a dirt-concrete).

Heretic IRM Fillers Diagonal Walls Expansion (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3489)

(https://i.imgur.com/otIWZLH.jpg)
(https://i.imgur.com/CihcjkU.jpg)
(https://i.imgur.com/hlDql3Z.jpg)

Special thanks to Simmer2 for making the requestied overlays! :) And of course for T Wrecks, who made the original IRM set!

Small update on the SeaPort side:

(https://i.imgur.com/K64mbTa.png)

- Tyberius

EDIT: Broken image links
Title: Re: Tyberius Lotting Experiments
Post by: brick_mortimer on February 28, 2017, 11:23:34 AM
Wow!
Thanks for the IRM walls  :thumbsup:
I love the IRM walls and a diagonal expansion is awesome!


Here's a banana for you

:bnn:

Wait, it's worth at least 3 bananas  $%Grinno$%

:bnn: :bnn: :bnn:
Title: Re: Tyberius Lotting Experiments
Post by: matias93 on February 28, 2017, 01:52:50 PM
Wow, that relot was really fast. You may have broken a record!
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 09, 2017, 03:56:26 PM
Hi Everyone!


I've been working recently on the SeaPort expansion again. So far 16 new lot, more is on the way but I've seen some very promising WIP projects ( @Simmer2, who is always busy with something nice and fresh, and @Krasner, who is working on a very nice modular factory (http://sc4devotion.com/forums/index.php?topic=17572.msg517663#msg517663), and I intend to use those buildings/props), and I'm waiting for these releases, not to mention Angry Mozart WIP railcar props... Therefore as an attachment/link (google drive link) I'm gonna share half of my upcoming SeaPort Exp. vol. 2 as a BETA release, because after the Exp vol. 1 was released, I read some requests, if I could remove the tall light cones from the lots. Well, I finished those lots a couple of months ago, but I was waiting for my mood/energy/time to finish the rest of the expansion, which as I mentioned still in progress. After a little more looking on those lots, I found, that I used way to much from that light cone prop, so made two version, one without cones, one with a reduced measure of cones.

The Heretic SeaPort Project Expnsion Vol. 2.0 BETA folder contains two other subfolders:

1. Heretic Projects: If you want to use the lots WITHOUT light cones (NLC - No Light Cones), copy this folder into your plugin folder. These files will NOT override the existing ones, so in the seaport menu you will have two copies from some lots, one with cones, one without. They have the same stats as the original ones.

2. Heretic SP-Dock - Yards, Transitions and Ports (Reduce Light Cones - Override): If you want to use the lots a reduced amount of light cones, this is your version. I don't want to update, the original uploads (again), so I made these files as an override. Into the main folder you will find the Heretic Projects folder, copy this folder into your pluging folder, and let your program to overwrite the existing ones.

You can use together these two versions (NLC and the Reduce Light Cones - Override), but they have the same stats.

The previously showed Roundhouse and Railyard lot has been put away a little bit, because I have to learn first how to use the PhotoShop, and how to make custom textures involved with rail textures and lots of other funny things. It's really not my cup of tea, so it will take a little while... But you have Simmer2 very nice Roundhouse Lots anyway... :)

And now a little picture show about the still in progress expansion part...

1. VolksWagen Factory Complex - SeaPort Version

(https://i.imgur.com/XXr2bSV.jpg)

(https://i.imgur.com/Tp1GHgS.jpg)

(https://i.imgur.com/MEyZHGl.jpg)

(https://i.imgur.com/cyesY1q.jpg)

(https://i.imgur.com/XgUAZqR.jpg)

2. Warehouse Docks Row - There are transitions between this set and the PEG-CDK3 set.

(https://i.imgur.com/7iw6FBj.jpg)

(https://i.imgur.com/IF0u0kW.jpg)

3. Warehouse Docks Rail - well as the pictures shows it contains rail line, there are transitions between this set and the PEG-CDK3-SP set (I mean the Heretic Version, not the original set)

(https://i.imgur.com/PMNTcGG.jpg)

(https://i.imgur.com/mz4r05w.jpg)

(https://i.imgur.com/Hq3edaQ.jpg)

(https://i.imgur.com/rONX0ab.jpg)

(https://i.imgur.com/z6ztTxM.jpg)

(https://i.imgur.com/DZIHvwZ.jpg)

(https://i.imgur.com/HDLKk7v.jpg)

(https://i.imgur.com/ZaP6bn9.jpg)

(https://i.imgur.com/KObxXSt.jpg)


4. Warehouse Dock Rail - DTR-STR version, it fits with my other lots from the DTR-STR set

(https://i.imgur.com/JeNbA9G.jpg)

(https://i.imgur.com/QjJzh5G.jpg)


5. Warehouse Dock Rail - STR Only. It fits with my other lots from the STR only set.

(https://i.imgur.com/Y9kHkgU.jpg)

I will make some other transition pieces, there will be some more industrial railyard and factory facilities, the DTR-STR and STR ONLY set will get 1-2 more pieces.

And now, the link: Heretic SeaPort Project Expnsion Vol. 2.0 BETA (https://drive.google.com/open?id=0B9cPWeEG4UNyeXhWSzRyRmV0TG8), 7-8 monts way to long, sorry for the waiting, as I mentioned I wanted to release together these stuffs, but since this part is ready, and it was a request anyway, so I share them now, because I don't know when will the full release be ready... Details about how to install it can be found the top of the post.

Dependencies are the same as the original uploads here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3403) and here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3429).

Enjoy! :)

- Tyberius

Title: Re: Tyberius Lotting Experiments
Post by: carlfatal on May 10, 2017, 02:15:21 AM
This is a very serious lotting thread.  :thumbsup:

So you are the maker of the heretic stuff, and well I must say, your lotting is simply great. What you did with PEG´s seaport - wow, you made the set actual again and nicer than before. BUT...

But nothing compared to this new seaport parts! Rails at the waterfront!  :bnn: In fact the new pictures show the first seaport in SC4, that looks realistic. I often tried things in this directon but never had a really good idea. Now I can lean back and wait until you release...  $%Grinno$%

And the VW factory is another damn good relot. Perfect with the small harbor - and placing more than one of these in a row should end with a composition, that looks exactly like in Wolfsburg. Very nice and another must have.  &apls

Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on May 10, 2017, 12:03:33 PM
Fantastic work Tibi &apls

The container project I'm working on will match your base textures so that the lots can sit adjacent to each other.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: tigerbuilder on May 10, 2017, 02:06:46 PM
You feel like you've taken too long??

Dont think that! Not only have you kept on adding lots, but improving them too. All your work on this project has us rail and seaport fans drooling. Like the NAM says, it's ready when it's ready. There is no rush...we just are eager to use your seaport set, that's all.

The new lots look awesome, as usual. You are very talented.

As for overriding your lots for people's requests...I consider that a them problem. Those users can lot edit themselves if they didn't like what you placed. Or if they don't care for high tower lights, they probably need to create an override themselves to blank that prop from all their lots. I only bring this up as I'd rather see you working on your own visions than lotting for specific users, in a polite a way as possible.

Cheers, tiger
Title: Re: Tyberius Lotting Experiments
Post by: Vizoria on May 10, 2017, 02:09:03 PM
Fantastic lotting work! You are the king of industrial relotting!
Title: Re: Tyberius Lotting Experiments
Post by: FrankU on May 11, 2017, 01:49:30 AM
This is beautiful work and it makes mee feel like working on several other projects too. But pitifully I have a family which needs food and housing, so I have to dedicate some of my time to earning money....
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 13, 2017, 07:26:18 AM
Hi Everyone!

First of all, I would like to thank to everyone the kind words and support! :) &apls

@carlfatal: Thank you! I've got  the inspiration (about the rail lines at the waterfront) from american action movies, where always there is some car chasing scene through industrial areas and you often can see rail lines at the waterfront under huge cranes come along with old and rusty warehouse buildings etc...

@Simmer2: Thank you!  :)
I can't wait your new toys! :) The new oil tank rail cars are awesom, and I'm especially happy with the timed props! :) Anyway, I know they are very different sets, but whenever you have time, is there any chance that you might release all the timed props (families) what you made so far - including the jes railcars timed props as well - into a separate dependency pack.

@tigerbuilder: Thank you, I appreciate the kind words! :)
Well, in the very first release I hadn't used those lamp posts, because totally forgot about them, and with the first update and first expansion I updated several lots with them. Well some of the lots after this process looked like a porpentine, which wasn't entirely my intention, but I was quite happy with them. After I few comment I revisited the lots, and made a no light cones version, and the reduced version (I'm using this one anyway) which became the override. Now I hope it's OK for the interested parties! :)

@Vizoria: Thank you very much your kind words! :)
I'm not doing any special, just try to filling the gaps in my cities, and sharing the results! :)

@FrankU: Thank you!
I totally understand... :)

Just a quick update, I started this monster just today after @mattb325 was so nice and shared his beautiful Industrial Hight Tech buildings over at STEX (http://community.simtropolis.com/tags/i-ht/ (http://community.simtropolis.com/tags/i-ht/)). It's a very raw scetch in this moment, I've just placed the buildings and tried to draw rail lines...

Let me introduce the Industrial Harbour Rail - MattB325's High Tech Industry Complex.

(https://i.imgur.com/4ILWHW4.jpg)
(https://i.imgur.com/83nlRC9.jpg)
(https://i.imgur.com/z03BVc4.jpg)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on May 13, 2017, 08:36:00 AM
Hi Tibi.
Not sure about high tech buildings clearly intended for a cleaner "wealthier" zone, would look right in a dirty low wealth enviroment.
You may want to rethink your strategy.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 13, 2017, 10:10:43 AM
Hi Nick!
You are absolutly right... BUT nobody says it should be placed in a dirty low wealth enviroment. It's up to the player where he/she places this/these lots. :) Maybe it's not ultra-realistic to put high tech stuff on the waterfront, I don't know, but not necessarily has to put this lot next to a dirty industry factory. There will be a few more I-Ht waterfront lots and in this set a couple of very generic and static waterfront element (warehouses, transition pieces between different sets and "end" lots among them). So eventually it can be made I-Ht "clean" seaport area, and don't need to mixing with the other dirty stuff. For example in my region I'm planing to build a quite clean city, mostly high tech industry, and this seaport can fit there.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: noahclem on May 13, 2017, 11:27:19 AM
Wow, that's an impressive set of waterfront lots  &apls  Really like your choice of bats and all the rail connectivity. This set will be a real help with harbor possibilities and it's great to hear they'll also interface with Nick's work along the same line--keep it up  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: c.p. on May 13, 2017, 12:14:33 PM
This looks like a great set in development :thumbsup:  I think it will be great to be able to transition the waterfront from dirtier industry to high tech as the demand changes in the city.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 25, 2017, 11:57:15 AM
Hi!

Thanks for the support and kind words to everyone!
Recently I've started making my first custom textures, and I ran into a little issue. So I need a little help/advice what the mistake is what I made.
My first few textures are appearing nicely and int the intended order in the LE and PIM-X too, but ingame only the first texture from the pack is appering. I attached 2 pictures, the first one is a compare picture between the PIM-X and INGAME. The 2nd picture shows what I see in the SC4 Tool, where I created the pack.

Thanks for any help in advance!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on May 26, 2017, 06:10:43 AM
Tibi.
Drop me a PM with a link to the files.
I would need the original pngs and the 9 texture dat you made.

I will look in to it.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: vortext on May 26, 2017, 07:44:34 AM
This has all the hallmarks of wealth texture family spoiling the plot once more. See this post (http://sc4devotion.com/forums/index.php?topic=4843.msg153295#msg153295) under the heading Fifth digit - wealth marker for more info and see if it applies to how you've set up your texture IID range. I reckon it does since the IIDs pictured have a zero as 5th digit, i.e. they fall under a wealth family.
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on May 26, 2017, 01:15:48 PM
Hi Tibi
You got mail  ;)

Erik, that is exactly the issue he is having (plus another I cought while dat packing). I fixed it for him and I told him to talk to you about getting a proper IID format from the range he has been issued.

PS. That app of yours is awesome!!

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 26, 2017, 03:01:46 PM
Thanks guys the help!  &apls &apls &apls &apls
Robin (mgb204/rsc204) sent me an excel sheet with a bunch of IIDs (I guess those are proper IIDs), it starts with F8D84004, so looks OK.   :bnn:

@Nick: thanks for the modifications, I sent back a PM with questions about the other issue what you found. Can you explain, because I don't understand... :D :D :D

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: praiodan on May 26, 2017, 11:14:00 PM
This will be a wonderful set! I always enjoyed constructing harbours very much and these additions will be highly appreciated. :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 19, 2017, 06:15:27 PM
Hi everyone!

Well, it's been a while, since I made an status update. The Heretic SeaPort Expansion is not dead, it's just sleeping a little bit... :) However I have a new WIP LOT which actually fits to the SeaPort project. I've never found any ferry terminal among the PEG-CDK3-SP set, and I need one now in my new city. Thanks to MattB325 who made a very nice new modernlooking fery terminal I made a lot where the new terminal building stands on a Industrial Harbour style-ish enviroment. The idea was a lot, where the rail tracks go across on the lot and the access road to the terminal without any break.

(https://i.imgur.com/R4OkNvY.png)
(https://i.imgur.com/XNIQ96F.png)
(https://i.imgur.com/re2HimO.png)
(https://i.imgur.com/Y3ZzoUP.png)

p.s.: Since I lost most part of my back up files (which wouldn't be such a problem, bacause most of those files are in my several active plugin folders, but without readmes I can't just copy them again and again from each folder to an other to building new city folders) due to a memory card failiure, I spend a huge amount of my free time with recollecting and redownloading those thousands of files, what I had. Therefore I don't have much time to playing or LOTting (apart from smaller projects). And I'm the middle of seeking a new job, so my SC4 business is getting a bit slower in the future for a while...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Alan_Waters on August 20, 2017, 10:15:52 AM
Tyberius, successes to you and patience.  ;)
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on August 20, 2017, 02:07:50 PM
Sorry to hear about you backup loss. It sucks!

Hope to see you in full form soon.

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 26, 2017, 04:26:17 PM
Hi everyone!
Thanks Nick and Alan_Waters! :)

As some of you may know I've recently been working on bringing some "lost" contents to the STEX as legacy uploads. In this process I've already uploaded two very nice files, they are running under the name of the original creators. They've got new readmes and also I kept the original ones as well, but I updated the dependency links.

So you may want to try Don Miguel's CSX Piere Mall (http://community.simtropolis.com/files/file/31918-don-miguels-csx-pier-mall/)
and Jason5871's Cruise Ship Port set (http://community.simtropolis.com/files/file/31919-jason5871s-cruise-ship-port-set/) (which were released originally onto the PLEX several years ago).

Well, I was able to playing a little bit and for this I've updated and finalized some of my upcoming lots for a new Heretic SeaPort set. I call them Industrial Harbour Docks (IHD) and Industrial Harbour Docks Rail (IHDR). where the rail tracks (Simmer2's NSB Overlay Set) are runing directly by the edge of the waterfront.

The first two pictures are about the IHD DTR-STR Gratiot Motors
(https://i.imgur.com/jIDDzbG.jpg)
(https://i.imgur.com/kbMOnZm.jpg)

The rest is about the IHDR-PEG-CDK3-SP Transitions with E-N Warehouses (from BriPizza (http://www.bripizza.net/sc4/2812IKSG/2812IKSG.html#gg)) and SimGoober Long Textill Factory. The lotting on these is mostly ready, I may change some stat or so...

(https://i.imgur.com/nc3am7Y.jpg)
(https://i.imgur.com/EiToKbV.jpg)
(https://i.imgur.com/YBkA6IV.jpg)

- Tyberius

EDIT: Restored broken image links.
Title: Re: Tyberius Lotting Experiments
Post by: kelis on August 27, 2017, 03:53:24 AM
Fantastic job !!
Title: Re: Tyberius Lotting Experiments
Post by: ramrec on August 27, 2017, 04:17:41 AM
Superb, as usual. I love your Heretic Seaport Sets
Title: Re: Tyberius Lotting Experiments
Post by: Krasner on August 27, 2017, 08:00:27 AM
Love it  ::)

By the way Tyberius, would you like to get my puzzle factory pieces right now ? I think you said once you'd like to work with them. Modding isn't finished, I don't know when I would be able to do it but knowing that it only exists on a single, fallible hard drive, makes me nervous  :'( I'd like to get an external hard drive but to be honest I'm really poor for the moment so I have to wait to get a job  &mmm
Title: Re: Tyberius Lotting Experiments
Post by: feyss on August 29, 2017, 05:00:21 AM
If I wasn't bored by the game atm, I would be impatient to try all your lots in my harbour  :D

I really like your job on the last pictures. That's the kind of docks you could find in the oldest part of harbours, close to the city centre and with sometimes old houses on the other side of the street!

A bit like that:

(https://image.noelshack.com/fichiers/2017/35/2/1504007897-sans-titre.jpg)
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on August 31, 2017, 01:33:37 PM
This is my first visit to the Lotting thread here,
and I must say this is an honor for me Tibi  :thumbsup:

I have attached the full upload of the El- Rail station to the bottom of the post...
Please let me know if you run into any issues with the functionality of the station and I will see what I can do if
this is an issue for you ?

Brian
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 31, 2017, 02:24:22 PM
Thank you very much! It's awesome!  :bnn: :bnn:

(https://i.imgur.com/yWX8c7W.jpg)

It's working as an El-Rail, so as I see finally we have the original model file, and this LOT version is Gitbi's modified version (http://community.simtropolis.com/files/file/19419-ndex-its-nam-terminus-modified-by-gitbi/).

I guess you don't have the original lot file from Tonkso which was modded as rail transport and needed to use the elevated rail viaduct pieces to make it work.
I attach the picture what I found at the first time about the original LOT.

Thanks again!

- Tyberius/Tibi
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on August 31, 2017, 02:59:03 PM
Tibi,

No Sorry,  i do not recall ever using that version for Rail Viaduct,

but i really like it  :thumbsup:

I can check around my plugins folder just to be sure i do not have it..

But I am also helping out with testing NAM 36 Alpha 3 tonight, so be patient with me  ;D
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 13, 2017, 03:37:19 PM
Hi everyone!

Not much happenning recently with the seaports, I'm lack of motivation, but more likely lack of time, and at this point rather playing with the game, than playing with PIM-X. Since that one is more time consuming project, and recently not developing anything near to the harbours, rather urban development is going on with plazas and etc... I made and revisited a few plazas of mine, because I needed them.

Since tariely recently spoil us some pretty nice park stuff (https://community.simtropolis.com/profile/698707-tariely/content/?type=downloads_file), I decided to revisit a few of my oldest relots (some early experiments, from the time, when a relotting meant to me to "save as..." an existing lot with a few changes in Lot Editor, and everyting will be just fine - of course    ), I was about to make plazas anyway to enchance my cities.
On of my favourite plaza pack is io_bg's EBLT Plaza pack (https://community.simtropolis.com/files/file/22429-eblt-plaza-pack/), but what I missed from that pack was to put the pieces together simultaniously, so I made a few "ReDirected" plaza (mirrored the routes on the plazas so they can fit next to each other now). You can see those 2x2 plazas, the 2x4 plazas were made just for fun. I showed the new 3x4 plaza previously and the 2 other pavement plaza with and without bushes were part of my original relots. Since they got totally new building examplar, I need to replace the old ones in all of my cities. That will be fun, I can tell! :D :D

(https://i.imgur.com/fQ3bsra.jpg)

I'm not sure if I ever will release these plazas, they are not that good, I guess. :) edit: It will have been released a few months later :D :D :
Heretic-Tariel Various Plaza Lots (https://community.simtropolis.com/files/file/32026-heretic-tariel-various-plaza-lots/)
Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces) (https://community.simtropolis.com/files/file/32027-heretic-tariel-eblt-plaza-expansion-mirror-pieces/)

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 29, 2017, 12:06:33 PM
Hi everyone!

I need some help (maybe I open up a new topic for this). So I started to cleaning up that mess what i made the first times when I started to relot stuffs just for personal use. I used to made relots with Lot Editor modifying the original one and then hit the "save as..." and give a new name it. And then I changed the dimensions of it for example and put other texture or props (now I'm talking about the first relot) and hit the "save as..." again with a different name (I got like this a second relot) and kept going like this...
I made some extra paeng canal stuff like this way, but now I started to make new updated versions of them, and when I saw the original relots into the Reader or into PIM-X (pictures from PIM-X), I got confused, because I don't know how relevant those datas. I want the same stats for the newest version as the original relot version, but I'm not sure what I'm supposed to copy from it.

1. In Reader (what are those datas under the two red lines)

2. In Pim-X (what are those datas - I guess the same as it can be read in the Reader, but more highlightened - with the yellow-ish background)

If anyone could explain what are those datas, and how relevant they are?

Thanks in advance

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on October 29, 2017, 12:17:52 PM
What you have are Parent Cohorts, probably inherited from the original lots when you copied them.

So usually the properties of a Buildings Exemplar are all contained within the building exemplar itself. But, lets imagine you have 20 lots, all of which will use the same property or group of properties. You can create a template set of properties (a parent cohort), which is linked via the Parent Cohort property at the very top of the buildings exemplar. The game will find this Parent Cohort exemplar and use all of it's values for any building linking it, even overriding the same properties if they are present.

Actually it can get more complex than that, since a Parent Cohort itself can also have a Parent Cohort. So you can link multiple Cohorts together for commonly used properties, this is very much how Maxis made their content work.

If you want rid of it, simple null the Parent Cohort value, i.e. enter 0x0,0x0,0x0 in that field. But be warned, some of the linked properties may be required for the item to work as intended. In which case they need to be manually added in Reader, although you can copy/paste them. However, assuming your are linking to Paeng's original pack as a dependency, keeping the cohorts is not a problem. In essence both Reader and PIM-X are able to find the linked properties and display them. The only difference is the properties are not directly in the file, but elsewhere in the Cohort.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 30, 2017, 03:56:16 PM
Thanks mgb204 for the explanation. More or less I understand what you're saying, and it sounds interesting, however in the future I might ask further assistance for better understanding, but for know it's OK. :)

A little investigation showed me that Paeng used the original PEG Ponds Lots (1x1 straight piece etc) to create his Urban Canal lots, so actually the URCs are connecting with the PEG ones.
Well I made a clean virgin lot each of my Paeng URC extra lots and copied the relevant information from the originals under each of them.
I guess it won't harm anything.

Still dusting and revisited my older stuffs, some of them will get a release eventually, mostly park and recreational stuffs what I'm in right now.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 18, 2017, 12:42:57 PM
Hi everyone!

Over at Simptropolis (https://community.simtropolis.com/forums/topic/50916-show-us-what-youre-working-on/?page=157&tab=comments#comment-1682692) I already showed what I'm working on recently. I started to work a bunch of plazas with different dimensions and Tariely was so kind to help me out with night lights (since I'm not playing with Night mode I don't really care about lights etc...).

Since the original images are lost, you can see the fulll collection under this post (https://sc4devotion.com/forums/index.php?topic=17546.msg522435#msg522435)

The other project of mine is a little expansion for paeng's Urban Recreation Canal set. Which is may not available at this moment either on STEX or Lex, but it's defenetly on CBEX and I haven't forgot my plan to help @catty-cb to clear those Paeng files and bring them  to the STEX. So the Urban Canal Set probably will come sooner.
So would like to show some pictures from the upcoming URC expansion set, and you will see some WIP plazas as well.

Since the original images are lost, you can see the fulll collection under this post (https://sc4devotion.com/forums/index.php?topic=17546.msg522743#msg522743)

With the plazas a kind of expansion will come to the io_bg's original EBLT plaza (https://community.simtropolis.com/files/file/22429-eblt-plaza-pack/) set.

Since the original images are lost, you can see the fulll collection under this post
(https://sc4devotion.com/forums/index.php?topic=17546.msg522455#msg522455)
- Tyberius

edit: 25.08.2018 I'm not able to restore the pictures because they were deleted from my HDD.
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on November 18, 2017, 01:00:46 PM
Quite an interesting development alright! Some of those are rather unique, and we can't have enough expansions of popular sets that add new possibilities to the game. :)

However, you really should have an eye on the file size. Those images are a whopping 16 MB in total; for those people with slow DSL or limited mobile connections, it's quite an impact.
Title: Re: Tyberius Lotting Experiments
Post by: Alan_Waters on November 19, 2017, 07:18:13 AM
Very good!  :thumbsup:
But, as always, there are not enough diagonal lots.  &ops
Title: Re: Tyberius Lotting Experiments
Post by: jaredh on November 21, 2017, 08:24:13 AM
These canals are pretty fantastic.
Title: Re: Tyberius Lotting Experiments
Post by: noahclem on November 21, 2017, 09:05:51 AM
Really interesting project! Hope the canals can help me with my city--I'm having a heck of a time figuring how to handle water above sea level as I really haven't done it in forever. It started when my computers (3 and 4 computers ago) struggled to run a city full of stuff and I intentionally kept lots of game water in large tiles to keep things manageable  :D Thought I would use JENX poseidon stuff for most uses but am disappointed with the look and options with the lake paint lots and the "rain effect" water is so difficult and unpredictable to work with that I'm now just planning on raising the sea level when I work on that part of the city  :facepalm:
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 06, 2017, 01:56:20 PM
Hi everyone!

The preveiously showed Heretic-Tariel Various Plaza set now is available only on STEX (at this moment):

Heretic-Tariel Various Plaza Lots (https://community.simtropolis.com/files/file/32026-heretic-tariel-various-plaza-lots/)

(https://i.imgur.com/SrBU90B.jpg)

Huge thanks to tariely (https://community.simtropolis.com/profile/698707-tariely/content/) who put a lot of work into this project and made the nightlights on these lots and also made a lot of new plaza variations to our joy. The pack contains altogether 21 lots, 18 medium plazas 2x3/3x2/2x4/3x4/4x3, and 3 large plazas 6x5.

Enjoy!

- Tyberius


P.S: the next couple of days more stuff will be coming, more plazas, and canals etc... :)

Edit: fixed broken image link
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 07, 2017, 03:04:51 PM
I double my own thread, sorry for that! :)

Hi everyone!

New day and I'm bothering you with a new release again. Still stick with the plazas and an other team-up with Tariely (https://community.simtropolis.com/profile/698707-tariely/) brought the Heretic-Tariel EBLT Plaza Expansion (Mirror Pieces) set (https://community.simtropolis.com/files/file/32027-heretic-tariel-eblt-plaza-expansion-mirror-pieces/) up to the surface. It's available on the STEX.

Huge thanks to Tariely who put a lot of work into this project and made the nightlights on these lots and also made a few new plaza variations to our joy. The pack contains altogether 17 lots made a nice addition to io_bg's original EBLT Plaza Set (https://community.simtropolis.com/files/file/22429-eblt-plaza-pack/). Special thanks to rivit for the extra overlay texture.

(https://i.imgur.com/tkrJYlO.jpg)

Enjoy!

- Tyberius

P.S.: In the following days I will release two of Paeng's stuff, which have never been released on the STEX. One of them is the Urban Recreational Canal set, originally was released on SimPeg... Other is a used to be possible forum attachment the Paeng's PEG-PPOND Tahoe Pontoon Boats (on picture).


(https://i.imgur.com/hMxbLJr.jpg)
Title: Re: Tyberius Lotting Experiments
Post by: Unconstantean on December 07, 2017, 05:16:03 PM
The boats - already love'em. One question, can you release the boats as water ploppables or mmp?
Title: Re: Tyberius Lotting Experiments
Post by: mrbisonm on December 07, 2017, 05:50:14 PM
Wow, beautiful boats, only one problem.....they're definitively way too big as shown. Nice though. ! Hope you'll resize them?

Fred
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 08, 2017, 10:56:11 AM
mrbisnm/Fred and Unconstantean,
Thanks for the comments. These boats are not my work. Probably they were made by Pegasus, in this form they haven't been released officially yet, probably they appeared to the first time somewhere in Paeng's Support/Development topic over at SimPeg as a forum attachment. The original models in the CDK3 Rec-Boats resource.dat, and the merged CDK3 Superpak and Paeng made new prop examplars from them for this release.
Anyway, I won't modify anything on these or the canal set (I don't have permission to change anything, nor the necessary skills), because what I'm up to right now, is a restoration work, since the demise of SimPeg page, these files are no longer available.
So the boats will come as you see on the picture at the first time, however I'm about to make an expansion for the Urban Canal Set, which will use these boat props on some of the lots.

Although I have a question to more skilled players and modders. Is there a way to change these props such a way to not being offsets/overhanging? Other thing, I don't see problem with the size of the boats, as I see these are party/restaurant sightseeing boats (probably there is a better expression for them, but my limited english vocabulary...), but if I want to change the size I would need to use the model tweaker tool, I guess, but I don't really have experience with that, specially that uses some kind of factor measurement instead of percentage, and the last time I saw a guide for that tool, the picture links were broken.

So, this will come as is, to restore Paeng's work, the models/props can be found in the above mentioned packs...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: vortext on December 08, 2017, 11:29:55 AM
Quote from: Tyberius06 on December 08, 2017, 10:56:11 AM
Although I have a question to more skilled players and modders. Is there a way to change these props such a way to not being offsets/overhanging?

yes, the modeltweaker can actually do that as well.  :D

Also, don't be intimidated by the scaling factor. I'm not sure either what exactly is meant but often times I treat it as were it a percentage and usually comes out fine. If not, remember what settings you used previously and just try again with slight difference.  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: mattb325 on December 08, 2017, 01:42:11 PM
Great job on the new lots  &apls
Title: Re: Tyberius Lotting Experiments
Post by: reddonquixote on December 09, 2017, 01:12:15 AM
I don't think I've seen this thread before, these are really beautiful. Well done  &apls &apls
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on December 09, 2017, 08:38:10 PM
Well done Tibi &apls
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 20, 2017, 05:34:22 PM
Hi everyone!

First of all thank you for everyone for the comments and likes! :)

I still need to make a readme and put together a list of dependencies, but with a little luck I'will be able to release this set (26 pieces, as you can see the attached first picture) right before Christmas.

(https://i.imgur.com/GsTJXFQ.jpg)

(https://i.imgur.com/JbRB16x.jpg)

(https://i.imgur.com/gP0AFsm.jpg)

(https://i.imgur.com/eV1ZZ4Q.jpg)

(https://i.imgur.com/kdx9ZX3.jpg)

(https://i.imgur.com/XOcRfBs.jpg)

(https://i.imgur.com/ZxBumfo.jpg)

Enjoy!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 23, 2017, 05:11:35 PM
Hi everybody!

For now only on STEX, but The Heretic Paeng's Urban Recreational Canal Expansion set vol. 1 (https://community.simtropolis.com/files/file/32045-heretic-paengs-urban-recreational-canal-expansion/) (HPURC) is now released.

(https://i.imgur.com/sfsp7pl.jpg)

Enjoy and have fun!

Have a wonderful Christmas!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Alan_Waters on December 24, 2017, 01:50:00 AM
Very much it did not suffice. :thumbsup: :thumbsup: :thumbsup:
Are the diagonal lots planned?
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 24, 2017, 02:07:24 AM
Quote from: Alan_Waters on December 24, 2017, 01:50:00 AM
Very much it did not suffice. :thumbsup: :thumbsup: :thumbsup:
Are the diagonal lots planned?

Saidly Pegasus never made diagonal models for his canal sets, and I don't think we have the basic model files (like in the case of the CAL-SG canals), so...
At this moment there is no chance for diagonal pieces, but I was thinking about it too...

-Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 21, 2018, 03:20:46 PM
Hi everyone!

First post here from me in this year!

Well, lot's of fun going on (http://sc4devotion.com/forums/index.php?topic=7066.msg523306#msg523306) latelly, which brought me a dilemma. I thought I lost one of my most developed cities due to an unfortunate Prop Pox issue, but thanks to @simmaster07 (https://community.simtropolis.com/forums/topic/74667-revisiting-prop-pox-and-prop-theory/?page=2&tab=comments#comment-1687301) it's not issue anymore, so will start experimenting combining the almost finished tiles with the recentry restarted ones. In the meantime I decided to open up a new development thread over at the freshly established Invasion Community (SC4Defined), and keep posting there as well and will upload some files too. - edit: not active anymore 25.08.2018

But in the last two days brought some files over at STEX and Here as well. As continueing my Preservation Project on behalf longtime-non-active-developpers and bringing back their lost contents (Don Miguel's CSX Pier Mall, Jason5871 Cruise Ship Port Set, and Paeng's recent uploads), I uploaded

Paeng's Sandstone Parks (Beta) (https://community.simtropolis.com/files/file/32074-paengs-sandstone-parks-beta/)
and
NDEX ITS NAM Terminus (https://community.simtropolis.com/files/file/32078-ndex-its-nam-terminus/).

And I finally uploaded the long promised fix for the CAL Canal straight +1-Glenni Mega Props vol1 prop family conflict. Accidently back in 2006/2007 both set got the same prop family ID, so depending on the load order either nice norvegian houses popped up or the canal pieces, when you plopped the Straigh +1 canal piece. I made a new family (which is identical CAL's one) for the canal pieces, since easier to fix on this side the problem then messing with the Mega Props or the original house set. You will still need the SG_CAL_Canal_Straight_PropFamily.dat since this contains the original models, but I made a new lot which uses the newly made prop family and it won't be conflicting with anything any more.

Heretic SG-CAL Canal Expansions vol. 1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3565)

And for the end I show some older pictures from the two ressurecting cities of mine:

1. NoirCity - North Harbour  - the original one, with the last developments before it got poxed, or something, because I could keep developing if I wouldn't bulldoze certain damaged lots.
(https://i.imgur.com/HhgmTHg.jpg)

2. NoirCity - ConterPoint - the original... Well I might keep this as a fully functional city tile, since I wanted to abandon this city due to some disabled props which used to can cause Prop Pox, but I guess now it's stays in the past, so... I'll figure it out how I can put together with the new version of North Harbour...
(https://i.imgur.com/0NGYIEP.jpg)

(https://i.imgur.com/SSg0z3Y.jpg)

(https://i.imgur.com/Io3WGQO.jpg)

(https://i.imgur.com/bVlPdgj.jpg)

(https://i.imgur.com/RKEbJlM.jpg)

(https://i.imgur.com/rc9cZ6V.jpg)

(https://i.imgur.com/wJWyePO.jpg)

Next time I will update the first Post of this topic, sadly my previous image host provider went down and all those early development images are gone now.

- Tyberius

Edit: 25.08.2018 - fixed broken images
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 11, 2018, 11:03:19 AM
Wow, it's been a while, since I post anything here. Well, it's been a while since I post anything at all. During the last couple of months I started to setup my essential dependency pack, which will be a general dependency for my upcoming projects. In the first run, I made a bunch of timed props from VIP Girafe all 4 car sets (orto and diagonal too), and Motokloss Solaris buses as well. Over at Simtropolis I showed some station/terminus relots from MattB's BAT collection, and the main reason that those are not released yet, because I wanted to give them a variety of timed car and people props. Which means, that the second phase of my essential will be a bunch of timed people props from Nams, Delecto and Simmer2. And here comes a little confuson of mine, and I ask your help if you're familiar with creating named prop families.

So creating named prop families as the tutorial says (http://www.wiki.sc4devotion.com/index.php?title=Tutorial:Creating_Prop_Families) it's not a problem until I make different DAT files for each prop family with the cohort file (which gives the name of the family technically), which means, that I use the related examplars only once, and if I want to reuse them, I copy them into an empty DAT file and change the Group/Instance number and give them the next family ID, than they can get the cohort file. However I know that one prop examplar can have multiple prop families, so one prop can be place into more then one prop family without changing the TGIs. But in this case how can I handle the name giving cohort files? According to the rules, the cohort file has to be the first line of the DAT file before all other related examplars.
So the what I was thinking of, and I need the clearification, I put all the props in one DAT file, give them the family IIDs - some prop examplar would get more then one family IID -, than here is the question: Do I need to make separate DAT files for every single cohort file (which has only one related family IID and the name of the prop family), OR
I can put several cohort files into ONE DAT file?
I suppose that the second option should be viable, but I'm not sure, so I ask the help for clearification.


Thanks in advance! More update soon...

- Tyberius

Title: Re: Tyberius Lotting Experiments
Post by: Andreas on May 11, 2018, 12:58:53 PM
Cohort files don't need a particular file order or anything, but just the proper ID scheme. Have a look at some of the common prop packs (such as Cycledogg's, or some of the SFBT ones). The instance ID must be the same as the prop family ID, but the first digit must be increased by 1, so if your prop family ID is 0xab700020, for instance, the cohort ID must be 0xbb700020, for instance. If the prop family starts with 0xf..., use 0x0... for the cohort instead.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on May 11, 2018, 01:14:21 PM
Thanks Andreas, I know these processes, I already made all my families with this methood, but so far all my prop examplars have only one Families, so they can go into separate DAT files with the related cohort file. What I want to do now, is giving more than one family IDs some of the prop examplars, which means, that each family requires its own cohort.
The main question is that multiple cohort files can be placed in ONE DAT file. So I put all the prop families in ONE DAT (in this case, several props would have more then one family ID), and all the related cohort files would be in an other DAT file. I already know how to set-up the cohort files properly to show the family names in X-PIM and/or LE, I just want to make it easy for myself, when I want to use the same props in several different families and I also want to give these families different names...
Title: Re: Tyberius Lotting Experiments
Post by: Andreas on May 11, 2018, 02:49:10 PM
Well, I guess just give it a try. As I said, I don't think there has to be a special order in the files or anything, once the IDs are set up properly.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on June 24, 2018, 02:07:23 AM
Hi everyone!
I need help with Model Tweaker.
I'm making my Lottin Essential file which will contain a bunch of timed props (cars, buses, people etc...), yepp still that project is going on before I go back to lotting and playing.
My problem is that Blanco_05's station prop pack (https://www.toutsimcities.com/downloads/view/1656) contains 4 different busses with 4 different rotations (22,5-45-67,5-90) by each, which is fine, but one of straight 90 deg. bus version is rotated vertically and the other 3 straight bus versions rotated horizontally.
I know I might can use the Tweaker, but honestly according to the Tweaker support thread (http://sc4devotion.com/forums/index.php?topic=7553.msg420006#msg420006) there are limitations with the model rotating feature, and I don't really understand that, for me it's to techy: "Only 1-Z/R models, eg automata, can be freely rotated, and actually not all of them, only those which are designed as such. However, for models with relatively simple LODs and for small angles, it may be possible to perform a rotation with fairly acceptable results. You will have to fool the program to allow this. - Cogeo"
Can I rotate that bus model with 90 deg clockwise? I tried the following method, but the new "model" didn't show up in the PIM-X.

- I copied the S3D files (20) of the model into a new DAT file in the Reader
- then I give them new instance ID - on this point I'm already lost, because what I found information here and there those say that one can change the 5th digit of the instance ID (f.e. 0x00030000 to 0x00031000, however the Reader has an option which gives totally random numbers and I don't know which option I have to use. Manually change certain digits or the total random option is good as well?
- and than I can use this new file in the Tweaker to make the rotation...

But I don't know what else I need to do to get the new "model" to show up in X-Pim. The HELP option of the Tweaker says something about a modified XML file what I need to make/change for the new "model", but I don't know how to generate or modify that one...
Probably I was blind but I haven't found any step-by-step tutorial how to use the tweaker. The only actual tutorial is from Swordmaster, but that's about scaling...
Oh and yes, when I tried to load up the "new model" into X-PIM, the original model (unchanged) was in my loading plugin folder as well, since that contains the rest of the data of the model...

Any help would be appreciated and thanks in advance!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on July 20, 2018, 06:39:18 PM
Hi everyone!

It's been a long time that I came up with something new. It's time to bump this thread up a bit. Well later I need to clean the mess up. Sadly my previous image host sites were gone, so I have a lot of "empty" space...
Anyway, during the last couple of months I built up my dependency essential package which contains almost 900 timed props altogether in 96 "new" timed props families from creators like Girafe (cars), AndisArt (also cars), motokloss (buses), Namspopof and Delecto (people), Blanco_05 (HD buses and railcars, rail engines), Orange_o and R6 (vehicles), Simmer2 (in this release only a few of his hard working people props), SimCityFreak666 (railcar props) and there are additional single timed props too. Also I merged into this package some of my previous already released prop famillies, so clreanitol file will be included too. Since it's quite a huge package it has quite a few dependencies (yepp this is a dependency pack with additional dependencies just for you... ;) :) ), but these are quite common dependencies these days so shouldn't be a problem. Lotters can have fun building up new lots with awesome timed props...

Thanks everybody for the help (Nick - timing lessons, Erik - Model Tweaker, Brian - constant support!!!! :) )

Well I revisited one of my lots from last year (it never got to be released), I needed a gas, service station, so made it one. The lot is using the new essential's timed props and timed prop families.

(https://i.imgur.com/a0Yk797.jpg)
(https://i.imgur.com/HGdkrHc.jpg)

I need some further tests both on the lot and with the timed props, but probably during the weekend I'll release both of them. (Taxi on the disabled place is intentional, I'm thinking of puting a sim there to shout a bit with that taxi rude driver... ;) )

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: PaPa-J on July 21, 2018, 05:34:31 AM
Looks great! I hope all the tests work our fine, this would be a nice little lot to have.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on July 23, 2018, 03:19:20 AM
Hi everybody!

Thanks for the likes and support!

I managed to reboot my thread opening post, where now you can find collected all my uploaded projects (http://sc4devotion.com/forums/index.php?topic=17546.msg511372#msg511372).

I uploaded the Heretic Essentials (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3625) and Heretic Shell Service Station (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3626) just now.

(https://i.imgur.com/JJMSQro.jpg)

(https://i.imgur.com/FZO7K2d.jpg)

(https://i.imgur.com/j9AT192.jpg)

Also I updated the Heretic SG CAL Canal Expansions vol. 1  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3565) and several other uploads of mine over at STEX. (https://community.simtropolis.com/profile/660284-tyberius06/content/?type=downloads_file)
Have fun and enjoy!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 06, 2018, 06:48:34 PM
Hi!

Now after releasing the Essential Pack with the timed props, I started to make some new LOTs. I already showed the concept, using Mattb325's recently released rail and other network stations and mixing them with other buildings. Well the project is moving forward so I show some more pictures. Only 4+1+1 stations at this moment, but more is on the way. Probably I will release them in two parts eventually.

1. The main project with these 4 stations. (probably there will be more)
(https://i.imgur.com/vjr8fBF.jpg)
(https://i.imgur.com/EVFzNc8.jpg)

2. I call it Neo Noir Station after my SC4 Region. It will be ideal in w2w enviroment. There will be more version of this concept like L1 ERRW among others...
(https://i.imgur.com/GtEI74r.jpg)
(https://i.imgur.com/iVxe11n.jpg)

3.Shinjuku Station Relot (https://community.simtropolis.com/files/file/24569-tky-shinjuku-station-west-wing/), it just happened.
(https://i.imgur.com/aGdnwED.jpg)
(https://i.imgur.com/5JFl3Sc.jpg)
(https://i.imgur.com/IyweGWT.jpg)

4. This will be rather a totally different project. I will turn some small rail terminuses to GLR terminuses. This one is the first.
(https://i.imgur.com/UFlikAO.jpg)
(https://i.imgur.com/K6t3Pi9.jpg)

To be continued...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Krasner on August 07, 2018, 01:30:44 AM
Nice  &apls And appreciable that you thought to add a shunt to that GLR terminus, indeed it would be essential for its running irl  ::)
Title: Re: Tyberius Lotting Experiments
Post by: AsimPika3172 on August 07, 2018, 02:30:20 AM
Best terminus ever!!!  :thumbsup: &apls &apls &apls
Also best seaports ever!!  :thumbsup: &apls &apls &apls
Waiting for you next projects!  :popcorn: :bnn: :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on August 07, 2018, 09:06:25 AM
Excellent work! Especially on the GLR terminus  &apls

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Akallan on August 07, 2018, 10:09:11 AM
Simply incredible! Your work is beautiful, you have used the existing BAT very well by improving even more the lots. The terminus for the tram is great too, wonderful work! &apls
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 16, 2018, 04:22:43 PM
Hi everyone!

First I want to thank for everyone the likes, the nice words and the support.

Well if I start a project usually I coundn't stop myself and doing bigger sets with more variety (Ok, there are exceptions, like the shell service station, but that was a little come back work).
So recently I got involved in multiple projects, as you may know, besides my general LOTting stuffs. You can read about these other SC4 related projects in THIS LINKED thread (https://community.simtropolis.com/forums/topic/75493-sc4-plugins-structure-discussion/?tab=comments#comment-1699678). It could be interesting past, current and future Custom Content developers too, because I'm hoping in a little discussion about some kind of unified/universal approach in that matter. But details on the link above.

Than I jumped over a bit the Railway Terminus Project, and started to make GLR Stations and Terminuses. They are coming along really nicely, so I show them on pictures. They still need some love, but soon...

1. 2 larger pass through stations, I call them Brian Station 2x and 3x (because they were made for helping out b22rian who is building a nice little GLR network currently). There are 4 terminuses (3 of them are using art128's wonderfull station models - let's hope he come back to make more BATs one day!) and the fourth one is Nilo7's Greenbelt station relot-ish. Also the set will contain 2 filler pieces, one with a cross-over-switch, and one with zebra crossings. Zebra crossing textues on the GLR tracks are custom made but they were based on kingofsimcity's SuperSHK Megatexture pack, I used the overlays as samples from that set. Apart from the static building props (and catenaries, bollards), the other props are "moving", I mean timed props (and the next update of the Heretic Essentials will contain some of them expanding the set, also the cobblestone base texture will be there). Please note, that the brownish GLR textures are made by MGB204 and came from his Sandstone Euro NAM or Sidewalk NAM Mod (SWN) (the later one is unreleased atm, as I know). The tram and catenary props were made by Simmer2 and can be found in  his first prop pack (until he would release his MegaProp pack soon), some of the fences came from also on of his Prop Packs, and the transparent roofed bus shelter and the fence on the second terminus from the top can be found in his Rutger Hauer station upload, but those probably will end up in the upcoming MegaProp Pack too. Some of the street art props and other bus shelter props were by Reddonquixote and can be found in his HD Prop Pack. Also the original split tracks came from Ebina who made the override textures for cogeo 's suburban tram stations.

(https://i.imgur.com/7Llir6i.jpg)

2. L1 ERRW terminus and GLR Terminus Transfer Hub.
(https://i.imgur.com/zYInCTV.jpg)

Soon more stations are coming...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on August 17, 2018, 03:49:29 AM
Tibi,

this is such a wonderful set of stations really  :thumbsup:

You have really progressed in all areas of batting and transit modding over the last couple months or so,
and I and the rest of the community now look on with both interest and anticipation in the future projects that you have planned here ..
Title: Re: Tyberius Lotting Experiments
Post by: Seaman on August 17, 2018, 12:36:23 PM
Wait, the last, big one: is it an elevated rail terminus with an integrated GLR terminus in the other direction? Thats unique and a wonderful idea! great idea!
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on August 28, 2018, 07:16:31 PM
Hi everyone!

In two volume there will be altogether 11 new GLR terminus stations, 2 pass through stations, and 2 ontop fillers. The first volume mostly ready, however I have to make some tweaks here and there.
1. I already showed the Heretic GLR Station and Terminus Pack v.1, but I put here just for a reminder.
(https://i.imgur.com/3Dycpxj.jpg)

2. Heretic GLR Station and Terminus Pack v.2
These are mostly raw plans in very early stages, but some of them is coming along nicely.
(https://i.imgur.com/UTIhFO8.jpg)

The smallest terminus in the set, which using the Shmails TIA platform and Simmer2 platform props additionaly as support. :)
(https://i.imgur.com/HRQsM2h.jpg)

Art128 Mitaki Downtown Large GLR Terminal
(https://i.imgur.com/AnbzBIQ.jpg)

ITS Coshan Dual GLR terminal w2w verions
(https://i.imgur.com/evCtVoZ.jpg)

Art128 Sukamoto Large GLR terminal with SM2 Kennedy Hub.
(https://i.imgur.com/vFrl0Ds.jpg)

Same concept with a little extra. It will get a more or less full custom texture so the current will be changing. On both pictures the dark grey HD base texture was made by Simmer2 and can be found in his SM2 Essentials.
(https://i.imgur.com/J64X7c1.jpg)

And the last concept is a fun project so this will be totally take-it-or-leave-it. I like its extremity, and a huge thanks for Simmer2 making the grey modular platform props for my request. Although, I have to admit, that this one is not for everybody.
(https://i.imgur.com/EyR5vZ5.jpg)

Stay tunned...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on August 28, 2018, 09:13:21 PM
Soon Tibi..soon &apls

Simmer2
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 12, 2018, 07:03:27 PM
Thanks Nick!
Well there was some changes since I post here last time.
I'm putting together the update of my Heretic Essential (which contents will be essential for the upcoming releases) and the readme for the first GLR station sets. Now since I already showed pictures about the the first two Volume, I'm moving forward and drop a few pictures from volume 3 and 4. Altogether in the next couple of weeks I'm about to release 29+1 GLR related station lots in four volume so stay tuned.

1. Greenbelt Downtown Terminal with a little twist ;)
(https://i.imgur.com/DpQuaDz.jpg)

2. Mitaki Downtonw still in WIP stage
(https://i.imgur.com/KF6UIdN.jpg)

3. The Spire Luas GLR Terminus and Coshan Downtown - they will be part of the second volume
(https://i.imgur.com/4KmN0f9.jpg)

4. Tonkso Europa and WestEnd Cross stations
(https://i.imgur.com/v8b1XzT.jpg)

5. Mid-city Downtown
(https://i.imgur.com/6C1Hjip.jpg)

6. Glendale-on-Valleymede. Thanks for @Simmer2 making these amazing shelters...
(https://i.imgur.com/1PLcG5d.jpg)

7. WestEND City Center Terminal
(https://i.imgur.com/Dd1Ll5V.jpg)

8. Piazza Fontana which is quite a unique one in this way. The right side flup tunnel is actually working as a flup portal to underground FLUP networks (see picture 9.) such as regular flup puzzle pieces or the Underground TRAM puzzle pieces (where  the Trams are goind underneath the on-surface road/avenue network. The other station is called Great Sicily...
(https://i.imgur.com/W7fJcHg.jpg)

9. The UDI is working perficly with this station and the FLUP system.
(https://i.imgur.com/QN9gvK3.jpg)


They will be available soon...

- Tyberius


Title: Re: Tyberius Lotting Experiments
Post by: b22rian on September 12, 2018, 07:08:39 PM
Trust me everyone...

this is NO over statement

by far okay, the best station pack releases in the community for several years is to come shortly !!!!

so stay tuned !!!  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 14, 2018, 07:19:32 AM
Hi everybody!

Thanks for the support everybody!
I uploaded the first set of my GLR station and terminus pack. 9 Lots with variable dimensions and capacities. Please read the attached readme and excel spreadsheet for more details.
Heretic GLR Station and Terminus Pack v.1 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3664)

Also I updated the my essentials to v1.1. To avoid conflicts and problems, it is really important, that you have to re-download the Heretic Essentials (if you have v1.0). Also it is important, that you have to remove/delete the Heretic Essential v1.0 folders (which are taking place in you Plugins\Heretic Projects\Dependency Essential) completely before you install the v1.1.
Heretic Essentials (v1.1) (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3625)

(https://i.imgur.com/p8Ah3Mq.jpg)

Have fun and enjoy!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on September 14, 2018, 07:39:01 AM
Bravo &apls &apls

Simmer2
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 22, 2018, 02:27:51 PM
Hi everybody!

Thanks for the support and likes!

Well the first station set is out now, and here comes the Volume 2, which is a smaller and less shiny pack. 6 stations which were made for requests from B22rian and Kitsune/Redfox84. Also the meantime I finished the rest of the stations. Volume 3 and 4 will be coming in the next weeks. The four volume altogether contain 28 stations and 2 eyecandy LOTs and also a plus one bonus LOT which is kind of an introduction or transfer to my next project - Urban Multi Rail-type Network Terminuses.

You can down frome here the Heretic GLR Station and Terminus Pack volume 2 - Custome Made (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3684)

(https://i.imgur.com/qbI117W.jpg)

And here are the finished versions of upcoming statsions. Volume 3 first.

Greenbelt Downtown
(https://i.imgur.com/neI8TH8.jpg)

Mitaki Downtown
(https://i.imgur.com/aZ5zVlB.jpg)

Mid-City Downtown
(https://i.imgur.com/A8M2wN5.jpg)

WestEnd Cross
(https://i.imgur.com/ncmyeTx.jpg)

Tonkso Europa Cross
(https://i.imgur.com/mtuYkIL.jpg)

WestEnd City Center
(https://i.imgur.com/NytGvGO.jpg)

Glendale-on-Valleymede GLR Interchange
(https://i.imgur.com/eUTJEdV.jpg)

And here are the station from the 4th volume.

These are four small medium wealth stations, similiar the ones from the second volume.
(https://i.imgur.com/30kLWSs.jpg)

Piazza Fontana Sukamoto
(https://i.imgur.com/bzTmBiO.jpg)
(this one is a special station. It provides direct connection between GLR and Subway, also one of GLR ramp is actually acting as a FLUP portal, so you can connect that end to your FLUP network or Underground TRAM network.)

Kitsune Arts Place
(https://i.imgur.com/lPDkyHm.jpg)

South Mitaki
(https://i.imgur.com/da4EPHm.jpg)

Great Sicily
(https://i.imgur.com/8VX5mAZ.jpg)
(this one is still wip, there is one missing thing from it, which is under construction)

The bonus station Strictland L1 ERRW Terminal HUB
(https://i.imgur.com/g3AjUMe.jpg)

Stay tunned!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: omgitskosc on September 22, 2018, 04:41:52 PM
Really liking how you integrate city blocks directly into the station. Also that is definitely the first use of those curved parking textures outside of parks that I see!  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on September 22, 2018, 05:10:54 PM
Really excellent work on these GLR stations, they are creative inspirations that add something I don't think has been done before to the game. I can't wait to try out some of these in my game.
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on September 23, 2018, 02:50:22 AM
I also like the look of the larger stations.  :thumbsup:
You have a very good variety and diversity as I have mentioned before. But the heavier development of the buildings associated with the larger Hub stations , is a real plus with me .. very nice job with that aspect , Tibi   ;D

My next city will certainly be a " GLR " city , with all these great station packs coming out now !!
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on September 27, 2018, 06:53:49 AM
Hi everyone!

Thanks every one for the comments and likes.
In the last couple of days I kept a little break from LOTting, but before that I was experimenting a little bit, and made on of Simmer2's STR sidings FLUP compatible. It means some advanced TE modding, where  I needed to use a changed therefore new custom path to allow the different vehicle types to go underneath the lot. As you may know by default only with tunnels or subway can be possible to go underneath LOTs. Well this method what I used, but it requires further testings with other set-ups, it would possible to TE modding LOTs and by  giving them specific paths which allow the vehicles to use underground FLUP paths.
The below example shows that it's working with certain set-ups, but probably need to find out what are the limitations. What I achived there is that I made a custom path (copied belonging sc4 path file from the FLUP routes underneath straight DTR puzzle piece into a new DAT then, I swapt the related DTR paths to the default straight STR paths and gave it a new instance ID) which I used on one of Simmer2's STR sidings. He already TE'd (Transit Enabled) the lot to work with STR lines, therefore the trains can pass through on the lot, but I changed this path ID on two of the locations (from right on the 4th and on 15th tile) with the new path. Which still allows the trains to use the STR track, but also let the other type of vehichles to pass through underneath the lot. Also I needed to allow these vehichles to use the lot, so I needed to set new transit switches up for cars, buses, freight trucks, and also for GLR. So it's not a new FLUP piece, rather an advanced Transit Enable modding-type.

Also I made two new custom GLR LOTs for Kitsune by request, it has flows and even if I change some thing on that lot, none of my upcoming GLR sets will contain this lot, but I might be make it available via my Google Drive folder.

1. Special FLUP compatible STR Siding lot. It's passed the UDI and the game automata test as well.
(https://i.imgur.com/77goX3m.jpg)

(https://i.imgur.com/jhKsqIM.jpg)

2. Special GLR Station set-up in two version.
(https://i.imgur.com/oKNAS3l.jpg)

(https://i.imgur.com/YlaNDsD.jpg)

Stay tunned

- Tyberius

Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 11, 2018, 05:23:16 PM
Hi everyone!

As I see my image host has given up the fight, so I have a bunch of broken image links again. Well, I'm gonna fix that when I'll have time.
Until than:
I finished the relot of the Caribou Long Slope ramps (https://community.simtropolis.com/files/file/32094-caribou-long-slopes/), from the 3 version I made two of them: L2-L0 - El-rail to GLR and L2-Underground - El-Rail to Subway and/or FLUP/Underground TRAM. These lots have 400k capacity to provide pass through traffic, but they don't have station function, so people won't switch networks. The original Caribou lots don't have custom paths which would allow the tram/el-rail cars to follow the tracks of the ramp, they are working as transit stations. One side the the El-Rail network drop the passangers and the other side the GLR network pick them up, but those lots are NOT UDI enabled.
My new lots HAVE custom transit paths, so the automata can pass through the lots without switching between networks and the UDI is working with seemlessly with these new lots. Also the L2 to Underground versions have direct El-Rail/GLR to SUBway connection via restricted direct transit switches. The following pictures shows what should you expect.

1. The upper Ramp is connecting to the SUBway system, the lower is connecting to the FLUP network. These are the same lots, but with two different option to use it. Of course only the lower set-up supports the UDI, since there is no direct transition between GLR and subway.

(https://i.imgur.com/WDP4GPL.jpg)

2. UDI test

(https://i.imgur.com/9bmyKnQ.jpg)

3. UDI test - FLUP compatibility

(https://i.imgur.com/1NvLCH9.jpg)

4. El-Rail to GLR Ramp

(https://i.imgur.com/pRVgJBH.jpg)

5. Piazza Fontana station test (it will be part of the Heretic GLR Station Pack volume 4). It's a hybrid station and works similiary like these ramps, it provides FLUP/U-TRAM and subway support in the same time, also direct connection between GLR and Subway.

(https://i.imgur.com/iZZ0gc9.jpg)

Stay tunned...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on October 12, 2018, 04:31:51 AM
Tibi,

this is outstanding work here my friend  :thumbsup:

I thought the most amazing aspect about this recent project was this ramp here- L2-Underground -

As far as i know this is the first ramp ever created of this type in the community.. is this correct ?

Title: Re: Tyberius Lotting Experiments
Post by: Seaman on October 12, 2018, 12:06:11 PM
Quote from: Tyberius06 on October 11, 2018, 05:23:16 PM
Stay tunned...

Oh you betcha!!
Title: Re: Tyberius Lotting Experiments
Post by: Akallan on October 13, 2018, 02:15:27 PM
Great job! This is remarkable! &apls
Title: Re: Tyberius Lotting Experiments
Post by: vinlabsc3k on October 13, 2018, 02:28:28 PM
Quote from: Tyberius06 on October 11, 2018, 05:23:16 PM

...

(https://i.imgur.com/WDP4GPL.jpg)

2. UDI test

(https://i.imgur.com/9bmyKnQ.jpg)

3. UDI test - FLUP compatibility

(https://i.imgur.com/1NvLCH9.jpg)

4. El-Rail to GLR Ramp

(https://i.imgur.com/pRVgJBH.jpg)

5. Piazza Fontana station test (it will be part of the Heretic GLR Station Pack volume 4). It's a hybrid station and works similiary like these ramps, it provides FLUP/U-TRAM and subway support in the same time, also direct connection between GLR and Subway.

(https://i.imgur.com/iZZ0gc9.jpg)

Stay tunned...

- Tyberius

Great work Tiberius!! &apls

Have you released these ramps? I really need the FLUP and GLR one.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 20, 2018, 02:15:11 PM
Hi everybody!

Recently I got myself involve multiple experimental projects again. After finishing the Heretic GLR set volumes I got some ideas about advenced TE pathing, so I started to experiment with complex custom paths and advanced LOT TE (transit enable) modding. The goal is to create paths which can be used with LOTs. These paths are "FLUP"/under surface compatible, so one could connect the LOT to the FLUP network.  I used the path creator to draw the paths. The whole thing is "FLUP" compatible, so everything is happening at least -10m below surface. The "crossings" are not at the same level, it's like "tunnels" above and under each other. The test example is a 6x4 plane park LOT, but can be a landmark, with a little trick can be commercial ploppable etc... You have a park but you have a main arterial avenue, well with custom paths you could lead the AVE underneath the lot. At least in theory, so now I'm experimenting these special setups.

1. The path layout for the overall lot.
(https://i.imgur.com/bxXpka7.jpg)
2. It's the surface version which was made during the testing, because for first trial it was the whole thing messed up. But the final version now below surface...
(https://i.imgur.com/S7U0eRo.jpg)
3. Couple of picture about the UDI, I checked with the game automata and it passed that one too... CAR-BUS-Freight Trucks can use the lot... The UDI was the bonus...
(https://i.imgur.com/vBE9JWE.jpg)
(https://i.imgur.com/rPz7sqp.jpg)
(https://i.imgur.com/mrqjgx5.jpg)

Well, I managed to upload the 3rd volume of my Heretic GLR Terminus and Station set. You can download it from here:
Heretic GLR Station and Terminus Pack volume 3 - The Big Fellas (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3702)

Yepp, the Dependency Monster is attacking. 34 links plus some additional for the Heretic Essential if you still don't have, but if you have the previous GLR set from me, than you only need to download a few more additional dependencies.

(https://i.imgur.com/xWSQqnf.jpg)

EDIT: Oh and I almost forgot to mention that as a legacy I uploaded three DMScopio's files (which were more or less unavailable) to the STEX under his account.

NHP DMScopio Shenzhen Library and Music Hall (https://community.simtropolis.com/files/file/32557-nhp-dmscopio-shenzhen-library-and-music-hall/)

NHP DMScopio - Simlympic Set vol 1 (https://community.simtropolis.com/files/file/32562-nhp-dmscopio-simlympic-set-vol-1/)

NHP DMScopio - University Sport Pack Vol1 (https://community.simtropolis.com/files/file/32563-nhp-dmscopio-university-sport-pack-vol1/)

Also I plan to release today or tomorrow (depends on when I finish the readme) my relots of Caribou's Slope Transiton for GLR set. Here is a couple more teasure pictures.

(https://i.imgur.com/yIOAqIq.jpg)

(https://i.imgur.com/zwwTLDq.jpg)

Well, what's next?
I started to work on a couple of APTX El-Rail station relots aslo on a bunch of Parisian growable relots and the Urban rail terminuses are still waiting for me to finish them. So...

Stay tunned!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Akallan on October 21, 2018, 12:00:14 PM
I love the idea of the lot with the paths below. It would be great if we could use them in cities with shops for example. You do a great job, and congratulations for the stations, they are great! &apls &apls
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on October 27, 2018, 03:10:37 PM
Hi everybody!

First of all thanks for the support and likes. This time I show some further projects and some custom side projects.
Also I uploaded my Caribou's Long Slope Transitions for GLRs ReLots (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3707). <--------LINK First POST has been updated too (http://sc4devotion.com/forums/index.php?topic=17546.msg511372#msg511372).

@vinlabsc3k: Thanks! It's released now! :) Link above.

1. After the 4th and probably the last volume of the Heretic Urban GLR Set (NOT YET Released), I'll give you a set of relots of APTX beautiful japanese El-Rail Stations and Terminuses. Here are some pictures about the project. The lots are mostly done, only need to test them. Some of the relots originally were made 2-3 years ago, when I started to be got involved with LOT Editor (nope, NOT PIM-X at that time), well I assume it was time to revisit those lots, and give them some love.

(https://i.imgur.com/jdU2uTO.jpg)
(https://i.imgur.com/AuYzBel.jpg)
(https://i.imgur.com/evcwDlX.jpg)
(https://i.imgur.com/nGcA24L.jpg)
(https://i.imgur.com/K3Eevrh.jpg)
(https://i.imgur.com/ls9zvUm.jpg)
(https://i.imgur.com/sFsY63u.jpg)

2. Well there is a 3rd current project. It's taken a while, since I started it during the last spring (2018), and a part of the station what I show you now, was made 2 years ago, than it got some revisit, but only now with the current Heretic Urban Rail and HSR Terminuses and Stations Project (URHTS) got the necessary love for a possible release. After listening some suggestions I made two versions of the East Wing. One is the original concept with a mixture of buildings, because I like to mix different style buildings, the other is a more conventional one.  Shinjuku East and West Wings. Acutally I'm thinking about making a third version with GHSR access, but I'm not sure just yet.

a) Original concept
(https://i.imgur.com/cuNURQe.jpg)
(https://i.imgur.com/DqiFppt.jpg)

b) More conventional concept
(https://i.imgur.com/CJSxwUO.jpg)

c) Originally there was a plan to recreate a similliar setup like the RL Shinjuku East Wing with the w2w buildings, but the original model has a really bad clipping attack on the surrounding taller models, so I made a separate ploppable LOT. This is not planned to be released, but if anybody is interested in this lot, let me know and I can share a copy with the dependency list.
(https://i.imgur.com/SvxKRBJ.jpg)

3. I made a few GLR stations for requests, now I revisited two of them and made a bit customized version for myself. These are not planned to be released, but if anybody is interested in these stations, let me know and I can share a copy with the dependency list. If you have the latest RTMT (v3.60) and the dependencies for my previous GLR sets, those are cover thsi two stations.

(https://i.imgur.com/vfmClvG.jpg)
(https://i.imgur.com/JsuKRYa.jpg)

Well, that's it for now.
Stay Tunned...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 13, 2018, 04:41:04 PM
Hi everyone!

First of all thanks for the likes!
Another 2 weeks and new update about what's going on with my projects. Well I joined the the NAM and the RTMT Team, and also started to revisit some of my older custom lots, to bring them to a sort of shape which can be useful for other too. They won't get official release on exchanges, but will share them via my Google Drive and they will be listed in the First POST (http://sc4devotion.com/forums/index.php?topic=17546.msg511372#msg511372).

Also the Heretic-Caribou's Long Slope Transitions ReLots (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3707) got an UPDATE with the third ramp. So now you can have the L0 to Underground ramp too with proper paths.  :satisfied:

(https://i.imgur.com/82yvV61.jpg)

(https://i.imgur.com/FT5gPfq.jpg)

Also I updated the LHD paths to the lots, because the previous version was faulty.  :'( :angrymore:

Next thing...

Some of you might remember that I made a bunch of fillers for my own use. (since than I lost my pictures multiple times, and I didn't find the motivation to restore those pictures in this thread or in the Show Us thread over at Simtropolis). These were those fillers:

(https://i.imgur.com/vfjU6CJ.jpg)

Well some of them will get a new treatment, regarding the used textures. I have a new standard for them, I made a couple of overlays thanks to KOSC, and I'm about to update my IRM wall set too and expand the set with a bunch of variations for KOSC Lots. This will be the Heretic Various Walls and Fillers Set (the IRM part will get an official release probably, but I'm not sure about the rest. We are talking about 100+ new filler lots which would invade one's menus, and I won't make MMLs for them.) and I just finished the Phase 1 with Jeronij Modern Concrete walls and Mas71 Walls Set 2.

(https://i.imgur.com/gn5n7Eg.jpg)

(https://i.imgur.com/O1pgDIU.jpg)

(https://i.imgur.com/4SscLw0.jpg)

(https://i.imgur.com/3ovfmhf.jpg)

Also I decided that apart from the last volume of the GLR set (which is still waiting for some props to be sent to me or to be released, right @Simmer2? ;) ), the other stations will get separate releases from now, but will be entitled and organized to share on the same subfolders once one installed them.

So I still have a bunch of small projects which I have to clean up, also the french building relots are on hold... that's a way too massive and repetitive lotting stuff for my current mood, and there's a bunch of paths to take care of...

Anyhow stay tunned until the next update...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on November 13, 2018, 07:53:36 PM
Very ambitious projects you got going here  &apls

Simmer2
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on November 29, 2018, 06:03:00 PM
Hi everyone!

In the past couple of weeks I've been busy with RL: new job, 6 days a week, 40-50 hours, mostly evenings, so after 5 months of unemployment which was occured during the summer, this little change hit my free time a bit. So some of my projects has been put onto shelves. But as I showed in my last post I started to clean up 2-3 years old personal custom projects and try to bring them into a shape where they can be released for public. These walls and fillers were necessary for my playing style, the only way when I like uniformity is in Simcity and in my cities. Also I had to make some custom lots in special set-ups and thanks to MGB204, who provided a special repository in this thread for Rivit's TSR streets (https://community.simtropolis.com/forums/topic/41496-rivits-street-and-rail-mods-support-thread/?page=4&tab=comments#comment-1688430), I was able to make a full NO Grass (NGN) version of the TSR streets on all wealth levels, and I have a few pictures about my latest city. So let's see them

1. The NAM has the Madison Wells station which is (by default) an El-Rail over Road El-rail station with a roadxroad intersection beneath the station. I made two custom versions, the first was simple El-rail over road station without the roadxroad intersection, on the second version I changed the roadxroad intersection to a roadxOWR3 intersection, gave the that piece modified paths to ensure full function. So here are some pictures about the second version. The first and third images shows a special 1x1 piece a single El-Rail over roadxOWR3 intersection filler piece. It has a nominated capacity to let traffic pass through but it doesn't have station function otherwise.

(https://i.imgur.com/6Oy9Jx9.jpg)

(https://i.imgur.com/Ix1xVwp.jpg)

(https://i.imgur.com/IQG2VOY.jpg)

2. Rivit's TSR streets. I used Rivit's original repositories and MGB's modifications to make GoFSH work and manage to make a full sidewalk version of the TSR streets on all wealth level. Huge thank for both of them to make those stuffs available.

(https://i.imgur.com/dtSUNEg.jpg)

3. Simmer2 in the last couple of years has put his mark onto everykind of industrial stuffs (Titan of Industry) and since then he has been expanding his portfolio with various BAT projects from spaceships (http://sc4devotion.com/forums/index.php?topic=17211.msg527952#msg527952) to ancient castles (http://sc4devotion.com/forums/index.php?topic=17211.msg529051#msg529051). Well his industrial props always inspired me, so I decided to take T Wrecks IRM fillers ideas and upgrade them with SM2 props. Well this project has been shelved until I start working on the Heretic Seaport Projects again, but I started to work on a new industrial wall set, and Simmer2 gave me a prototype of his new 4m long slope tolerant soundwalls. These are just test lots, not the final versions.

(https://i.imgur.com/gBUeuol.jpg)

(https://i.imgur.com/jm2yLnU.jpg)

4. And for the end of this post, I share a couple of pictures about one of my cities. i started to replace some of the GLR stations with my GLR stations from the Heretic GLR Station Sets (vol.1 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3664), vol. 2 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3684), vol. 3 (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3702)).

(https://i.imgur.com/uHUMyHE.jpg)

(https://i.imgur.com/AFQjW2X.jpg)

(https://i.imgur.com/UEqGAmd.jpg)

(https://i.imgur.com/1rJZGCL.jpg)

(https://i.imgur.com/X2B0gQ1.jpg)

Stay tuned...

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: b22rian on November 29, 2018, 06:33:28 PM
Tibi,

thanks so much for a long and great posting
You provided so many wonderful images of the various projects you have been working on..

Especially my favorite, and I think you know this...
Is your customized Madison wells station for the OWR networks  :thumbsup:

I think this is recently one of your best contributions to the transit community..
Thanks so much, my good friend !
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on November 29, 2018, 10:02:10 PM
You are doing great Tibi  &apls

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 23, 2018, 01:16:57 PM
Hi everyone!

Thanks everybody the support and likes.
Also I would like to thank to Tarkus and Fantozzi the K points for my restoration work and also to Eggman for encourage me working on the MRC NAM paths. Thank all of you! I really appreciate it!  :)
I left out an update, since it was related to an other topic, but now I'll put the relevant informations here as well. So because it's Christmas time and I have a couple of LOTs ready to upload which don't require the update of the Heretic Essentials (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3625) too, I release the first two of a new series from me. The series is called Urban Rail and HSR Station and Terminus Project (in short: URHST). I don't know how many uploads are going to follow this, but every set-up will contain one or more lots to cover different rail-type networks. I already showed some of these upcoming stations in pervious pages or in the Show us what you are working on... thread over at Simtropolis (but atm most of those pictures are gone due to my previous image host, so until I replace them be patient). So until I'm waiting for the last set of props, which are planned for the last volume of the GLR station sets, here is my next project (which is actually technically predates the GLR sets, but who cares about details ;) :) ).

There is a little background. One year ago, when Mattb325 started to show his new elevated multi-station concepts, I got the inspiration to turn them eventually something else, what was missing for me from the game. Elevated rail terminuses. The only one what we used to have was made by Ill Tonkso (https://community.simtropolis.com/files/file/32078-ndex-its-nam-terminus/), and was unavailable for a long time. Even that was a great concept, it has its flaws (well that model now more than 10 years old).
This Strickland Terminal station originally wasn't the first in this series, it was planned as a mediator between my GLR terminus set and the planned Urban Station Set, and I planned to release it as a bonus material with the 4th volume of the GLR stations. Since that set is on hold and I didn't want to keep this on the shelf, I thought it would worth a release to launch this new project.
The credit goes to Mattb325for making these unique station concepts, and in this first release I'm expanding his vision about L1 (7.5m) E-RRW stations and bring this new terminal station combining the available buildings. Also huge applaud to Brian and Nick (Simmer2) for the constant support and for MGB204.

Heretic URHTS Project 01 - Strickland Terminal (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3742)

(https://i.imgur.com/lUeQ4fd.jpg)
(https://i.imgur.com/5bpgC44.jpg)

Also it may worth to mention here, that I was able to recollect and upload to the STEX some of DMScopio's lost uploads (originally they were released on his personal website about 8-10 years ago) with the help of the community. The original post about this can be found in his bat thread. (http://sc4devotion.com/forums/index.php?topic=964.msg529295#msg529295)

These are the files which were recently brought back to live:
NHP DMScopio - New Anfield Stadium V3 (https://community.simtropolis.com/files/file/32656-nhp-dmscopio-new-anfield-stadium-v3/)
NHP DMScopio - Anfield (LFC) Stadium (https://community.simtropolis.com/files/file/32655-nhp-dmscopio-anfield-lfc-stadium/)
NHP DMScopio - Boleyn Ground aka the Upton Park Stadium (https://community.simtropolis.com/files/file/32654-nhp-dmscopio-boleyn-ground-aka-the-upton-park-stadium/)
NHP DMScopio - Simlympic Set vol 1 (https://community.simtropolis.com/files/file/32562-nhp-dmscopio-simlympic-set-vol-1/)
NHP DMScopio - Shenzhen Library and Music Hall  (https://community.simtropolis.com/files/file/32557-nhp-dmscopio-shenzhen-library-and-music-hall/)
NHP DMScopio - University Campus Pack Vol1 (https://community.simtropolis.com/files/file/32653-nhp-dmscopio-university-campus-pack-vol1/)
NHP DMScopio - University Sport Pack Vol1 (https://community.simtropolis.com/files/file/32563-nhp-dmscopio-university-sport-pack-vol1/)

Marry Christmas!
See you soon with a new release in this series!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Seaman on December 23, 2018, 01:32:20 PM
Wow, that's very nice... all of them!

May I ask: in the pictures, I don't see the standart NAM-HSR textures. Is it because you already incorporated eggman's new textures which might be available for public at some point in the future?
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 23, 2018, 01:42:00 PM
Quote from: Seaman on December 23, 2018, 01:32:20 PM
Wow, that's very nice... all of them!

May I ask: in the pictures, I don't see the standart NAM-HSR textures. Is it because you already incorporated eggman's new textures which might be available for public at some point in the future?

Shuuut, now that you mentioned I feel the need a little disclaimer. When the idea came up at the first time, it was planned some sort of hybrid solution between HSR and normal rail, but mostly to cover HSR terminuses. However in the process I got distracted with GLR stations, than this station came up, than I brought one of my earliest Re-LOTs into the picture (that will be the second release), so the original HSR concepts have been a bit pushed back in the cue.
This particular station and the next release however don't have HSR capacity or connection. This is an L1 E-RRW station only (and also a GLR station/terminus), since the HSR only exists on ground level (GHSR) and on L2 (HSR). The project name covers the whole series of stations, what I plan to release in the next couple of months, and more-or-less from the third station all of them will have HSR option, but that is still with the well known textures.
Sorry for the confusion!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on December 25, 2018, 12:09:16 PM
Hi everyone!

(https://i.imgur.com/AXh54Na.jpg)

The second urban station lot is out now (first post has been updated with it (http://sc4devotion.com/forums/index.php?topic=17546.msg511372#msg511372)), but before the link let me tell a little background story.
I've met with the Shinjuku Complex lot at the very fist time in Samgoogolplexian (https://www.youtube.com/channel/UCsvNTnFF7S04gV6ibzIoYmw)/Moonraker0 (https://community.simtropolis.com/profile/264353-moonraker0/)SimCity 4: Let's Play Pinecastle (https://www.youtube.com/watch?v=obhBvQtXD4M&list=PL3PCS51Bk2Mn5-0_Jo5Qcdk8auW1K6NK_) youtube videos (https://youtu.be/obhBvQtXD4M?t=196)and I started using it in my first city attempts from the late 2014. Than later in 2015 when I frist started to use the Lot Editor (with a huge lack of knowladge about anything), this complex was one of the first relots what I've ever made to change the rail textures (East Wing) and some additional parts (the West Wing).
This is one of my favourite station complex in the game and in the past couple of years it got many alterations. Now I feel it's time to give one of them to you. Some of you may know that CounterPoint is a bit of special part of my capitol city in SC4 (Noir City), partially standard European, partially very parisian and there are parts of it which recall more Far-Eastern architectures. The last (now released) version of the Shinjuku Station Complex is the main central station of CounterPoint. For myself, I like to mix the different styles, that's why the Japanese station complex got very western additional buildings on the East Wing (this is v1) and since it was made mostly for my CounterPoint City part I call it CounterPoint Shinjuku. Although some of you might not like this mixture, therefore I made a more japanese looking version (v2), and I call it just simple Shinjuku East Wing. The dimensions for both wings were changed compared to the original LOTs made by tepodon (https://community.simtropolis.com/profile/126266-tepodon/).

(https://i.imgur.com/jRP4s5a.jpg)

(https://i.imgur.com/ILAkwYH.jpg)

Heretic URHTS Project 02 - CounterPoint Shinjuku Station Complex (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3745)

Also I had a little time toying with this (Suburbania) city tile. I haven't played on this tile for ages, but regarding recent releases here and there I made a little progress on the industrial part of the city. Thanks to Simmer2 for these awesome stuffs! :)

1. Trash handling facilities with rail connections...

(https://i.imgur.com/FvtBfWk.jpg)

2. A possible location for the subway depo in this city tile.

(https://i.imgur.com/xsrpgJa.jpg)

3. Central Station area. It may get a deeper revisit.

(https://i.imgur.com/vSFpzaV.jpg)


Have fun!

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mattb325 on December 25, 2018, 10:28:46 PM
Nice. I always liked this complex  :thumbsup:
Title: Re: Tyberius Lotting Experiments
Post by: Simmer2 on December 26, 2018, 01:32:05 PM
Great looking lots Tibi  ;)

Nick
Title: Re: Tyberius Lotting Experiments
Post by: Wiimeiser on December 31, 2018, 05:53:45 PM
Okay, the stations are still missing something, and I've downloaded everything twice over. Is it because I'm using the MAXIS NITE version of the Multifunction Station Pack instead of the DARK NITE version as is listed? Because that's the only thing I haven't tried before I just decided to replace the stations with a non-terminus terminus and an odd collection of "abandoned stations" and connecting streets...

EDIT: Here are the problem bits:
(https://i.imgur.com/W7dCqmJ.png)
(https://i.imgur.com/5Xd5suy.png)
(https://i.imgur.com/eP8BsJC.png)

EDIT2: Taking a closer look, for Strickland Terminal I appear to be missing people, and for Shinjuku I appear to be missing the buses and banners. The missing sims appear to be vanilla models, so I guess Darknite people?
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 01, 2019, 09:03:00 AM
@Wiimeiser:

For sure the problem is with the Heretic Essentials on your end OR the dependencies with the Essentials (explanation: I started to answere, than I decided to build up the dependencies with an empty plugin folder, and didn't had any problem, when I realized that you have missing props on the japanese version lot too - first image of yours. And for sure you haven't installed the SM2 Mega Prop Pack vol 2. At the top corner of the parking lot there is supposed to be a news stand from Simmer2's second prop pack which is not appearing on your image. Which is strange because I listed the SM2 prop packs separately and not as an additional dependencies for the Essentials. But basicly if download first the Heretic Essentials and all its current dependencies, these missing props should be covered - these are basicly my default dependencies most of my upcoming releases. The missing buses either from MS Solaris Vacanza Buses - from STEX - or Blanco_05 buses from his Gare prop pack from toutsimcities. The people props are coming from Nams Prop Pack vol. 1 and Vol 2. also from toutsimcities and Delecto ploppable people from LEX. Additional timed maxis people props from Tammor's Resource from STEX - this last one is not part of my Heretic Essentials.)
I don't think the problem would be related with the DN/MN set-ups, since these props doesn't have DN/MN versions as separate. The banners are SM2 Single/Dual Pole Banners, the original models are in the SM2 Mega Prop Pack vol. 2. The Heretic Essentials only uses them as in prop families. Since Simmer2 is working with GMax, there is no different MN or DN render. This (DN/MN) only applies for the Strickland Terminus lot and only for the two station buildings, JP Schreifers Failing Office Building on the corner and I think Art128's Tokyo Building - the red and white one on the corner of the Shinjuku), but as far as I know MattB325 made them interchangable. I didn't mention this specifically, but you need to download the MN version of the station models if you don't use Dark Night settings. On the day view there is not supposed to be any difference.
Also however on the previous GLR terminus sets I stated that you need the Heretic Essential v1.1 (so if you had the first release of the Essential (v1.0) I recommended it to be deleted and completelly replaced by the v1.1.) but with these two stations I didn't highlighted it, but in the readme I think I'm refering to it.

I attached a picture to show how they are supposed to look like with a clean install...

I hope it helps.

- Tyberius

ps: on the Strickland station where you have that T junction that's the GLR terminus part. So you could use there Tram-in-road puzzle pieces to connect the station to the GLR line.
Title: Re: Tyberius Lotting Experiments
Post by: Wiimeiser on January 01, 2019, 02:26:34 PM
Thanks for the help, I should have everything now. Also, I'm aware of the tram-in-road connection, I bulldozed that tile since one was already there and the game doesn't allow TE lots to be placed next to puzzle pieces.
Title: Re: Tyberius Lotting Experiments
Post by: Wiimeiser on January 01, 2019, 09:19:09 PM
I'm still missing something on both Shinjuku stations. By the looks of things it's a timed person between the two lamps second moving away from the fountain:
(https://i.imgur.com/mqLBE4c.png)
I'm not entirely sure what pack that is. I'll have to go back and ensure I've installed everything...

EDIT: I had neglected to install one thing listed in the Essentials dependencies list, but that didn't fix the problem, that error model is still there even if I replop the lot. I can't even hover the query tool over it to see what it is because the building is in the way...

On an unrelated note, with the V2 version of Shinjuku East one of the rail tiles, specifically the entrance tile closest to the fountain, isn't transit enabled, so I'm unable to drag a rail through it.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 02, 2019, 02:52:54 AM
Quote from: Wiimeiser on January 01, 2019, 09:19:09 PM
I'm still missing something on both Shinjuku stations. By the looks of things it's a timed person between the two lamps second moving away from the fountain:
(https://i.imgur.com/mqLBE4c.png)
I'm not entirely sure what pack that is. I'll have to go back and ensure I've installed everything...

EDIT: I had neglected to install one thing listed in the Essentials dependencies list, but that didn't fix the problem, that error model is still there even if I replop the lot. I can't even hover the query tool over it to see what it is because the building is in the way...

On an unrelated note, with the V2 version of Shinjuku East one of the rail tiles, specifically the entrance tile closest to the fountain, isn't transit enabled, so I'm unable to drag a rail through it.

Wow, now that's wierd, I mean that missing prop, because there isn't anything like that placed onto that spot with that shape. It looks like a bilboard, but I haven't placed any billboard onto this lot, only the pole banners, which you have this time. There is indeed a prop there, I can confirm, but not with this shape. In game one of Orange_o's green roadsweeper is supposed to show up there between 12-17 game hours. See attached PIM-X picture and ingame picture. So I don't know what is causing that conflict. Have you tried it with an empty plugin folder with just the listed dependencies and NAM and the Station LOTs? Also could you confirm whether that green roadsweeper is showing up or not?

Edit:
I removed the Orange Prop pack to see, what shape of error box I can get and I got the same billboard-shape stuff, which confirms to me, that you have missing the
Orange MEGA Prop Pack Vol01 TSC (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1955). :)

Also thanks for reporting the missing TE tile. That's on me. Somehow the reader skipped that tile when I was copying the data to create the second version with the japanese buildings. I uploaded a new version.

Heretic URHTS Project 02 - CounterPoint Shinjuku Station Complex (v2.0) (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3745)

I know I'm working with a bunch of dependencies (that won't be changed in the future), but the dependency tracker can be very handy to gather all the necessary stuffs, and most of my uploads can be found on both STEX and LEX.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: Wiimeiser on January 02, 2019, 05:29:21 AM
IIRC the billboard thing is what the game replaces missing models with, normally the game hides this fact with the brown boxes.
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on January 02, 2019, 08:40:01 AM
Quote from: Wiimeiser on January 02, 2019, 05:29:21 AM
IIRC the billboard thing is what the game replaces missing models with, normally the game hides this fact with the brown boxes.

Not entirely correct:


In this case you've the third problem, which means you have failed to install whichever download contains the textures needed for display on those models.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 02, 2019, 08:46:07 AM
Quote from: mgb204 on January 02, 2019, 08:40:01 AM
Quote from: Wiimeiser on January 02, 2019, 05:29:21 AM
IIRC the billboard thing is what the game replaces missing models with, normally the game hides this fact with the brown boxes.

In this case you've the third problem, which means you have failed to install whichever download contains the textures needed for display on those models.

I think Wiimeiser is using the PEG OPPs (No More Brown Boxes) mod (or what is that), which changes the brownboxes to this colourful stuff. I installed this mod, before I ran my last test to see, if I can get the same result without the Orange Mega Prop Pack.

But thanks the explanation, because I wasn't entirely sure either what issue is appearing in what cases.

- Tyberius
Title: Re: Tyberius Lotting Experiments
Post by: mgb204 on January 03, 2019, 12:37:54 AM
Quote from: Tyberius06 on January 02, 2019, 08:46:07 AM
I think Wiimeiser is using the PEG OPPs (No More Brown Boxes) mod (or what is that), which changes the brownboxes to this colourful stuff. I installed this mod, before I ran my last test to see, if I can get the same result without the Orange Mega Prop Pack.

All PEG's mod does is override the brown box with a generic square that shows the test pattern.

Because the model's shape is there, but the textures are not, we can be 100% sure this is just missing model textures. Most likely because your essentials package includes the S3D files, but the dependency is needed to show the textures upon it.
Title: Re: Tyberius Lotting Experiments
Post by: Tyberius06 on January 03, 2019, 03:39:47 AM
Quote from: mgb204 on January 03, 2019, 12:37:54 AM
Quote from: Tyberius06 on January 02, 2019, 08:46:07 AM
I think Wiimeiser is using the PEG OPPs (No More Brown Boxes) mod (or what is that), which changes the brownboxes to this colourful stuff. I installed this mod, before I ran my last test to see, if I can get the same result without the Orange Mega Prop Pack.

All PEG's mod does is override the brown box with a generic square that shows the test pattern.

Because the model's shape is there, but the textures are not, we can be 100% sure this is just missing model textures. Most likely because your essentials package includes the S3D files, but the dependency is needed to show the textures upon it.

Let's carry on this because now I'm getting confused a bit. My essentials only contains the s3d files for the three angles of Orange's white aston martin, which I actually never used on currently released LOTs. I haven't modified and contained the s3d files of the green roadsweeper into my essentials, because it's a single timed prop and never required any modifications. The Aston Martin has been modified because it was planned to be part of an Orange's cars timed prop family which has never been made.

But just for curiousity I removed the orange prop pack and tried it without the PEG OPPs mod. I got the brown box which shows that the whole model is missing. (picture 01)
Than I put the PEG OPPs mod into my plugin folder and the wierd colourful bilboard shape stuff showed up instead of the brown box. But I went further and I removed one of the original office models from the plugin folder (it hasn't been modified in any way, a "building as props" desc was made from ITS Vantage Metro Central and that desc is in my plugin folder as an included dependency) and I got the same billboard shape stuff. (picture 02)
I don't have a third picture, but I tried with removing the modified s3d file, the Orange Prop Pack and the OPPS mod too and I got the brown box again.

I think PEG updated the mod at some point, so now we get these billboard stuffs instead of the brown box...

- Tyberius



Title: Re: Tyberius (Heretic Projects) Lotting and Modding Experiments
Post by: Tyberius06 on May 24, 2019, 03:17:21 AM
Hi everyone!

So it's been a while I update this thread. I was busy with NAM paths and RL and vacations, but now I'm back with my lotting and other sim city related stuffs. So the so called "legacy project" is coming back as well to STEX. I/we will make a new account where I/we collect the lost items whos creators don't have account on STEX or unclear which account belongs to the creator. Where the creator is clear the lost contents goes under his/her name.
In the last couple of months I revisited a couple of my older lots and projects to establish a workaround, and I went through on my posts here in this thread and updated the broken image links.
I made a couple of changes how I want to release my stuffs in the future. Maybe the most important thing that the long time on the shelves Heretic Seaport Project will get a revisit.
The Heretic SeaPort Project v1.5 and the Expansion will get some technical update, which came to my attention in the past couple of years while I got involved more and more modding and LOT making. The earlier proposed second expansion with the modified (less light cones) base lots and new items however got cancelled (mostly the new items part). The reason behind this is, that I found a new approach and I'm gonna repurpose the new items into a brand new Heretic Seaport Set. It's like an evolution. However with the update the previously shared "beta" items (less light cones, or NO light cones) will be merged into the base sets with some additional filler pieces which came up as a request during the past couple of years. With this the previously called Heretic SeaPort Project will be re-branded to Heretic PEG-CDK3 Costal Remake Project (or something like this). The planned new set (let's call it for now Heretic SeaPort Project II.) and the updated set will be fully compatible, but the new set will be able to stand alone without the need of the old set - of course mix and match options will work perfectly.
But these stuffs only will happen later of this year and next year(s) probably.

Relotting time: ON!

First: Thanks to @Girafe (who made a parking cars model which fits onto my set-up based on @kingofsimcity's blended car park overlays), the "last" (???), I mean 4th GLR station set is in the finish line. I still have a little work, but ONE prop closer to the release. However more station may be coming in the future, I don't know. 

(https://i.imgur.com/Nw2FmOo.jpg)

And since I have this nice new model/prop with the cars, I started an other project which is actually a revisit a few of my oldest relots (from 2015-2016). The first big fella is this huge civic Complex. Still in a very early stage. Bunch of hijacked and remade/modified textures and @rsc204's several texture overrides are got involved here. I don't want to know how many dependencies will be on this lot...   

(https://i.imgur.com/ZMifGvq.jpg)

And then a few months ago  (more then half a year) I showed a bunch of embankment walls based on Jeronij New Concrete sets and Mas71's walls. All those Jeronij textures got hijacked and turned them to overlays to be able to work with general base textures (therefore the override mods - sidewalk, Gobias terrain - can nicely affect on them). Here is a quick reminder of them:

(https://i.imgur.com/gn5n7Eg.jpg)

Well, these days I've been working on other Jeronij sets to give them the same treatment, but to fill up gaps, I need to bring into the topic @buddybud's concrate walls (based on Jeronij's originals) too. The pavement textures (here on the picture it shows the Paeng Sandstone) by default maxis white, the grass is based on maxis grass as well, but it will work better with Gobias terrain mods.

(https://i.imgur.com/s2eiRZT.jpg)

(https://i.imgur.com/ST5btNN.jpg)

Also I'm experimenting with new fences from @Simmer2's prop sets...

(https://i.imgur.com/FW1fAeP.jpg)

(https://i.imgur.com/IUN6G0k.jpg)

Well, I guess it's a nice pile of lots, still need to work on the lotting and mostly the modding side. The first set is actually almost ready, just need a quick change on some of the lots. Originally I planed the grass based lots as overrides of the original JRJ walls, but I changed the props as well, so the actuall override function is not working anymore, which means they will get new IIDs and be functioning as alternatives (part of the expansion) and the new override lots will be made...

Well we will see how it goes...

- Tyberius
Title: Re: Tyberius (Heretic Projects) Lotting and Modding Experiments
Post by: Tyberius06 on September 13, 2020, 02:32:31 PM
Hi everybody!

Wow, almost 1,5 years since the last post. Well-well. As usually RL always overrides the plans, and plans are overriding plans as well. But I guess, I just wanted to give a heads up here, what's going on recently with my projects. In the past 2 years I have been member of the NAM Team and helping them out with network paths and feature tests, also one year ago finally I (with the help, support and contribution of Corinamarie and CycloneBoom Simtropolis Admins) managed to launch a second account which is called STEX Custodian (https://community.simtropolis.com/forums/topic/758502-stex-custodian-general-support-topic/).
Long story short in community wise I have a couple of longterm ongoing organization and restoration projects: Project-ZIP (at first phase it mostly covers the LEX *exe installer based contents), SimcityPolska Restoration (https://community.simtropolis.com/forums/topic/75514-current-collection/?page=3&tab=comments#comment-1724712), WMP Restoration (https://sc4devotion.com/forums/index.php?topic=18355.msg534957#msg534957), the Paeng's Stashbag and some other mostly smaller legacy upload projects.
Besides these I haven't given up on lotting and modding, I still have like more than a dozen of unreleased stuffs from the past 2 years, not to mention other started but never finished projects.
In most of the cases the big hold back is my own dependency package called Heretic Essentials. Since with almost every kind of lotting work what I started I added something to the Heretic Essentials and I never had a fully finished set, also in the past few months I revisited the structure of it and while I kept adding new stuffs I also separated it and have taken out some other stuffs from the pack. Currently I'm working on a bunch of custom UI/query for my old and new lots, because I also started revisiting my old uploads (Seaport Project, IRM walls, GLR stations etc...).
Now, since I'm always in and out of projects it has a slow process. Once I'll finish these custom UI/Queries and will be able to start updating the lots with them, the new Heretic Essentials will be good to go. And after that I can release most of my shelved lotting projects.
Anyway here is a few example, what I was working on in the past 1-2 years.

1. In my last post I was really appreciating Girafe's help with the blended parking cars, which was created to cover my set-up based on kingofsimcity's overlay textures. Well a few months ago I decided, that I would give a try to BAT/GMAX after I found a bunch of nice car models on a free model warehouse. Also earlier to help me out, Fantozzi sent me a few car models from his stashbag. Well I tried to combine these different sources and made a bunch of experiment with recoloured car models placed onto my set-up. Well while Girafe is a professional BATter and might have a slightly more powerfull machine than mine (or just managed to keep the poly count low enough for nice renders), my models appeared to have too high poly count to be able to be rendered at once, so I needed to cut them half. Which actually turned out well, because I got more variations for prop families, which was the whole reason in the first place.
(https://i.imgur.com/vMF6ACY.jpg)

(https://i.imgur.com/9wvhF49.jpg)

(https://i.imgur.com/ghz9zU1.jpg)

2. As the above GLR station the next one is also part of the never released Urban GLR Set vol. 4. (it hasn't been releaseed, because at that time I was still waiting for someone to make those blended parking cars, now I'm waiting for myself to finish the Heretic Essentials. By the way the blended parking cars and some other car models - created by Barroco Hispano (former Goldman Sachs and other aliases - will be part of the next Heretic Essentials)
With this station I contined to experiment the possibilities of underground network paths, which can be compatible with the current FLUP (Flexible UnderPasses) Puzzle Pieces set-ups. I love this concept and keep experimenting with this. (at the end of this post you will see a new addition which actually will be released pretty soon).

(https://i.imgur.com/RAZdh8q.jpg)

(https://i.imgur.com/CyN3SKV.jpg)

3. Last summer I revisited one of my cities (I've hardly played with the game since jan. 2019) due to a massive station and rail network rework and I found to need a new 5x5 plaza. I wanted some special stuff on it. And Simmer2 was just about to release his Scrabo tower. So I made a plaza around the building and then I spread a bunch of timed props on it just for fun and to increase the possible amount of dependencies when I release this. Also I decided to make an other plaza and then I remembered that a fellow SC4 player a year or 2 ago asked me to make a lot based on one of RedDonQuixote Urban HD props (https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3432). Now these things led to these 3 plaza lots, what I've created since last summer.

Heretic Scrabo Tower Plaza (based on SM2 Scrabo Tower)
(https://i.imgur.com/ml2ArFS.jpg)

Heretic Windmill Square (based on SM2's windmill model and prop, but also using RDQ's urban HD props)
(https://i.imgur.com/5bKJNcK.jpg)

Heretic Simlacroix Plaza
(https://i.imgur.com/xuPjsbQ.jpg)


4. Also it happened on last (2019) summer, that I got involved one of Tariely's massive relotting project. This time she planned to relot SimcityFuturist's Regional Airport (modular set). TL-SCF-Heretic Modular Regional Airport (https://community.simtropolis.com/files/file/33193-tl-scf-heretic-modular-regional-airport/)

(https://i.imgur.com/pnoVZwO.jpg)

5. Recently the things with NAM speeded up a bit, which resulted the release of a new rail-monorail based network called Hybrid RailWay (HRW) - you can read my how-to tutorial about it over here (https://sc4devotion.com/forums/index.php?topic=18724.msg535486#msg535486). The whole network, the platform props, catenaries and wires and textures were created by eggman121. As there is a kind of approach now in the Team, that we would include the batteries with any kind of new networks (in this case at least a first set of stations), I made two stations for the HRW network which is included to the NAM. At a later time I'm gonna share my findings about, how to TE mod these kind of stations to get the proper result and avoid some missbehaviour.

(https://i.imgur.com/PAVTfJT.jpg)

6. And finally. An other fellow SC4 player asked help regarding and old morifari GLR tunnel OST. It gave me the idea to try to make it FLUP compatible so underground trams and FLUPs could use it. It is pathed and fully UDI enabled. Also as the original version, this provides GLR-to-Subway transition too.

(https://i.imgur.com/KSj170g.jpg)

The placement is a bit tricky:

(https://i.imgur.com/VUuaERl.jpg)

(https://i.imgur.com/X5HBz1k.jpg)

(https://i.imgur.com/gTW6r4B.jpg)

(https://i.imgur.com/qNaEmj9.jpg)

Ok, so that's it for now.

- Tyberius

Title: Re: Tyberius (Heretic Projects) Lotting and Modding Experiments
Post by: JahnSpd on September 29, 2020, 04:10:26 PM
Is the Google Drive folder accessible?
Title: Re: Tyberius (Heretic Projects) Lotting and Modding Experiments
Post by: Tyberius06 on September 29, 2020, 06:29:45 PM
Quote from: godfreygodfrey on September 29, 2020, 04:10:26 PM
Is the Google Drive folder accessible?

Not yet. I've been planing for a while, but I alway was busy with something else. Also while I was revisiting them for dependencies and modding errors, I actually started updating some of them. When it will be accessible I will announce it in a post.

- Tyberius