After reading page after page of various lot projects I seriously decided to sit down and do something in Lot Editor that didn't involve making a park or plaza. And once I started fooling around with pedmall t21''s (Thanks to Andreas for his help!), I decided to attempt some lotting of various small commercial buildings to achieve, for lack of a better term, small suburban plaza malls.
Bear in mind that in most of my cities I use both the SFBT Street Tree Mod and SithLord98's Sidewalk Mod almost religiously and therefore am trying to create my lots in regards to that.
Here is one picture of two of JMyers small town shops (Cheap Beer and Fish N Chips):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FJMyersRelot01.jpg&hash=04305e8d483cc85be76e3bac091771bf6550b9d2)
The same shops with my altered Pedmall Tiles (They were quick mock-ups to see if I could achieve what I wanted.. they are by no means complete) I have also left the DrawPaths cheat on
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FJMyersRelot01_Pedmall.jpg&hash=4089a1fdf89aa53487bc22b5fbcc4fba5927be3b)
Any tips, suggestions, or criticisms are greatly appreciated.
Tyerel (Wes.Janson)
hmmmm...
I've been working on relotting JBSimio's Brownstones and, being somewhat new to relotting, I have come across something that I can't seem to work around.
The arrow shows the seperation between the alley lot and the brownstones. Both grass textures are the exact same, and yet they show up different. Does this have something to do with the fact that the brownstones are low-wealth and thus reverting to a low wealth texture? If that's the case.. would there be a fix using the reader where I can keep the low wealth residents and not have the texture boo boo?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2Fbrownstones.jpg&hash=1915ef8e0ee0814ca6f5ba91864fcd1577206576)
Any help would be appreciated
Tyerel (wes.janson)
Some textures are wealth-dependent, this means they will look different on a low wealth lot, compared to a medium or high wealth lot. Have a look at the IDs in the Lot Editor; the fifth digit indicates the wealth - so if it's either a 1, 2 or 3, the textures will represent the wealth level of the lot.
That makes sense... I usually use the 25273000 grass texture; so there is my problem.
Thanks Andreas!
Tyerel (wes.janson)
Tyerel those lots are looking real good there!!! Any more progress at all?
very nice lot's Wes.Jason :thumbsup: :thumbsup:
Fine work at the LE
Thanks for the comments everyone. I know it's been awhile, but work and being a single dad to a three year old tend to take up any serious LE time.
Recently, I've downloaded most of MadHatter106's work from the STEX and am using them in my overall attempt to get rid of the game's CS$1 lots.
This is not a final attempt, but more of an attempt to see if the concept works.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FMH-Relots0000.jpg&hash=10dc556b7a61c98acaadf248c1952f84f0ddeb20)
Ideas and criticism are most welcomed.
Tyerel WOW!!! So what essential you have done is create a block of his lots instead of individual lots... I like it a lot and a question is it growable and how many jobs all to gether?
Thanks Pat.
To answer your question.
Actually, they are just various 1x2 CS$1 lots that way I can have variable width zones, yet still maintain the 'alley look' Though your idea is a good one and I'll take a look into it. Each building supplies about 7-9 low wealth jobs. I thought that was a reasonable number as most small stores don't have the ability to have many staff (especially in this economy!).
I hope to use these with the BSC No Maxis Mod in an attempt to force them to grow (Or just use the lotplop cheat). I don't like cluttering up my landmark menu with ploppables. My park menu already takes forever to load with all the things I've added (though the new RAM I am buying this weekend might help with that)
If I can get the time I plan on adding JMyers' Small shops, most of Spa's work, and JBSimio's Small Town Usa buildings into it, as well as a few of DK1's bats from the STEX. I figure that as long as I maintain 1x2 commerical zones, and make the occasional lot historical, I can get these to grow in the places that I want. This way I can cut down on my dependancy files. I think I've only used CP Mega Props, SG Mega Props, and JES Mega Props 01 for props and Brians wonderful texture pack for my textures.
Bigger bats I will put on 1x3 lots (Like Goofyguytpa low wealth lots and Simgoobers W2W pack). I hope to have all low/medium density w2w type bats to have a similar style (I'm a little OCD in my anal rententiveness).
After I am done with that I want to work on the residential side. I have already started a few relots of Brian small greek victorians. I'll put some pics up later tonight of those and see if anyone has any feedback.
great lotting here
I've done a bit of premlinary lotting on my 1x2 residentals using cycledoggs small houses. The plan is, by utilizing different lot sizes, to have these grow behind the commercial lots.
The front
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FLS-PICS_FRONT0000.jpg&hash=ff6a3f2e56ecf847b91ea4ad8c448308f28ae26a)
The back
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FLS-PICS_BACK0000.jpg&hash=415cadc5da757713023a5cb2581e8a5d7122bd01)
All together now
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FLS-PICS_SC0000.jpg&hash=4ab3dff39d8bfb6cd07b1af9dc94111fc8d3cf63)
Once again, praise is encouraged ;D, but criticism is ALWAYS welcome. Lotting is a lot like chess, you can't get better until someone better than you forces you to think those extra moves.
first of all, what's a bront? :D
secondly, why is there a tree growing out of the second house in the last picture? :D
Now seriously, you did a great job on lotting those houses &apls
Quote
first of all, what's a bront? :D
Shh... I have no idea what you're talking about ;)
Quote
secondly, why is there a tree growing out of the second house in the last picture? :D
Why.. umm.. it's a green roof. Yeah.. that's it!
Quote
Now seriously, you did a great job on lotting those houses &apls
Thanks!
Sweet! :thumbsup: .... and did I hear the word ...'grow' &bis&
I can see those in my small town!
thanks
I've re-worked the residentials. And played a few high speed sandbox months and this what I got
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FLS-PICS_SC0001.jpg&hash=05663e123310bdfab9e7af186b2011f6480e4589)
Now this is pretty much what I was going for. I do get the occasional texture glitch from having duplicated overlays. I'd always assumed that if you covered up one overlay with another then they would stay that way, unforunately the paths heading to the alley occasionally sit on above the concrete overlay. Anyone know another way around this?
You could extract the overlay textures and make a single new one to use by combining them in photoshop?
I nearly forgot to say, these are excellent. ;D
Joelyboy911: Thanks! I ended up figuring out a way to stop it from happening.. just took a bit of hunting through all cycledoggs overlays.
I've noticed that Maxis supplies stage one high wealth, but not a lot of custom bats/lots do that; so I thought I'd give it a go with some of Simgoobers houses.
These aren't final.. just a quick whip-up of when I decided to use his buidlings to see how it would look.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSG-Homes0000.jpg&hash=b4b3e58fbba27b481bd5e469c878467e3834c58a)
They're very nice, but to me they look more like medium wealth for some reason. I think it might be the grass, I feel it might be a little brown. The pool is a nice touch, and I like the fact that there are lots of trees.
joelyboy911:
I took your suggestion and tried out a greener grass texture. I am sort of going for the look of the upper middle-class/lower upper-class hertiage area of Queens Park in New Westminster BC that my over priced rental apartment is located in.
Each building is part of a building family of the 4 different colour versions, therefore the colour scheme will change with each lot grown. I am planning on doing about 3-4 different lots per family.
Here are the shots:
Simgoobers - Ashley River
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSG-AR010000.jpg&hash=828f70ded16774ec8eca0025e74dabb79f1deeae)
Simgoobers - Rachael Anne
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSG-RA010000.jpg&hash=98a913aaac4f3081ebc91ee52c2b9850fbd0cf02)
Simgoobers - Country Homes
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSG-CH010000.jpg&hash=2e2f2323edbd24d37a071105fc6262048658aa06)
Here is a shot of a few of the previously shown lots (I already posted this in the Show us your custom lots thread) which, with the of the BSC No Maxis Mod, were all successfully grown exactly how I'd hoped.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSmallTownLiving0000.jpg&hash=79f31fa3120dde90cb5b8faab7aa940c16548978)
Wow...lookin good! Just noticed(sorry)this thread. Really has a kinda small town feel. I lot about as good as I BAT...well actually my lotting is better than my BATting, but you get the idea! ;DGreat job &apls
Jayson
Very nice!
Jayson: Thanks for checking it out. Don't worry about your lotting skills, you more than make up for it by being able to T21!
Joelyboy: I should be thanking you.. that suggestion made them look waaaay better in my opinion.
I've been working on some civic lots to go with these. I need a break from the commercial/residential lots, and this seemed an easy choice before I attempt to work on some low stage industry lots (Mostly Jestarrs, because there is sooo many and they are all great bats, though I can easily see myself throwing in some of Simgoober's and Gascooker's bats as well).
I'll throw some pics up tonight after I get home and the put the kid to bed.
Edit: I got myself a prop family range today, so I am going to make some families of my favorite C.P. trees. This way I don't have to rely on using the 'trees medium' family in conjunction with the SFBT C.P. Tree Mod.
So... I have no idea whatsoever on how to use BAT, and I was wondering if someone could either show me how (Or do it for me.. I'm lazy ::)) to make an invisible building (Kind of how the C.P. small residential set works) that I could I use for various lots. I tried to use some of Jestarrs props to make a freight station for the STR, but I could only get it overhang properly against the rail when using the prop, as buildings can't overhang the lot boundries.
Any help will be much appreciated.
Please don't use an invisible building. You can make new exemplars in PIM to put onto lots. If you are having problems, please ask for what you want and I will make basic lots for you to what ever size you request with what ever model you need. These will just be the right size with the building and a set of Maxis base textures.
Oh.. what is wrong with invisible buildings, if you don't mind me asking? I always found it useful when doing re-lots small residentials. I use Brians(C.P.) small greek victorian buildings with other house props because I like the stats and since they weren't planned for release I never had to worry that the query and whatnot never had the same name as the actual props.
I got it to work with the small ortho out building from Jestarrs Sterling Consolidated as long as it was a 2x3 transit enabled lot (with NCDs new STR texture pack from the STEX). I just made a new exempler in the PIM and it worked.
My hope was to have a 2x2 lot that sits next to the rail line (the less transit enabled lots I use, the less chance of CTD), but then the building wouldn't be able to overhang the boundries to sit next to the rail line properly.
I, personally, try to stay away from the PIM as much as possible. I can never figure out the proper stats (garbage and whatnot) to use. I've always put it off whilst we wait for the PIM-X.
Hey Tyerel the problems with the blank lots is they tend to make other buildings go ummm wiggie so to say... IE a Super Wal Mart growing in on a lot that you know its not supposed to read as a Super Wal Mart but it is, then you get into a immotral lot sydrome.... Otherwise looking at what you have been doing is sooo WOW!!!!
Pat: Thanks for dropping some knowledge!
I wonder if I could use a small prop that wouldn't look out of place on a freight station (maybe a pallet, or some trash) and make a building exempler out of it. That way I'd still be able to use the actual building prop the way I want to. I know there are some empty pallets in the Jestarr Prop Packs that I have decided to use for various freight lots. Does this make sense?
Since invisible buildings lead to such problems, should I make new exemplers for my C.P. relots?
Another question. Looking at building exemplers in the Reader I noticed that a high wealth CO$$$ exempler will contain the amount of R$$$ employees, but also the amount of R$ and R$$. Why is this and what is the math for figuring out the ratio?
Invisible buildings can cause brown boxes, if the invisible building model is missing (and it's hard to see if it's missing or not :) ). They also might cause immortal lots because LE seems to have a bug when using buildings with resized occupant size. In case you use the invisible building on a lot that has a prop that extends the lot borders as actual building, editing the lot will reset the occupant size, and the invisible building might exceed the lot borders (which, again, you cannot see easily).
Quote from: wes.janson on July 08, 2009, 02:08:40 PM
Oh.. what is wrong with invisible buildings, if you don't mind me asking?
In addition to the dreaded Immortal Lot Syndrome, there are a few things that don't work with prop exemplars in the same way as with real building exemplars.
- First of all, unless you know how to properly mod props (http://sc4devotion.com/forums/index.php?topic=552.msg14713#msg14713), the hover query won't work. Hovering with the mouse over most available custom props would only show the name of whatever lies behind the prop building in the isometric view of the game.
- Secondly, you cannot bulldoze a building in the game by pointing with the bulldozer at a prop. Instead you would once again bulldoze whatever lies behind the prop. If you're lucky, it's the lot that the prop is standing upon, but that isn't always the case...
- Thirdly, you cannot route query a prop building. If you want to route query such a lot, you would have to query the lot itself, and not the building.
Looks like I'll be spending my free time reading through some various tutorials! I usually don't have to worry about this because since the far majority of the buildings I am using have come from the LEX and therefore I know that they are modded properly. I just use the existing building exempler as it's quicker and I trust it.
So.. if I want this to work properly (i.e. visually) I will have to probably make a transit enabled lot. It's the only way I can see it sitting next to the STR in the manner I want. I might just do a quick mock-up of a TE'd lot and then post a pic and stats for help on that end of it. I am assuming since STR is mainly a visual override that normal rail transit enabling should work fine?
Once again, Pat, Tage, Barby, and Andreas; thanks for the help. :)
A double post. Sorry.
Below is a pic from Lot Editor showing how if I were to do a 2x2 lot I would need the building to overhang.
My question now is.. would David's method of using the reader to offset models work with this? I assume that the building would then sit within the lot boundries, but visually appear to overhang?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2Ffreight0000.jpg&hash=25d0293577c1dc882223131399f52f5579dbe83b)
Why not leave it as is? Looks pretty good like that.(if it were 3x4) Making it offset is rather tedious but I think it could give the desired effect. Does it have to be a 3x3?
Jayson
Tyerel looking good with the freight station there!!!
Jayson: I wanted a 3x2 non transit enabled lot. Basically something small and I usually keep my roads 2 tiles away from rail lines in more rural areas. Since I can't get it to look good that way so I've decided to go with the 3x3 transit enabled lot. I use Swampers No Dirt Mod though and it really bugs me when you get the base texture on TE'd lots. I deleted the base texture, leaving the rail overlay. I'll get occasionally get the good old black hole doing it that way, but that's a quick fix if I want to use it in any pictures.
Pat: You're kind words are always uplifting! :)
Now for progress! I haven't added any trees/rocks/whatnot to these because I haven't sat down and made a prop family yet. It's just so time consuming and I'm lazy. So they will seem somewhat empty.
Front
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSterlingFront0001.jpg&hash=0835b5c157c434a8f0acb5f3ee28ee8d6e4c92c2)
Back
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSterlingBack0000.jpg&hash=49d7cdc0edb84df48f4287c4efff36cbc0df9541)
Transit enabling works!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSterlingTE0001.jpg&hash=94842e8f3131ac046f9b54f34f08865bd92472ab)
Now to get on those families!
Nice job, I really like this small building !
I would still make that a 3×2 lot, with an overhanging building (not prop)...
1. Create a new freight rail terminal descriptor for this building in PIM.
2. Open the newly created SC4Desc file in Reader and edit the Occupant Size property.
The Occupant Size contains three decimal values, width, height and depth of the building.
In this case, change the depth of the building to e.g. just 1.0 m and save the file.
3. Open LE and replace your current freight terminal with the one just created.
This time you will be able to move the building, so that it overhangs the edge of the lot.
Since the Occupant Size has been reduced, you will not get the Immortal Lot Syndrome.
Ripplejet: Thank you! Your advice worked perfectly. :thumbsup:
Here some new shots of the freight station. I changed the lot around a bit and am not quite happy with it yet, but I'll figure it out eventually. I'm not too excited about the lights I've chosen. I use Pegs Rural Lamp mod because I like the model. It also would mean one less dependancy file as the current lights are the only thing out of Gascookers Mega Props 01 on the whole lot whereas Peg's mod just uses the same iid of the maxis low wealth streetlight.
Front
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSterlingFront0002.jpg&hash=610f60868845f54f4d8147e1c671756bf28f52c5)
Back
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FSterlingBack0001.jpg&hash=d9d4af8a95d928edc6af59685d6892496a438afa)
I also started on a small stage on IM lot because sooner or later I have to get to those pesky industry relots.
This is just a relot of Jestarrs plop lot. I intend to just copy the prop placement over to a growable.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FIndus010000.jpg&hash=6290022991b84b15f2fff1cdddf9b12ba307c373)
Excellent! :)
Just a slight warning, now that you have started to tweak the Occupant Size.
Never do that on a building that is already placed on a lot.
That is the most common way of triggering the Immortal Lot Syndrome.
Only change the Occupant Size on a recently created SC4Desc file that hasn't been used on a lot before.
I've always hated the Maxis city hall and so I decided to do something about it. After searching through prop pack after prop pack, I finally decided to use one of JBSimio's buildings from the Clayhurst Univsersity. There are three main lots involved with this, two 9x4 lots and one 5x2; as well as some 1x1 filler lots that I had to use to make this fit in with the NAM 5x5 90° road curves. I wanted a bit more grandeur amd elegance to go with my government buildings and I hope I achieved it. Here is my first attempt. As always, constructive criticism is appreciated and praise is very much encouraged. :D
Front Shot: Day
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FTownHallDayFront0000.jpg&hash=e898fc2fe87dc1bc2c4727b6e5a4a35927a3008c)
Back Shot: Day
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FTownHallDayBack0000.jpg&hash=6452a6eadb4f2d2226f12edb3179aeadecdff803)
Front Shot: Night
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FTownHallNightFront0000.jpg&hash=bafb4e0d5ac4bdc90c3b07eeef92d4441d71a8b6)
Back Shot: Night
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FTownHallNightBack0000.jpg&hash=5606850f7e2a919742eea42ca3caa0dc720fdf6e)
looks really nice, you've outfitted it tastefully. For personal use though I think it's a bit large and I would prefer to see the road & car park transit enabled. (I am assuming that they're not, still figuring a lot of this stuff out myself)
Quote from: thingfishs on December 02, 2009, 07:02:12 PM
looks really nice, you've outfitted it tastefully. For personal use though I think it's a bit large and I would prefer to see the road & car park transit enabled. (I am assuming that they're not, still figuring a lot of this stuff out myself)
Personally I was going for the size. It's a sort of grand plaza/seat of government look. Now that you mention it, transit enabling (Or networking enabling it), would probably give it a better look. It would mean a tweak of the prop placement and textures, but that shouldn't be too difficult. I'll see what I can do about it.
On another note. Another civic building I wanted to replace was the Mayor's House. Personally I want my mayor living in opulence and splendor, and not like some common sim. What's the point of being an elected official, if you can't take advantage of the perks.
Front Shot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FMayorsHouse_010000.jpg&hash=17a7b85ef7e04d876dc26bdebb9f5c37d4b5c413)
Back Shot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FMayorsHouse_020000.jpg&hash=3ca474a4e5eca44893baaf79e3a5aba77586e667)
Night Shot:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FMayorsHouse_030000.jpg&hash=d463d3ab989d43ca64c12fe3628cfa25ef110627)
That's a great looking mayor's house :thumbsup: I there's still some tweaking to be done but it looks classy, as it should. (How can it not with two such flash cars parked out the front, nice touch)
I love those trees with the red flowers
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2F44dqL.jpg&hash=bacf13aeb0bfce1c0dc96011412b2faa0240c8e2), what are they?
I don't know about the backyard though, looks a bit more working/middle class than opulent to me. Also maybe varying the textures for the paths a bit. I would suggest reformatting slightly, getting rid of that backyard stuff, and putting in a pool. As you say, opulence & splendour.
Quote from: thingfishs on December 03, 2009, 02:48:04 PM
I love those trees with the red flowers, what are they?
Those are a mixture of the seasonal cherry and seasonal plum trees located in CP Prop Pack 2009a (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2135)
You have a good point on the backyard. I was thinking pool in the first place, but I couldn't find one that seemed to go with the rest of the lot. I've been considering some sort of well groomed flower walk as a possibilty.
I tried out network enabling my city hall lot. I had to change the textures around to make it work and look decent, but I think I like it a lot more now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FTownCentre0000.jpg&hash=71d6ee331f700745baa5e556615737d7d859d382)
A set of Stage 1 low income lots I'm putting together. They vary from 1x1, 1x2, and 2x1 lots
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FRuralTownship0000.jpg&hash=1fb97aaa40f83db582d28ec9b36fb192f45957ee)
There's always a need for more stage 1 R§... :)
Btw, are you using SC4PIM now?
Yep, extra residentials are always appreciated. As I said somewhere else, I think the road helps (the previous LOT). And seeing it in it's natural setting has for me made a huge improvement to the LOT (it's always good to see a creation as it will be used) Not to mention the impact of the seasonal trees.
As for the mayor's house (which is my favourite) I think a flower walk could work, just something classier than what's there.
Quote from: RippleJet on December 06, 2009, 02:46:22 PM
There's always a need for more stage 1 R§... :)
Btw, are you using SC4PIM now?
For my civic buildings.. yes.
The trailer homes at the moment are using the stage 1 building from c.p.'s 19th century residentials along with a prop family of SG's trailers. It was just a quick/dirty mock-up to see how they would look. I do plan on making a building family in SC4PIM with the the trailers. It's just a matter of trying to guess the right filling degree. Smaller models make it difficult, at least in my opinion. So, as of now, the lots with 2 trailers house 8 sims whereas I modified the building exempler of the lots with 1 trailer to have 4 sims.
Quote from: thingfishs on December 06, 2009, 03:27:45 PM
Yep, extra residentials are always appreciated. As I said somewhere else, I think the road helps (the previous LOT). And seeing it in it's natural setting has for me made a huge improvement to the LOT (it's always good to see a creation as it will be used) Not to mention the impact of the seasonal trees.
As for the mayor's house (which is my favourite) I think a flower walk could work, just something classier than what's there.
Thanks... your suggestion on network enabling the lot improves by far imho and I still agree with you on the mayor's house. I've been trolling through some off the D66 and MJB prop packs for something appropriate to go with the textures. If I could get the duplicate overlays to work, I am pretty sure I can come up with something. For some reason the duplicate overlays in LE_X still mess up whenever I plop something. I don't know if there is a trick to adding duplicate overlays (I couldn't find anything the user's guide about it), but if I figure it out, then I should be able to improve on the previous attempt.
Below is a library using another one of JBSimio's amazing Clayhurts University buildings. It's nowhere near finished with adding/placing of props and I intend to change the parking lot textures to match those shown on my City Hall lot. I'll probably get rid of the Peg's christmas lights as well because I'm not too happy with the way they light up at night. I must admit that I am rather happy with the way the fences look (Minus the lights of course)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FLibrary0000.jpg&hash=f5dc924655858781bab64c74980bd017f36f1116)
A few months lapse here, but here is something I worked on whilst watching the Olympic opening ceremonies. Not really a 'Lot', but I didn't feel like starting a new topic just to show this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FPSP-SAM-STANDARD0001.jpg&hash=e1beb4fcd699965b6291ec9cfdf18adab4151a1a)
I've been wanting to work on transit textures for awhile now, and David's work at 3RR inspired me to take a stab at it. I downloaded the extremely useful starter set that Diggis uploaded to the LEX for the making of SAM textures and went to work.
I had a lot more done, but once I had got them in game.. they didn't look quite so good. The above are all I have altered so far, but thanks to my obsession with using layers and always having a back-up .pspimage of each texture I don't have to start from scratch.
They look really nice. What sort of road surface would you call that? Chipseal (http://en.wikipedia.org/wiki/Chipseal), perhaps?
Did you think of making cul-de-sac ends on those, perhaps in the higher wealths?
Anyway, it looks amazing, keep it up!
Just a quick question.. Is there a tutorial on how to put HD textures into the game. Do I just use the EA Graphics Editor and export the 256x256 images as a .fsh? Or is there other steps?
EDIT:
Here is the texture in question:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2F0x5e54b210--Straight.jpg&hash=5a363312a82a1ef2ad485b2b206d88a207675975)
Still plodding along...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi164.photobucket.com%2Falbums%2Fu39%2Fyubyubcommander%2FSC4%2FeSp_SAM_Texture.jpg&hash=ba0fe7788bbf9320118186ed3d5c357218c15002)
So I've finished the SAM textures and sent them to Diggis. Hopefully they might get added into the next SAM update.
Lotting has taken a back bench as I'm in texture mode. One thing I dislike is that the GLR sidewalk texture doesn't fit alongside the one I use, so I am going to attempt to do a re-texturing of the GLR. It might be tedious, but next week I shall be sitting in the middle of nowhere Saskatchewan and frankly will have a lot of time on my hands.
Here is the 4 textures that I have completed so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi893.photobucket.com%2Falbums%2Fac140%2Ffrakking_toasters%2FGLR%2520Mod%2F5f880000.jpg&hash=338a240270fe8dda0856b565daf8d9c3feca2995) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi893.photobucket.com%2Falbums%2Fac140%2Ffrakking_toasters%2FGLR%2520Mod%2F5F880200.jpg&hash=efd1ffbf0c425b75f0695067530972c4e9be15ed) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi893.photobucket.com%2Falbums%2Fac140%2Ffrakking_toasters%2FGLR%2520Mod%2F5F880300.jpg&hash=25facdcb68d5bc4f74b4fae1b5f6fe5d3fa0d32c) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi893.photobucket.com%2Falbums%2Fac140%2Ffrakking_toasters%2FGLR%2520Mod%2F5F880400.jpg&hash=b1fb2ca6d56028f847e4252ec1cf5f0e361c39c1)
Hi Wes Janson,
Imagine my surprise when I stumbled across your thread, to see all the great lotting you did with my little commercial BATs! Truly impressive - I'm not much of a lotter and usually by the time I've BATted, textured, lit, and rendered, I'm sort of sick of the BAT itself...so by the time I open the Lot Editor, it's usually extremely basic lotting (usually with no dependencies) before the final tests. Lot styles are a personal choice anyways, and I'm always happy to see people take my BATs and make the lots their own...
Hope you're back to more great lotting and posting soon :)