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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent LOT Editor Projects => Topic started by: Badsim on January 26, 2007, 04:16:52 AM

Title: Badsim's showcase and uploads .
Post by: Badsim on January 26, 2007, 04:16:52 AM
OK , folks , I've heard you ...so you know there's no life without dependencies  ;D

With Yoder 's authorization & barbyW's help , this could be my first upload ... pray with me .
Yoder , have to say I would be very proud to start my LOTer destiny with this beauty you've done ... I have already Lotted hundred BATs so I saw them closely for hours & I can say your mastery is now the same than Xannepan , Porkissimo or JEC' s ones . &apls

At this occasion , I'm making the most elaborated  Lot ever (of mine , I mean ) , with Osturland Great Hall V2 .

Oppie 's  canal pieces and a transit enable avenue are integrated to the Lot ... these pictures are just previews , the Lot isn't achieved . Tell me that you think , D'you want it ? Just like this or another version without canal pieces ?(you're not obliged to draw an entire canal , you can also just draw two rectangular ponds )

A view from LotEditor...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F6835%2Fcaptureydrtp6.jpg&hash=12126039b3c2aaa06b88ad06387e7d932f862cf4)

The Lot itself at this time...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1429%2Fydrgreathall01vv3.jpg&hash=c9bdd9b0b7f111fd55ccd0a1e472ee87a801aa3f)

"In situation"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F8931%2Fydrgreathall02uc5.jpg&hash=0ec1f5449548b65244a52574061e36e043ae8e12)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F2159%2Fydrgreathall04nn3.jpg&hash=66523812d0b24e8c7203967c4a8e473cad6a806b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F4584%2Fydrgreathall03ob2.jpg&hash=57d566fb25ae754e7dae145e02eb9988dce4d91e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F9128%2Fydrgreathall05yw1.jpg&hash=03498678e81de5e839adc7ebb9c9f8bc5f2fea9c)


Hope you like it...
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: wouanagaine on January 26, 2007, 04:30:14 AM
OMG  &apls

The lot is very very appealing, if Barbyw is the goddess, you're the god

I want it :), however I'll tweak it for removing oppie canal as I don't use them, but I'm sure you can upload it like that
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 26, 2007, 04:46:07 AM
Wouanagaine , you'll just have to remove canal props with LotEditor , the base texture under them is the the same grey paved than on the frontside ...
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Yoder7652 on January 26, 2007, 05:57:51 AM
wow! this is great  &apls &apls &apls
there are so many detail in the lot to look at and take in...I think that what I like the most about your lots (in general) is that you are not afraid to use bold ground textures, which really enhance the lot. I think the canal is fine, but I tend to use oppies canals...I think the avenue is fantastic! one thing though, in the second pic from the bottom you have a fence around the green space on the right, but not on the left...I assume you probably wanted symmetry here.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: M4346 on January 26, 2007, 06:09:40 AM
WOW! That looks REALLY good!  &apls :thumbsup:

I love how you've integrated Oppie's canals, but alas, I don't use them. I do love the base textures and over-all appearance though! Amazing!  ;D

I'd love to see more of your work. :)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: derek_pearce on January 26, 2007, 07:54:16 AM
*faints * omg i think i have found my cities city hall district  centerpiece
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 26, 2007, 07:55:06 AM
That's achieved ... and already in BarbyW's hands .Don't forget in future to thanks her .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F8739%2Fydrgreathall06ak5.jpg&hash=4976f2867910821f3b6a8c9ac370c46081680a7c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F8210%2Fydrgreathall07xb9.jpg&hash=09ccaea76b2eb38bc09e6673e86e34d8734688f6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F7687%2Fydrgreathall08md6.jpg&hash=abd5f0da7baadba1b74a582ddb55f8c34501aed5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F3825%2Fydrgreathall09dh1.jpg&hash=eaf78c9063ba0d339dd4a36822785dd69ea212fc)

;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jeronij on January 26, 2007, 10:29:05 AM
Simply WOW  ???

Amazing. Excellent work  :thumbsup: . I could not expect less  ;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: keithsed on January 26, 2007, 10:34:05 AM
YES!  YES!  YES!  &apls  &apls

How do you do it?

The dome is breath taking. :thumbsup:

Keith

Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Air6 on January 26, 2007, 11:23:53 AM
Fantastic work  :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Fred_Ginger on January 26, 2007, 03:40:45 PM
That is one stunning building on one stunning lot! &apls &apls &apls
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: rw0381c on January 26, 2007, 04:48:58 PM
 :o

I'm atheist, but you made me believe there is a god.  &apls &apls &apls

R
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: goin2chicago on January 26, 2007, 05:08:13 PM
that is possibly the best lot i have ever seen. it's unbelievably detailed as well as realistic. i also love how you put oppie's canal in instead of simgoober's as i prefer the blue in oppie's over sg's. great lotting skills and i hope to see many more beautiful bats made better with your skills.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 27, 2007, 01:00:06 AM
Here are some spot the difference shots as Badsim asked for my help to get this prepared for upload. I have been trying to make this more dependency friendly without losing too much of the detail. This is a beautiful lot and please don't think I am criticising Badsim $%Grinno$% Lot makers who make for their own pleasure do not have to worry about dependencies but if this is to be uploaded then one or two changes need making. Please tell me if too many changes have been made, and BTW I took pics before the sims arrived so it looks bare but I assure you there are still plenty around.

The side with the avenue - I am waiting for a texture for the crossings which is why it does not match at the moment - it will.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Favenueside.jpg&hash=0ec87995b3e89e005ea9dfb644fcdb1c2840cd0e)

The parking down each side

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fparking.jpg&hash=6b2ff9739cb336bf3256a96715a14ea91c4f13a3)

One section of the front with Oppie's canal sections

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Foppiewaterside.jpg&hash=8584a14403aa45f297874370f87a951f23ea7420)

I have also made a version with SG's canals

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fsgcanalside.jpg&hash=c608349b4442f703e4dbb99457d6f0ab67f3748b)

Changes have been made to avoid huge downloads for one prop or texture. Also I needed to take some objects out as it had reached the maximum objects on a lot point and thngs disappeared when I made changes.
Please let me know if these are OK.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: M4346 on January 27, 2007, 01:07:14 AM
Quote from: barbyw on January 27, 2007, 01:00:06 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fsgcanalside.jpg&hash=c608349b4442f703e4dbb99457d6f0ab67f3748b)

Now this one I can use!  ;D

Pity about that lovely red base texture though, still looking forward to the upload! Thanks guys, you've done a great job!  ;D
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: mjig_dudy on January 27, 2007, 01:30:43 AM
this looks absolutely amazing, great work!

I must say i think it looks better with oppies canals, as SGs look a bit to industrial for the building
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: bat on January 27, 2007, 02:29:37 AM
This building looks beautiful!
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: sebes on January 27, 2007, 03:12:51 AM
I adore this one. Very good job, both of you.

Just an idea: if Badsim is uing his textures and dependencies in more of his custom lots that might be released later as well, maybe it's worth it to have 1 or 2 Badsim packs?  Maybe this is a TM idea - but you know me... For some reason the original is more fancy then the updated, but cannot realy say why.... maybe just because of the Cupola influencing the total idea...
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Serkanner on January 27, 2007, 03:48:36 AM
Quote from: sebes on January 27, 2007, 03:12:51 AM
I adore this one. Very good job, both of you.

Just an idea: if Badsim is uing his textures and dependencies in more of his custom lots that might be released later as well, maybe it's worth it to have 1 or 2 Badsim packs?  Maybe this is a TM idea - but you know me... For some reason the original is more fancy then the updated, but cannot realy say why.... maybe just because of the Cupola influencing the total idea...

Sebes ... you misunderstand. badsim has composed a great lot with items created by other people. It is not allowed to uplaod another person's works. This means that the items used by Badsim are called dependencies to make this lot show-up as shown on the pictures.

The items used are part of other "packs"  and need to be installed into the game as well. It is not allowed to re-upload these items by anybody not the owner.

As BarbyW found out there are a number of HUGE downlaods necessary for this lot to function correct;y. For instance: "Gare du Nord" by JENX  .... thsi is a +10MB download and only one or two small items are used on the lot.

If you have create dthe lot solely for own use this doesn't matter, but when making it available for a larger public its important to find a nice balance in the number of dependencies needed to amke a lot work. That is what Barby has accomplished with v.2 of the lot ... the same lot, just a bit less dependencies.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 27, 2007, 03:49:29 AM
The building hasn't been changed at all, sebes, as it is Yoder7652's model. The images are close up so people can try to see what I have changed. The props that Badsim used come from a lot of different packs but none can be released as Badsim packs as the models belong to the people who made them. I am trying to keep the lot as true to his original as possible but at the same time avoid having to make people download a 15MB file - the Gare du Nord by xannepan - for one prop and two textures. I doubt many will have noticed the lack of the prop and once I have the new crossing texture the road will match. Having been in the middle of so many dependency arguments I am not afraid to use whatever I need - within reason. The difference between making for your own purposes and making to share is that consideration should be given to alternative props from packs already used unless it is absolutely necessary to use something specific. Please don't think I am criticising Badsim. I am not as I love what he does but I am trying to compromise for uploading without compromising the overall look of the lot. I am also trying to add two variations for those who don't use Oppie's canals. I have done a version with Peg's CSK as well.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 27, 2007, 04:15:56 AM
Quote from: barbyw on January 27, 2007, 01:00:06 AM


Changes have been made to avoid huge downloads for one prop or texture. Also I needed to take some objects out as it had reached the maximum objects on a lot point and thngs disappeared when I made changes.


Hi BarbyW ,

Thank you fistly for your help & work ...As for each of us , I think you have other things to do ...
I undestand this argument . Some missing props & avenue textures are coming from Gare du Nord (Xannepan) , a huge download (about 15 Mo , i think ) , even if there're separated .DAT files for props & Nightlights...no need to keep the .MODEL file (Everybody should have this fabulous Train Station though)
The red paved texture simply come from NDEX Texture Pack .The  others missing props are from last Glenni's Props Pack .

I use many props but at the same time they're always the same ...
.... but  I can't ask to BarbyW (or anywho )to spend all its time on me .Another solution is to write myself at the head of this topic the list of Packs or others .DAT files needed , for those wanting to follow this way ... is it worth ? It's to all of you to answer ...

Another example of that I was ready to propose ... an association of Lots , here Somy's school with Porkissimo's Art Deco School ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F1861%2Fsomyschool01ip3.jpg&hash=b579a1f84e3af8fb80931c9e390f13f85a55fd58)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F7161%2Fsomyschool02kg4.jpg&hash=15ceeccdaae6543d62eeaf2d022ce694c0c23276)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F8033%2Fsomyschool03sc5.jpg&hash=e5d908dbd7895812354fb31f670455e8ad9cb5c0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3466%2Fsomyschool04gw0.jpg&hash=602bc93ce805abd32819730897837ee392e9c797)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3959%2Fsomyschool05bs7.jpg&hash=2ca7cccb8ad1c63f955dc7ddb442435d4fe49386)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F6319%2Fsomyschool06kr6.jpg&hash=c200bd3bcc6e7f301c7fc1016321fa4a33cf8a99)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F2363%2Fsomyschool07gx7.jpg&hash=6c64d6b0894daf0ca93d949211c5e6f20fd865f6)

These 2 Lots separated ....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F6138%2Fsomyschool08si1.jpg&hash=9016b4ed066e1401c170cd62e113665ace8761d7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F6144%2Fsomyschool09ia4.jpg&hash=e74e25d2c7763f337f79585a4b0c98e3e0bab4ba)

Is it worth , is it worth , is it worth ..... #?¿?¿?$
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 27, 2007, 04:46:49 AM
I found a problem with the red tile texture. Fortunately between Serkanner and I we have solved it as I was somewhat bemused to see the comment about the texture. NDEX released a Texture pack on 5th Feb 2005. It was updated on 13th Feb 2005 with a number of changes to the original textures but using the same IIDs - not recommended :thumbsdown: As the two files also had different filenames the revision did not overwrite the original and Serkanner had both files in his plugins. I only had one as I had downloaded the update and installed it recently so I did not have both files. I have now got the file from Serkanner and extracted the one used by Badsim, given it a new IID so it now looks the same.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: sebes on January 27, 2007, 05:11:44 AM
Serkanner and Barby: thanks for the explanations. It makes sense to me. I learn everyday more here  ;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: bat on January 27, 2007, 05:27:31 AM
That school complex looks beatufiful, badsim!
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Serkanner on January 27, 2007, 05:52:06 AM
No problem Badsim ... this example of a "outdated"  textures shows how some "team" effort can solve problems quick and thoroughly. If you are interested in starting to share your creations I think its paramount that have a good understanding of what you are doing.

I agree that your lots look fantastic, unfortunately by using a lot of different prop packs on one lot it is more likely that mistakes are made ( both you and I had an outdated version of a textures pack for instance), or that people will not download your work as it is to much of a hassle to make sure you have all the packs needed installed.

With packs installed I don't necessarily mean installed on your HD, but installed in your plugins folder. I have many GB's of content on my HD and use a part of that dependening on what type of city I want to create. When downloads become more dependent on multiple prop packs from different creators it becomes less attractive for me to install the lot into my plugins folder. The game can handle only so many GB's of content to keep running a bit smoothly which means I have to make choices ... the creator can help me/convince me with this decision proces.

Of course this isn't your problem at all, but the end-user's problem. It is however important for you to realize what you would like to accomplish with your creative talent. The outcome of that inner-discussion is decisive for how you would like to proceed from here.

Considering your lotting talent I hope you will start to share your creations with the community, but I also hope you will seek help from people who can assist you in making great content that complies to a certain standard which makes the product as interesting as possible for the end user.

give it some thought  :)

Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Yoder7652 on January 27, 2007, 06:19:45 AM
I like that complex badsim....there was a time that I had it in my plugins folder but have since removed it because of its size and lack of visual interest....however, with your lot I could be persuaded to add it back to my plugins  ;D also the Great Hall looks great.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jeronij on January 27, 2007, 06:28:12 AM
(1st lot) I have to say that the contrast between the front and the back floor textures in the first version is more of my taste. I think it enchances the whole look of this great lot. Just my 2 cents  ;)
(2nd lot) The school looks great. It is worth it indeed  :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: goin2chicago on January 27, 2007, 06:44:05 AM
personally, i like badsim's rendition of the lot even though barby made little changes, it was a big difference for me. for me, if theres an upload that i really like and it requires a lot of dependancys, i have no problem getting them because you figure that there's going to be other uploads that will require some of those same dependancys. it's also likely that any long time downloader of the STEX or of peg's site or the new BSC exchange will have most of the dependancys needed. to be honest, i'd say it's worth it to release it how you intended because if you change your uploads to try and please everyone then you're not staying true to what you want to do. and i know i've been in a situation where i've found a bat that i like but then debate on whether to download it or not depending on something or another and i don't blame the uploader because they did it how they wanted and they can't cater to everones preferences. so just do what you want.

and now about somy's school, i's absolutely awesome. i think the best thing about it is the parking along the street and how you added porkissimo's school to it while still keeping it on a seperate lot for more options. i'm glad that you use those trees because i really don't like the maxis trees and can't stand seeing them on lots with such awesome bats, it sort of takes something away. overall, excellent job and i can't wait to see what else you come up with!

EDIT: i also agree with jeronij about the contrast of the textures. just more 2 cents i guess.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 27, 2007, 07:02:03 AM
I think you're right Serkanner ;) ...
I was under pressure since weeks at simphoni then here to realize some of my Lots ...

No vexation is these words ,  I'm just feeling forced into a corner by that paradox : all that makes interest in my Lots  make them almost impossible to share without my own Plugin folder .
I hope now everyone understand that. I undestand some of you may have the custom content necessary but I wonder if It wouldn't become a inexhaustible source of discord . And I'm already enough surrounded by discord in life ...
I need to think about this a little more now.

Thank you .
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 27, 2007, 07:23:25 AM
Just to clear up the texture problem. It was not one of my making but of NDEX's as they released a pack then update but used some of the original pack IIDs to make new textures then to make things worse used a different filename so the original wasn't overwritten. I had the texture with the IID 0xE9034000 but it was from the new pack. Badsim had the texture 0xE9034000 from the old pack. I have extracted the old texture and given it a new IID so it now appears the same as the original.
I challenge the sharp eyed to see what I changed as no one seems to see specifics and they are so small that the overall lot is unchanged.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fallterrace.jpg&hash=6d1a1cb7e735b91f05e339522efcd1e7d8e086c8)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fterracetexture.jpg&hash=64502969dfe77014799d9ab1d21d368971576f33)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMegalot%2520Tutorial%2Fterracetexture2.jpg&hash=70a0c02a88dea2f916f8adfac99064eeeee781fd)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: sebes on January 27, 2007, 07:35:31 AM
Wonderful job Barby. The flair is back the the building. I think it was the texture... giving the whole thing just that little bit extra. :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 27, 2007, 08:58:16 AM
These pics for BarbyW , useful for all though : how to drag avenues with this lot without usual props appearing on the integrated avenue .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F9516%2Fantigoneydr01zn2.jpg&hash=284488a8af9fc194e2f0b96c3a6810de86353d97)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F3692%2Fantigoneydr02bf0.jpg&hash=eb12d6dba2182d9c4299b8fb7000295dc3eb955c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F6029%2Fantigoneydr03gn4.jpg&hash=b97317b6dd0d8df73f41a5a8adbe2697c6f4233a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F9308%2Fantigoneydr04kj9.jpg&hash=6e462cb6d16de829e23846b21053090c2c86b18f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1371%2Fantigoneydr05ab1.jpg&hash=090e3cef75082930c4545bdf08230f1e9852df12)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F130%2Fantigoneydr06uj1.jpg&hash=ed2d72002bba038b54186ae4c1e96b624edd87f9)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F9479%2Fantigoneydr07nj2.jpg&hash=3a17f1ee3c3f4f38d50c868f62c4eaa62e6d9294)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: pvarcoe on January 27, 2007, 09:22:26 AM
Beautiful. Nice job to both Badsim and Barbyw!
That texture makes a big difference.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Yoder7652 on January 27, 2007, 09:43:18 AM
I think it looks great...I agree that the texture change from the NDEX one threw me a bit, but now that it is back...I dont' think that I can tell the difference between the one with more/less dependencies... &apls

@badsim....I agree that when I make lots (I'm not very good at it) I tend to not pay much attention to where they come from...I've even been known to post lots (on the bsc board) with textures from Japanese dependencies that no one can find  :( so don't loose heart. Your creations are worth the download and if you find that there are a few proppacks that you tend to use most of, then once we download them we should be set for many of your creations.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: kimcar on January 27, 2007, 09:59:53 AM
 &apls Fantastic job on this one too. It's cool to see your work in progress . Keep going. :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: goin2chicago on January 27, 2007, 09:50:49 PM
with NDEX textures back it looks great. i'm really looking forward to the release!
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Air6 on January 28, 2007, 12:36:17 AM
I don't really like the association of Somy's school with Porkissimo's school. The architecture of these BATs are too different... &mmm
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Elektra on January 28, 2007, 01:00:38 AM
Great colaboration of work.  This is beautiful.  :thumbsup: :satisfied: Wish I could make lots.  :'(


@Barby, missing the fencing in front of the shrubs close to the building?    ???
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 28, 2007, 02:56:19 AM
@Elektra - that is one ;D The texture was NOT a change but a conflict thanks to NDEX.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on January 28, 2007, 03:18:58 AM
Just a precision about gare du Nord' s props . Here two pictures of props & overlays I use many time ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg112.imageshack.us%2Fimg112%2F3273%2Fgaredunordpropsdaycj9.jpg&hash=8b36fac987e317bc8b08994c8f97b0659f7c97f2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg112.imageshack.us%2Fimg112%2F6084%2Fgaredunordpropsnightlo3.jpg&hash=9616da0a85134b8a4b7365674b3aec3698de4c80)

There're other props & textures . The download is upper 15 Mo but to have these props & textures you need to keep these 3 files only : about 900 Ko.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg112.imageshack.us%2Fimg112%2F7323%2Fgaredunordpropssf9.jpg&hash=302bd3840154bea113e662aff72bceb674ffc2c2)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: mattb325 on January 28, 2007, 03:09:09 PM
Beautiful work being done here, badsim and barbyw.  :thumbsup:

I think I can spot a few differences, the London trees, the # of hydrangeas, the refreshment stand, some textures here and there but I imagine at first glance it would be like trying to find Waldo $%Grinno$%

I really like the idea of incorporating the amazing building into the canals  &apls

Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: BarbyW on January 29, 2007, 02:34:56 PM
In an attempt to help out with the dependency problems I contacted frogface who gave me permission to collect his small props into a pack that is now on the LEX. I also had the props from the original Gare du Nord that xannepan put on BSC just before he uploaded the beta version to the STEX so I made them and the textures into two packs which are both included in the upload on the LEX. I was only able to do that as xannepan is still a member of BSC and cannot do it for any other props. Obviously if you have the Gare du Nord you do not need the pack.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Yoder7652 on January 29, 2007, 06:29:27 PM
glad to hear you were able to make some prop packs out of these...
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Alfred.Jones on January 29, 2007, 08:37:11 PM
These look great Badsim! You are very talented ;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on February 02, 2007, 05:37:31 AM
After advices from jeronij & BarbyW , the best way is to upload this Lot ( and the next ones ) , on this thread . So , here it is .

Great thanks to BarbyW for her work on the Lot , its packaging and more : for her help in my attempt to become a Lot maker for this community .And trust me , It's more complex than play with LotEditor  ...
Obviously , thanks to yoder7652 for the Osturland Great Hall V2 .

There's a dependencies list in the readme file but don't worry about it , here is the corrected list of external ones :
- Osturland Great Hall V2 by Yoder7652
- PORKIE PROPS VOL1 European Street Accessories
- Jeronij Props Vol03 Plopable Trees And Seasonal Woods
- BSC BAT Props CARCH Vol02
- Oppie Canal Set
- BSC Textures Vol01
- BSC BAT Props JENX Gare du Nord (new on the LEX)
- BSC BAT Props Frogface Vol01 (new on the LEX)
- BSC MEGA Props SG Vol01
- BSC MEGA Props sw21 Vol01

There're also 5 files for mikeseith's cars props , as I use randomly (for realism) all his car props , I highly recommand to upload all his stuff at Simtropolis and at his own site ... you'll need them for next realizations from me .
There're also 2 files from PEG , I don't know why ... After have debated this with BarbyW (She explained me that's sometimes happen with Lots/props he uses himself....) so  don't take care about them .

Last precision : as it's a reward (you know all how to get them without deserving them ,  ;D ...) , you need to delete (or just move in a back up folder ) the original Lot in BSC/YDR/Great Hall and replace it by this one .
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Yoder7652 on February 03, 2007, 07:01:27 AM
got mine! I'm glad to see that you are releasing some of your projects  :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Fred_Ginger on February 03, 2007, 04:11:26 PM
Thank you Badsim, that is such a beautiful lot, I don't usually use Oppie's canals, but I'm willing to use them to have this lot! &apls
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: goin2chicago on February 05, 2007, 10:06:58 AM
it's awesome to see you releasing your work in here, it is much apreciated. i can't wait to see what else you release!
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jacqulina on February 05, 2007, 10:27:47 AM
beautifull work
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: rooker1 on February 14, 2007, 09:23:09 AM
Great to see that you were able to release this.  It's a great lot.  I can't wait to see what you release next. &apls
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: toxicpiano on February 15, 2007, 06:57:53 AM
Absolutely incredible stuff!
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on February 15, 2007, 07:20:27 AM
Thanks .

Firstly , I have to correct about Pegasus dependancies listed ; I use light cones from him cause Porkissimo's Streetlights have really insignificant lights . I have to search if these light cones are coming from a Mod or a prop pack .I don't remember .

Secondly , I think I'll realize some others upload from April , when I'm at real work in life and so have no time to play SC4 or spend hours with LE .

Be patient . ;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Fledder200 on February 15, 2007, 07:31:10 AM
i'm crying again...this is so cool...!!  :thumbsup:
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: rooker1 on February 15, 2007, 09:14:19 AM
Great news that you will try to upload other lots. 
Maybe you could do transit enabled modular parking pieces.  I really like how yours are right next to the avenue with an entrance.  It helps with realism.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Badsim on April 30, 2007, 02:45:56 PM
Have fun , start a forest fire .... $%Grinno$% (I never thought to have to say that one day )

A quick tutorial how to use these Lots ... that's just an example , I hope you'll use this (first) set with  more subtlety . ;)

At first , to train , choose a large area with a forest...erase all trees on the affected area  ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire002.jpg&hash=9dc622a248f2040d81f5abe394bb4136af3acde2)

Select the Lot named "LineOfFire" in the health menu (Not a joke ! Explanation to come ... ;) ) , to create the line of fire . It's an 1x4 Lot so you have to use it several times ( I advise you to randomely invert the orientation of this Lot )
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire003.jpg&hash=14e7f18690480604a887c90350f8ec910884fc00)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire004.jpg&hash=3ad9044f4abad04e05f9c49efb16cf774637bcaf)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire005.jpg&hash=a2ce3eb64efc245f0e454d5e617ea2f8bfa5ce9a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire006.jpg&hash=66f6db287ee07ff176b7c925b5537dffbbbc1812)

Now you've got a splendid line of fire , cover the area with the 1x4 Lot "LineOfSmoke" (Health menu , like all these 5 Lots) . Use it randomely oriented like the first Lot but keep free spaces .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire007.jpg&hash=217da4c6872bf07ffcd0bfb91a82d73aa4637964)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestfire008.jpg&hash=14164f37c7a8aad534645153e7b587e68874ab1c)

There is a few ways to represent burned trees , you have to use the "Lodgepole Pine Forest" in the mayor tree mod , coming with CPTNo7 AssortedTreeControllers by cycledogg...you can also use ploppable dead trees by Sorchin and Winter Mix by jeronij(Jeronij Props Vol03 Plopable Trees And Seasonal Woods)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire009.jpg&hash=1e250b70ae3b245a442c5eca41cd46939adce313)

Plop the maximum possible of these trees on (and between) Lots of smoke...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire010.jpg&hash=aacdd352f1a0dfee63774e193f441524ee5f1781)

Choose another ploppable tree (In that case , I chosen Douglas Fir ), to plop on the front of the line of fire ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire011.jpg&hash=8bb65837a62ba878e6d5582b2cfc363d9565d653)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire012.jpg&hash=8e5829bbce69f5a73c8a70bfac65e3aa89d2a2e6)

Now you can use the "Fireplane" , "Canadair1" or "Canadair2" ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire013.jpg&hash=8e1c1c3204d418e85e7eebd678ac608456db7468)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire014.jpg&hash=fb9449efc4d4d34a4a1980b212e365560c2b752f)

Once more , you can plop trees on these new Lots ...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire015.jpg&hash=05aa140140facbd74d4726516bf6f112f84d35e4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FForestFire016.jpg&hash=384b66709adc146bc02aacdc14be4ff3378e74eb)

Achieved .

Dependencies :

-"SA Cycleway V2 Expansion 1" by Shadow Assassin (Simtropolis) . I used SA's cycleway kit for 2 reasons ; the first one is that it has a tranparent base texture (and not no base texture ) , the second one is that these Lots are in the health menu which isn't overcrowded like the park and recreation . Read carefully the readme file by SA .

-"BSC MEGA Props RT Vol01" on the LEX . It's there I've found a prop which can represent closely a Canadair .

All others props are MAXIS'ones . More subtlety use and result on AntiGone ...
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: freedo50 on April 30, 2007, 03:17:50 PM
Wow those are absoluetely gorgeous pics Badsim! This could be a great tool for authours to use in their MDs to add some drama.

Fred

PS: thought these smilies were appropriate  &hlp &hlp ()flamdev() ()flamdev()
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jeronij on April 30, 2007, 03:22:28 PM
Chapeau mon amin  :thumbsup:

Still something new !!! (Btw, The only thing I miss are some running fauna  ;D )
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Krio on April 30, 2007, 03:27:24 PM
 :o

AMAZING! (must shout it)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jeronij on May 01, 2007, 03:18:19 AM
I was wondering.....which graphics card do you use to see so many effects in a smooth way .... :-\  ;)
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: jacqulina on May 01, 2007, 04:00:14 AM
amazing work great progress well done  &apls &apls
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: Shadow Assassin on May 01, 2007, 04:56:32 AM
Quote-"SA Cycleway V2 Expansion 1" by Shadow Assassin (Simtropolis) . I used SA's cycleway kit for 2 reasons ; the first one is that it has a tranparent base texture (and not no base texture ) , the second one is that these Lots are in the health menu which isn't overcrowded like the park and recreation . Read carefully the readme file by SA .

It's just a base texture with a 100% black alpha map. :P But there's a problem with using that texture. It is a texture-replacement mod, and there are two other corresponding DATs which use the same exemplar value, and they're normal grass textures. Just keep that in mind, because if the $ or $$ textures are used, it might cause the fire lots to look a little strange.
Title: Re: Badsim's showcase , for a new generation of Lots .
Post by: rooker1 on May 01, 2007, 10:21:21 AM
Incredible.......
Enough said.


Thanks
Robin   :thumbsup: &apls
Title: Re: Badsim's showcase and uploads .
Post by: kimcar on May 01, 2007, 01:06:23 PM
 &apls Very well done my friend. Great imagination . :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on May 01, 2007, 01:31:07 PM
Thanks for the feedback ...  ;)

Quote from: jeronij on April 30, 2007, 03:22:28 PM(Btw, The only thing I miss are some running fauna  ;D )

I've got some pics with ... on a pic fauna may look running away but in game animals really don't care my fires . $%Grinno$%

Quote from: jeronij on May 01, 2007, 03:18:19 AMI was wondering.....which graphics card do you use to see so many effects in a smooth way .... :-\  ;)

A simple WinFast PX6200TC ... " so many effects" is due to the fact there're 2 different smoke props ; a permanent one(Effect_big_industrial_smoke_1) and a random one during daytime (EFFECT_HUGE_Smoke_Cloud) ; "in a smooth way" because on my MD I use the game Recorder and then I select pictures... ;)

Quote from: Shadow Assassin on May 01, 2007, 04:56:32 AMIt's just a base texture with a 100% black alpha map. :P But there's a problem with using that texture. It is a texture-replacement mod, and there are two other corresponding DATs which use the same exemplar value, and they're normal grass textures. Just keep that in mind, because if the $ or $$ textures are used, it might cause the fire lots to look a little strange.

Thanks for these informations and warning , SA . I have already hijacked your kit for many Lots ... :P ... and so far , have had no problems . Now that I know you're following this thread , let me thank and congratulate you for your work on this Kit !

The next set ... a bit more useful : my versions of "euro traffic generator" by mikeseith . Original Lots are single tiles to plop on roads/avenues/highways sides . I made them transit enable and so invisible .

3 new Lots ; one for avenues , one for roads , one for avenues with a pedestrian crossing.These Lots can be found in the Park and Recreation menu

First one , "Taffic Generator For Roads"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator01.jpg&hash=df07e158b92087d84935c73fd0a288588caccc74)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator02.jpg&hash=9147591bf0a9fd2ba71aaf71762dfebe7c67b7e2)

Second one , "Traffic Generator For Avenues"
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator03.jpg&hash=eecfcbf3a9d0567161d422687ea2b54e039a6234)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator04.jpg&hash=6ca91668ceb2fc0f1e9ec1f5ce4b2e5703a79fab)

Third one , "Traffic Generator With Pedestrian Crossing" is requesting a special procedure to have it correctly plopped .
Plop it once...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator05.jpg&hash=5c9eacb72337b7c10f0210ec50b8e757974e66e8)

... the crossing is there but the original avenue center props too...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator06.jpg&hash=8372e5f15b5705a1378c86bba55166b6e2d5de12)

...so you need to destroy the Lot , before to plop it again .
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator07.jpg&hash=cf15361b2c1cae31fd3db5ba0db525dcba32a335)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator08.jpg&hash=6e338be87a5a4bc8339d20161e2518a631253065)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator09.jpg&hash=6b894b4cbc7a5856c9bb2bf8576e0e86be6ecdeb)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FTrafficgenerator10.jpg&hash=336c15df2ca6ad0cc5891e8fe52ce7c2d456a911)

Note : The base texture used match exactely  my own Streetsidewalk Mod ( By sap ) . It would be boring to create other versions for each Streetsidewalk mods existing , however I think this grey generic texture can fit with any of these mods .

Dependancies
-"Euro Traffic Generator" by mikeseith . Take care about the description on the STEX , you need to install "European auto new instance mod" too
-"PORKIE PROPS VOL1 EUROPEAN STREET ACCESSORIES" by Porkissimo , on the STEX
-"BSC BAT Props and Texture JENX Gare du Nord" , pack edited by BarbyW , on the LEX .

Optional : PEG's SubmarineBase to have the lighting on the pedestrian crossing .( You can keep this file only : PEG_CDKN_SubmarineBase_RESOURCE.dat )

Title: Re: Badsim's showcase and uploads .
Post by: mightygoose on May 01, 2007, 05:44:22 PM
well i would really like to use these but my sidewalk mod is a personal one at the minute...
Title: Re: Badsim's showcase and uploads .
Post by: rooker1 on May 02, 2007, 06:27:32 AM
Wow.......more great stuff.  Now I don't want to stay at work, I want to go home and play SC4.

Thanks

Robin   :thumbsup: &apls
Title: Re: Badsim's showcase and uploads .
Post by: Yoman on May 02, 2007, 05:39:37 PM
Oh another saint, you have no idea how useful these will be to me.
Title: Re: Badsim's showcase and uploads .
Post by: kimcar on May 04, 2007, 12:50:07 PM
 :thumbsup: Thanks my friend for these usefull lots.  :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Pat on May 07, 2007, 10:49:17 AM

Badsim i just downloaded forestfire the other day and you said there should be a readme
with a dependcy list.  I couldnt find one hellllllp ty - pat

Title: Re: Badsim's showcase and uploads .
Post by: Shadow Assassin on May 11, 2007, 01:50:03 AM
Wow, looks good, Badsim!

However, I notice you're using an Avenue/OW texture for the road traffic generator lot. You'll have to change it to the default Maxis texture (it will be overriden by the Euro Road Mod, and allow Maxis-road-texture users to use it).

Also, I'm not sure about this, but there is a texture floating around in the LE that matches the default pavement (no wealth level) - that same texture actually can be overriden by any sidewalk mod (because these mods actually simply override the textures/change the exemplar files).

Otherwise, you can release them, and I can always edit them for my own use! :P
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on May 11, 2007, 12:22:15 PM
Quote from: Shadow Assassin on May 11, 2007, 01:50:03 AM

However, I notice you're using an Avenue/OW texture for the road traffic generator lot. You'll have to change it to the default Maxis texture (it will be overriden by the Euro Road Mod, and allow Maxis-road-texture users to use it).

Also, I'm not sure about this, but there is a texture floating around in the LE that matches the default pavement (no wealth level) - that same texture actually can be overriden by any sidewalk mod (because these mods actually simply override the textures/change the exemplar files).


Hi SA ,
They're just transit enable Lots , I use many transit enable Lots ( done by myself with SC4Tool ) and no base textures or/and overlays is overriden by any Mod on any Lot .... never . ::)
However , I understand the needing of a generic version for Maxis' roads , so I will release it . At this time I even don't remember what was an original  avenue ... :P

Quote from: Shadow Assassin on May 11, 2007, 01:50:03 AM

Otherwise, you can release them, and I can always edit them for my own use! :P


But they're released !....don't you see the link at the end the post ? So you can already edit them for your own use ... ;D though I'm really surprised by this request coming from you , seeing any pictures of your MD , you don't seem to need this trick to get traffic ... :P
Title: Re: Badsim's showcase and uploads .
Post by: Zaphod on May 11, 2007, 12:25:11 PM
awesome!

im glad someone finally thought of this

by the way, does your street sidewalk mod do that to all wealth levels? because it looks awesome like that, personally ive always hated the high wealth sidewalks in my business districts
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on May 11, 2007, 12:31:26 PM
Hi Zaphod ,

They have been Modded to have a medium wealth effect with LEProp ... I did that because I hate high wealth avenues . ;)

Edit ; Ooops , I didn't understand your request ... My sidewalk is the euro asphalt by sap (STEX) , I chosen it precisely because streetwalks are the sames whatever the wealth . ;)
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on May 11, 2007, 01:34:22 PM
QuoteI chosen it precisely because streetwalks are the sames whatever the wealth
There are other mods which allow this, and even more flexible options....I also hate the high wealth sidewalks, including mine sometimes  ::)
Title: Re: Badsim's showcase and uploads .
Post by: Vario80 on May 11, 2007, 01:53:56 PM
Nice work Badsim!  :thumbsup: I think these traffic generators are quite useful for my cities.
Title: Re: Badsim's showcase and uploads .
Post by: Shadow Assassin on May 12, 2007, 01:37:59 AM
To my shame, Badsim...

I didn't notice that download link. Oh well. :P
Title: Re: Badsim's showcase and uploads .
Post by: villaV on May 27, 2007, 03:36:28 AM
Oh, i don't see you fire before that day, very funy :D, you know that my husband is a fireman :D
Can you make the same of Patfirefghtr, please.
Merci tu serais un amour, mais arretes de faire le pyromane :D ;)
Title: Re: Badsim's showcase and uploads .
Post by: villaV on June 07, 2007, 02:15:06 AM
Merci Badsim ;)
it's good, i downloaded ties, it remains me has see only if I have all dependences  ;D whith my distraction i would have a disaster maybe in addition of fire  $%Grinno$% :D ;)
Title: Re: Badsim's showcase and uploads .
Post by: bat on June 10, 2007, 04:42:55 AM
great work, Badsim!  :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: HabLeUrG on June 26, 2007, 12:54:25 AM
Badsim, as I commented in your MD those Lots will be extremely usefull for my new MD, many thanks to you!!  &apls &apls
Title: Re: Badsim's showcase and uploads .
Post by: alex_1979 on July 18, 2007, 08:29:30 PM
Great work I'm spotting in this thread.

One question though, I've looked through the whole thread but the first building with Oppie's Canals is not yet released or is it? I would love to use it in my city!!

Greetz
Alex
Title: Re: Badsim's showcase and uploads .
Post by: le_harv on August 03, 2007, 02:17:32 PM
Wow your work with the Lot Editor is very inspiring to me.
Title: Re: Badsim's showcase and uploads .
Post by: fantnet on August 29, 2007, 10:25:13 AM
Where can I locate the props on the road and bridge from page 2?
Title: Re: Badsim's showcase and uploads .
Post by: Pat on August 29, 2007, 11:45:33 AM

Here you go Fantnet this be the stuff (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=106) you are looking for - pat
Title: Re: Badsim's showcase and uploads .
Post by: fantnet on August 29, 2007, 01:42:22 PM
patfirefghtr - Thanks for the reply. The props I'm looking for is the objects that are on the Ave's and on that bridge. If you look it looks they are light poles with flags, etc
Title: Re: Badsim's showcase and uploads .
Post by: Pat on August 29, 2007, 01:45:34 PM

I belive those are Maxis standered props under street in the LE if im not mistaken??
Title: Re: Badsim's showcase and uploads .
Post by: BarbyW on August 29, 2007, 02:10:36 PM
I think fantnet is asking about the poles with the yellow banners on them. I do they are from BSC MEGA Props - CARCH Vol01 here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=521
Title: Re: Badsim's showcase and uploads .
Post by: fantnet on August 29, 2007, 02:27:57 PM
BarbyW,

what is those props that are on the light pole that have the banners attached?
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on August 30, 2007, 02:35:34 AM
Hi ,


@ fantnet :The light pole is a prop (PKluzglobe) from Porkissimo coming from his Modern Library , the banners are original Maxis' props . You'll find this batch of props with LE named CSign1x2x6 . Here a closer LE view ... ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FBanners.jpg&hash=adc1a76c8d46b3b1ccb90c69320ec2588cbae8db)

@ alex_1979 , I hope you have found your way since the 18 of July (sorry..) , if not , the file is attached at the end of the post #44 page 3 of this thread .

Thank you for your comments .
Title: Re: Badsim's showcase and uploads .
Post by: iamgoingtoeatyou on September 12, 2007, 03:04:26 PM
i cannot wait to get home and download all those goodies in this thread, owen already gave me a link to the transit enabled traffic generators and they work great, i can't wait to use those fire lots! &apls
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on September 25, 2007, 11:44:44 AM
Another little thing .... I'm currently playing with ploppable waters and have had this idea to make them looking more alive ; a single tile Lot with sparkles ...

In fact there're 2 Lots , one for DT/Jeronij ploppables waters , the other one for Sorchin ones . It was necessary because these different water "pieces" haven't the same size . For each of these Lots , I've had to compromise between a strong effect and keep on the possibility to use the corresponding ploppable water on them - a minimum free space between props is necessary to be able to use some ploppable stuff from the Mayor Mod... Hope to be clear . ::)

These Lots have a removed base texture with Ilive reader , I've used the original MAXIS PZ1x1_Grass  as building , and the original MAXIS ' prop Effect_sparkles_of_purification_small  , so they have NO dependancies ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles01.jpg&hash=e9d63462125c286a6bdb786a5880de4fbc5f044e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles02.jpg&hash=0cf85c613b6973ca0cf069fdc68339d5c1fc507a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles03.jpg&hash=9d434705650c128d39e5650110a9dedf18738284)

I've modified the properties of these Lots with LEProp so they have no cost to plop , no monthly cost ... you'll find them in your Park & Recreation menu with these following names : SparklesForDTJeronijPloppableWaters and SparklesForSorchinPloppableWaters

You can plop them side by side on the area desired before to plop the corresponding water if it's a new work ... if you plop them on an already achieved work , you'll have to redo it ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles04.jpg&hash=f65b89feae54639ddcb00f1573ba3be600349b37)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles05.jpg&hash=366b100177aeb4fa1b3de1474fb487422c64bbc4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles06.jpg&hash=391602493e35619e31262bfd1923cb440ccdeb05)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles07.jpg&hash=eb8fe4e33f41920b2d17936e221634d75f65ecb2)

The result on the 3 different DT/Jeronij ploppable waters ... and , as you can see , some others ploppable stuffs from the Mayor Mod is still usable on these Lots .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles08.jpg&hash=9e0d07578e64c38214a4e5b4c5d89ed8e01e81a6)

Same thing for Sorchin's poppable waters ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles09.jpg&hash=ebd008e70c6e6e45c8130248ec3d0d9310b2523c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSparkles10.jpg&hash=9bb523861c2249fb53ac055d8f731814902e72b1)

As these sparkles are moving and randomly appear , these pictures don't catch the "life feeling" they have in the game ...

A last but important precision , these sparkles props need to be powered (so the Lots ...) . The "fightthepower" doesn't work for them , I've got a Mod which powers automatically all tiles when you have plopped a power station ... but so far , as I don't remember its name , I'm not able to find it again ....

Enjoy ... or not !  ;)
Title: Re: Badsim's showcase and uploads .
Post by: metasmurf on September 25, 2007, 11:47:18 AM
The mod which powers all tiles is called UtilityRadius TrafPollution Modd  and can be downloaded at: http://www.simtropolis.com/modding/index.cfm?p=details&id=361

Title: Re: Badsim's showcase and uploads .
Post by: Ennedi on September 25, 2007, 01:18:37 PM
Quote from: metasmurf on September 25, 2007, 11:47:18 AM
The mod which powers all tiles is called UtilityRadius TrafPollution Modd  and can be downloaded at: http://www.simtropolis.com/modding/index.cfm?p=details&id=361

I would like to add there are some plugins in this mod, they offer various utlity (power, water) radius and you should choose only one of them. I suggest one of 3 plugins called "Plugin_512Radius...", each of them covers all large city, so you can place your power/water station in every place.
Personally I use "Plugin 512 Radius No Traffic Pollution".

Badsim, thank you for sparkles! Maybe it was a good idea to make yourself some holidays and go out from AntigOne for a while? :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Pat on September 28, 2007, 02:07:15 PM
Badsim thank you..... You have made me veryyyyyy verrrrrrrrrry happy here.... I will for sure enjoy them - pat
Title: Re: Badsim's showcase and uploads .
Post by: FrankU on October 04, 2007, 04:42:45 AM
Badsim!
I tried to use the plopable water on some occasions, but it looked so dull. I think you solved this problem.
Thanks!

Is there any place where I can find a tutorial that teaches me how to delete base textures with the Reader?
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on October 04, 2007, 05:42:54 AM
Very clever lots Badsim  &apls . You are a true artists  :thumbsup:

Sorry for the bump :

There are some news about plopable water....  ;D

http://sc4devotion.com/forums/index.php?topic=2581.msg77786;topicseen#msg77786
Title: Re: Badsim's showcase and uploads .
Post by: jmdude1 on October 04, 2007, 08:30:42 AM
franku,
try this thread, go to #19 and it will tell you how to remove the base textures with the reader.

http://sc4devotion.com/forums/index.php?topic=2443.0
Title: Re: Badsim's showcase and uploads .
Post by: FrankU on October 07, 2007, 06:34:11 AM
Thanks! I just read it and it answers all my questions.
Title: Re: Badsim's showcase and uploads .
Post by: SimNation on October 25, 2007, 02:54:51 PM
Just stumbled upon this thread today...cant give over how great that Forest fire looks. DL'd it soon as I saw the pictures.
The water sparkles are just what I was looking for for the new transparent plopable water that will do great. To bad we dont have ploppable lava..Id love to make a lava flow that goes into the water that runs from a small fizor somewhere and use ur fire lots to simulate some stuff buring in its laval flow.
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 01, 2007, 07:51:38 AM
Hi ,

I decided to upload there the few Lots I've created to represent a more north european (and others crountries ...) forest looking .

A picture from my MD where these Lots are all present ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSesonalwoods01.jpg&hash=fbc012ca61c280dcb4c28f842ef2136f9695cb88)

The 14 Lots : 11 seasonal woods Lots & 3 Fireweeds Lots

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSeasonallots01.jpg&hash=0fff45ba4a1473ec5a5e6adde84713405436c5e5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSeasonallots02.jpg&hash=283ff283ec9660d09a4781ae35b4c10cb0fd45c3)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSeasonallots03.jpg&hash=1010ffbc17ac5a39a799447250da481ba397e378)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSeasonallots04.jpg&hash=04197e09030bc593eca253fea5322d12728b5f36)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2FSeasonallots05.jpg&hash=922828e7feb02f6c19fe116f7cce580fb89dde59)

These Lots have been created on the filler Lot from Shadow Assassin's Cycleways Expansion Pack , with the same purposes than the forest fire ones ; a transparent base texture and their availability in the Health menu which isn't overloaded like the Park& Recreation one .Of course , they don't have any health effect . No cost to plop , no monthly cost , no power/water/connexion required , slopes frienly ...use them randomely rotated for a better effect . Last point ,  you should be able to use others ploppable stuffs (Mayor Mod) like ploppable rocks , Sorchin's trunks or Jeronij's bushes on them ...

Dependencies :

- SA Cycleways Expansion Pack1 -STEX- Don't forget to delete others Base Textures.dat files than the transparent one ...
- Jeronij Prop Pack Vol04-Trees -LEX-
- Jeronij Props Vol03 Ploppable Trees and Seasonal Woods -LEX-
- BSC MEGA Props SG Vol01 -LEX-
- BSC MEGA Props MJB Vol01 -LEX-
- BSC MEGA Props CP Vol01-LEX-

Only things everybody should already have .... ;D

I'll need a second post to attach the Part2 as the maximun attachment size allowed is 300Kb per post ... so , part 1...
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 01, 2007, 07:53:00 AM
...and Part 2 .

Jeroni , if you think there's a better way for me to proceed , just let me know ...
Title: Re: Badsim's showcase and uploads .
Post by: SimNation on November 01, 2007, 08:12:24 AM
Not to say anything negative but....arn't those trees already growable if you use one of cycledoggs packs? cuz I could swear I have those red trunk trees,flowers, and the lil green looking things.
Title: Re: Badsim's showcase and uploads .
Post by: wouanagaine on November 01, 2007, 10:03:18 AM
SimNation, reread what those lots are, you'll see that even if you already have them as growable, you don't have the features presents on thoses lots

Great jobs and thanks for sharing BadSim  &apls :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 01, 2007, 10:32:13 AM
@SimNation: No, you can't plant seasonal woods via the God Mode or Mayor Mode menu.

@Badsim: Those are looking beautiful! I already created some similar lots that have been uploaded to the LEX a while ago, but yours will fit into this set nicely. :)
Title: Re: Badsim's showcase and uploads .
Post by: BarbyW on November 01, 2007, 10:44:26 AM
Badsim, I would love you to open a thread in the Candidacy thread for your work as it would grace the LEX wonderfully. You can ask for any help with anything you need there andone of us will be delighted to help you. The number of dependencies is of no import as long as they are easily available and you have links to them.
Please consider this.
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 01, 2007, 11:10:57 AM
Hmm, I do have one question about the SA cylceway expansion pack dependency: You say you used a texture from it, but the actual base texture is transparent? When I created my lots, I simply deleted the LotConfig line that contains the base texture from the lot exemplar file - this is the preferred method, since the lot isn't affected by the "Water Graphics" bug then.
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 01, 2007, 01:07:53 PM
I wasn't able to resist these beauties, so I made some nice menu icons and modded the lots a bit - I hope you don't mind. :) All 14 lots now have custom icons and are not affected by the "water graphics bug" that I mentioned before. The menu descriptions were improved a bit, and I also removed any park and landmark effects, as well as the demand cap properties - they now should behave more or less neutral. I did bring back a plop cost, though, mainly for ordering the icons in the menu. Since there are no monthly costs, the lots shouldn't have a large impact on your budget, though. I also added back the standard Maxis park query UI. If you want to use this version, download them here (http://www.malu-city.de/andreas/badsim_seasonal_woods.zip). :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F9416%2Fbadsimseasonalwoodszc4.jpg&hash=4876cd97eb9e8d9c64c9a0a652cc88f1417e5e16)
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 02, 2007, 02:27:58 AM
@Andreas ; not only I don't mind but have already replace my own set with your .Thanks , that's an honor !  :thumbsup:
I'm playing SC4 since many years , and I perfectly remember your first set of seasonal woods . At this time I found they had too many rocks (I know you have corrected that since ) but the main reason I gave up with seasonal trees is that I found illogical to have some seasonal trees and some others being not on the same city tile ... and I thought it would be totally crazy to use them everywhere . Hey , we change ... ;)
I've downloaded too your seasonal Birch trees , (I didn't notice they were seasonal props in my Plugins .. ::) )

About the "transparent base texture" of SA 's cycleway set , I understood only recently that the method used is a missing (removed) texture , I'm not a Modder but I guess that both methods are in a pretty close match about the advantages & inconveniences . Whatever the method , (I use both of them ) the water bug is the same when you save ... and not a real problem . The advantage   of SA's method is that you can copy this missing base texture with LE so don't need to delete one by one them with ILive .

@BarbyW .  ;D I remember the first time I contacted you last year just before to join SC4Devotion ... (so you're not a stranger to that decision) .I'm still not ready to the LEX candidacy . Currently my priority is my MD and the pleasure to play the game , with ideas and/or projects coming faster that I'm able to release them . As you can see with this example , I would have to improve my work about Modding ... I can't ask everytime to someone else to do this part for me and I wouldn't like to have to say in a few weeks like you've said recently " I hope to have the time to play the game again one day ..." :D  $%Grinno$%  :P
No , seriously , this isn't my definitive reply ... but so far , except a few things enough generic to be shared ....each of my Lot wouldn't have any sense without their neighboring ones .  It would have to be a totally new work , and so far my inspiration has gone away each time I've tried ; I need to have a global vision .  ::)

Thanks . :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: jayo on November 11, 2007, 03:59:50 AM
Lovelly lots ;D Would be great too see some more realism though :)
Title: Re: Badsim's showcase and uploads .
Post by: Meastro444 on November 20, 2007, 01:25:01 PM
even more? it looks the most realistic already ;)! great work, looking forward to your next projects ;)
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on December 03, 2007, 05:59:17 AM
Christmas is arriving ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2Filluminations03.jpg&hash=fa4b9e40a1df329016ff8c1a3357dae872199c25)

6 Lots with fairy lights to decorate your avenues . These props from Porkissimo & Andreas appear in December ( game time ) , plop them on your avenues and switch at least once the Day/night time to get them enlightened for the next December ...

Dependencies ;

- Porkie Props Vol01 European Street Accessories (http://www.simtropolis.com/stex/index.cfm?id=11421)
- SFBT Christmas Market (http://www.simtropolis.com/stex/index.cfm?id=17512)

Have released 2 sets , one for the Euro Asphalt Mod by sap23 (STEX) ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2Filluminations02.jpg&hash=dcace31727bcea50642bf03cef6b26e6a11c1f14)


See below for the attached file ...
Title: Re: Badsim's showcase and uploads .
Post by: Krio on December 03, 2007, 06:00:39 AM
Great work, though I've no use for X-mas decorations :P
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on December 03, 2007, 06:00:59 AM
... and the other set for those using the SMP Sandstone sidewalk Mod by SimTropiaProductions

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2006%2F9%2F1%2F198038%2Filluminations01.jpg&hash=f504046c0874fcf47d662e1e811c9e109a53619d)

Sorry , I can't release sets for all sidewalks available . These Lots are found in the Park & recreation menu ; "X-mas Avenues 1/2/3/4/5/6 "

As these Lots are transit enabled , use them properly ; they're assumed to be used in downtowns where you shouldn't have 1 tile only width buildings , if you have some , take care to do not cut their road access .

Have fun. ;)

See below for the attached file .
Title: Re: Badsim's showcase and uploads .
Post by: rooker1 on December 03, 2007, 06:46:04 AM
You are amazing.  This is a really nice, early Christmas present.   ;)

Robin   :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on December 03, 2007, 06:47:50 AM
Great idea! You should have some trees or houses at the sides of the avenues, though, otherwise, the decoration will float in mid air. ;) I wonder if we could use these by creating some type 21 exemplar files for avenues, so they show up automatically, rather than using TE lots...
Title: Re: Badsim's showcase and uploads .
Post by: DFire870 on December 03, 2007, 06:55:47 AM
Quote from: Andreas on December 03, 2007, 06:47:50 AM
Great idea! You should have some trees or houses at the sides of the avenues, though, otherwise, the decoration will float in mid air. ;) I wonder if we could use these by creating some type 21 exemplar files for avenues, so they show up automatically, rather than using TE lots...

That would be cool and would work very well, since they would hopefully only appear in December.

Would it be possible to also change the lightpoles from being in the middle of the avenue to being on the side, so that in December the decorations would hang from the lightpoles? That's how I usually see them.

Anyhow, great work! I'm going to have to download these and try them out.

-- John
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on December 03, 2007, 07:21:25 AM
Thanks for these comments and suggestions . Indeed they seem to float in the air ... when I posted the first picture from my MD , I've simply forgotten that my trees everywhere along the roads/avenues aren't the common  SC4 looking . I'm not sure that to add lightpoles is the proper solution as the game dragg its owns , maybe trees ... and  to create type 21 exemplar files is far above my competences . &mmm , but  would It have any sense to see these fairly lights everywhere ?
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on December 03, 2007, 07:51:56 AM
Well, the game has T21 exemplar files for virtually any situation - $, $$ and $$$, R/C and I, low and medium/high density etc. I made a very quick test and tried if it works, but there are some drawbacks. A T21 exemplar file only covers one half of the avenue, so you can't span the decoration over the whole width of the avenue. Well, you could, but that would mean to extend the props across the network lot borders, which usually means that the props don't light up properly. I don't know if reducing the occupant size fixes this problem, maybe I'll do another test.

Unfortunately, my knowledge in T21 exemplar files is limited as well, I don't know what most of the properties mean and what they control, and I don't have enough time for an extensive research. However, the timed aspect of the props works fine, that means they only show up around Christmas (in-game time) and dissapear again with the beginning of the year. By restricting the props to medium and high density $$ and $$$ R/C zones they should look pretty good.
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on December 03, 2007, 10:39:42 AM
I played with the T21 idea a bit more, but unfortunately, I was not able to light up the Christmas props. :( But since nightlights are rather essential to this type of stuff, I guess it doesn't make much sense to create such a mod - unless someone knows what needs to be changed to light up the props.
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on December 03, 2007, 01:37:50 PM
What if you change the props occupant size ??
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on December 03, 2007, 03:03:48 PM
Quote from: jeronij on December 03, 2007, 01:37:50 PM
What if you change the props occupant size ??

That was my idea as well, but it didn't work.
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on December 04, 2007, 05:52:49 AM
 ::)
Title: Re: Badsim's showcase and uploads .
Post by: iamgoingtoeatyou on December 16, 2007, 07:35:46 AM
Thank you very much for the Christmas lots BadSim, They will be very useful :)
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 01, 2008, 05:17:57 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg260.imageshack.us%2Fimg260%2F8899%2Flarchesforest16009kv7.jpg&hash=82415f2e67b8b9dcc8f7195b17e97de30a0bc797)

So they are .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F2493%2Flachtrees01uj6.jpg&hash=abb071cef79b173120575bbbb1ac814303e7fc20)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F788%2Flachtrees02aa2.jpg&hash=9e838f975c068d0d901617799223527ac6ffb64b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F6336%2Flachtrees03qy4.jpg&hash=e3f0eb6c9445c08d75ea28357bb944737e5c6cda)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F4794%2Flachtrees04ki3.jpg&hash=b8fcafd970cd34b95e9c19f7e6f9bc8775d1f8c6)

5 Larch trees forest Lots . In fact , 5 mixes of C.P. Trees ( Lodgepole pines & Douglas Fir used as families so these Lots look different each time you plop them ) , Jeroni's bushes and Porkissimo's dead leaves .

Park & recreation menu .
1 symbolic simoleon to plop .
No monthly cost .
No cost to buldoze .
No base textures ....

Dependencies :

- BSC MEGA Prop pack - CP Vol01 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180)
- JeroniJ Trees Vol04 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=921 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=921)
- CPT Trees as props (V2 revised) : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=27 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=27) ]Right file attached with Andreas post below  
- CPT No8 & 9 Tree Models part one & two : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=631
- Porkie Props Vol02 : http://www.simtropolis.com/stex/index.cfm?id=11420 (http://www.simtropolis.com/stex/index.cfm?id=11420)

Zip file attached at the end of this post .......... Have fun . ;)
Title: Re: Badsim's showcase and uploads .
Post by: TheTeaCat on November 01, 2008, 05:52:50 AM
Very very nice work indeed :thumbsup:

:satisfied:
TTC
Title: Re: Badsim's showcase and uploads .
Post by: art128 on November 01, 2008, 06:00:53 AM
very nice work Cedric on these forest lots  :thumbsup: thanks a lot !
Title: Re: Badsim's showcase and uploads .
Post by: penguin007 on November 01, 2008, 06:02:13 AM
The zip isn't at the bottom of your post. Is it just me?

btw very nice lots these will be very very useful
Title: Re: Badsim's showcase and uploads .
Post by: CasperVg on November 01, 2008, 06:06:16 AM
Nice lots. I never was a real fan of CP's Larch trees, so I haven't downloaded, but they'll come in handy for other people  :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Pat on November 01, 2008, 10:16:21 AM
Cedric I think I love you man!!! WOW THIS has made my day thank you a million you soooo deserve a KARMA Point!!!!
Title: Re: Badsim's showcase and uploads .
Post by: bat on November 01, 2008, 10:20:29 AM
Great work on the trees there!!! :thumbsup: :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Toichus Maximus on November 04, 2008, 10:19:43 AM
wow, the lots are the best forest lots i've ever seen. Is there any way to make them a bit more slope tolerable? The fact that they are props and not flora makes them come off the land at perpendicular angles to a slope.
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 04, 2008, 11:21:16 AM
Quote from: Toichus Maximus on November 04, 2008, 10:19:43 AM
Is there any way to make them a bit more slope tolerable? The fact that they are props and not flora makes them come off the land at perpendicular angles to a slope.

Oooops !

The ones I use for my MD are built from Shadow Assassin ' s Cycleways Pack ( Health Menu and Alpha bases textures ...) and this public ones have been built  again on the Pz1x1 Grass plaza ... they are slope friendly .

After have tested them on slope - right now - , the Larch trees are straight , the others ( Lodgepoles pines and Douglas Fir ) aren't  ! Seems to be an issue with the families ....and I've got no idea why ! ()what()
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 04, 2008, 12:09:24 PM
Unfortunately, the prop exemplar files of jeronij's "Cycledogg's trees as props" ("CP DougFir 1 to 5 Prop Vfamily.dat" and similar) are set to "Orient to Slope = True", which is nice for regular props, but certainly not for trees. ;) I pointed this out to jeronij a while ago, but I'm not sure if he has fixed his upload. I attached the DATs that I edited myself a while ago, this should fix the issue.
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 04, 2008, 12:17:02 PM
Thanks Andreas ! Jeroni ....humhum ... hasn't fixed it . My version was a fresh download , just to LotEdit these Lots in a virgin Plugin Folder ...

OK . So , folks , you'll have a corrected version ... tomorrow . For the time being , the file is removed .

Cédric.
Title: Re: Badsim's showcase and uploads .
Post by: un1 on November 04, 2008, 12:22:39 PM
Amazing work Badsim!  :thumbsup:  :thumbsup:

Can't wait for more...

&apls

-un1
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 04, 2008, 12:38:53 PM
Quote from: Badsim on November 04, 2008, 12:17:02 PM
OK . So , folks , you'll have a corrected version ... tomorrow . For the time being , the file is removed .

Actually, there shouldn't be any need to edit your lots - the props should show up fine once you installed my fixed DAT files. :)
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 04, 2008, 12:50:36 PM
OK , it was just a verification ... and it works . Larch Trees Forest Lots again available at the end of the original post .Those having already downloaded the file just need to download the right file for CP Trees as props (and so remove the previous one in your Plugin file ) attached at the end of Andreas' post .

Thank you .
Title: Re: Badsim's showcase and uploads .
Post by: Pat on November 04, 2008, 01:03:07 PM
Hey Cedric and Andrea's you too are awesome!!!!  :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: wouanagaine on November 04, 2008, 01:33:31 PM
Thanks a lot for those amazing trees Cedric, and kudo to Andreas

Title: Re: Badsim's showcase and uploads .
Post by: High5Tower on November 04, 2008, 02:39:41 PM
Thank you for the great trees Cedric and thank you Andreas for the fix.
At first I had a dickens of a time finding my folder with CPT_Trees_as_props_V2. &mmm I knew I had it and it should have been in my "Mods and other important standards" folder. So after actually reading each folder I found it listed as JRJ_CPT_Trees_as_props_V2. So all is well again. Thanks. &apls
Title: Re: Badsim's showcase and uploads .
Post by: Toichus Maximus on November 04, 2008, 07:32:09 PM
Awesome! thanks so much for the fix! I can't wait to throw this in my tile!
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 05, 2008, 03:55:05 AM
Thank you !  :thumbsup:

Well ... it should be my last SC4 ( not SC4Devotion ) day untill December ...

Have a gift for you , for the second SC4Devotion anniversary .
Something I had in mind since a long time - and finally took me a few minutes to create  $%Grinno$% - something I love so much in real world :

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F7195%2Fsunflowersfields01pk2.jpg&hash=7b8d3e9d201ccc9ea00532a1624bb20873a61797)

Sunflowers fields !  :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F7735%2Fsunflowersfields02dz1.jpg&hash=73a31d53b8c7e4bc0f572593f0dbf69d0b293a0b)

So simple Lot !!!  $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F9862%2Fsunflowersfields03cy9.jpg&hash=f4b10c8147a60990029be59bb66cac525d551a18)

For my own use , I intend to make this prop a timed prop ...unfortunately I don't know if it would be possible to share this property with you . I would have to get an authorization from the creator to extract this prop from its prop pack and upload it as new prop ... ::)

Park&recreation menu .
1 symbolic Simoleon to plop .
No monthly cost.
No cost to buldoze.
Slope friendly .... if not "Bad surprise"  ::)

A single dependency :

- BSC MEGA Prop pack - CP Vol01 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180)

File attached at the end of this post .

Have fun . ;)

Cédric.

EDIT : File updated ; sunflowers are now timed for two harvests a year .
Title: Re: Badsim's showcase and uploads .
Post by: rooker1 on November 05, 2008, 04:05:18 AM
It is a very simple LOT and yet it looks so good in game. 
Great idea.

Robin  :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: art128 on November 05, 2008, 04:07:53 AM
this lot is very great Cédric, for sure, you must see that in my farms land  &apls
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on November 05, 2008, 04:44:43 AM
Very nice and effective lot  :thumbsup:

Btw, you dont need to extract any model from anywhere. You can create your modified exemplar file simply pointing to the model ID. Of course, this will make the original pack containing the model a dependency for your mod  ::)

Anyway, excellent addition indeed   &apls &apls
Title: Re: Badsim's showcase and uploads .
Post by: BarbyW on November 05, 2008, 04:46:49 AM
To make it a timed prop, Cedric, you only need to make new exemplars and use them to be timed. As the model will remain in the pack you are at liberty to make the exemplars and include them with your lot. There is never a problem with making new exemplars so long as the model is not included.
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 05, 2008, 06:34:08 AM
Looking very nice - someone should make an actual field lot out of that. :)
Title: Re: Badsim's showcase and uploads .
Post by: Orange_o_ on November 05, 2008, 06:36:38 AM
if simple, so beautiful

:thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Simpson on November 05, 2008, 06:40:03 AM
This is superb, great work  &apls
Title: Re: Badsim's showcase and uploads .
Post by: sauron620 on November 05, 2008, 08:21:06 AM
Thanks Cedric  :) Simple and beautiful  :thumbsup:

C'est vraiment Noël avant l'heure  ;)
Title: Re: Badsim's showcase and uploads .
Post by: bat on November 05, 2008, 08:25:40 AM
Yes, great work on that simple lot!!! :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: jestarr on November 05, 2008, 09:22:53 AM
Andreas, that's the first thing I did. ;)  It's going to make a great farm. :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 06, 2008, 12:59:24 AM
File updated .

I have been the first surprised to be successful at the first attempt to create a new exemplar file and then make this prop timed . I'm so addicted to LotEditing that I don't really try to improve my modding level ... I should , as it is interesting !

Thanks to Barbara and Jeroni who have clarified me  the process to follow , Andreas ( I learned with one of your post in Modding threads how to create and save a new exemplar ) and Tage who taught me last year how to Mod a timed prop .  :thumbsup:

So these new sunflowers are timed . Maybe not in a realistic way with a first grow from March to the end of June and a second one from September to the end of December .... but I've had to choose between to be realistic and to be scenic .

Now , I've got more ideas to be realistic ; alternation of crops . On the same field tile , a first crop of sunflowers and a second one of wheat or corn or anything else . However , the inconvenience of such modding is that it would affect these props properties for all new farm using these props .... ::)

I'm going to test this , for my own use firstly .

Thanks for your attention .:thumbsup:

Cédric.
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on November 06, 2008, 06:30:24 AM
QuoteNow , I've got more ideas to be realistic ; alternation of crops . On the same field tile , a first crop of sunflowers and a second one of wheat or corn or anything else . However , the inconvenience of such modding is that it would affect these props properties for all new farm using these props ....

This sounds like the logical next step  :thumbsup: . But I dont understand your last sentence. Since you are creating new exemplars, you can create as many as you need for every model ... one for plop lots and one for growable farms lots perhaps ;) ?

Sorry if I misunderstood you  ::)  ;D
Title: Re: Badsim's showcase and uploads .
Post by: Pat on November 06, 2008, 11:54:52 AM
Cedric love the sunflower fields there as well wow!!! Hey is that a custom lotted logging/rail company there that you did or was that done by someone?  I really like it a lot, is it avaible anywhere per chance?
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 06, 2008, 01:22:56 PM
The first "Alternate crops field" is running ....

January , February ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F6367%2Falternatecropsfields01hj6.jpg&hash=779d4cf3e40c076a06d4c76d6e9c13ecad81f430)

March , April , May , June ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4249%2Falternatecropsfields02xy3.jpg&hash=8ac4e9dd45947331c716a6aebeb71748095f12dc)

July and August ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F4608%2Falternatecropsfields03or9.jpg&hash=8680aaea0d7da1cb1e1355f7bf446297cabbcf3e)

September , October , November and December .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg146.imageshack.us%2Fimg146%2F2051%2Falternatecropsfields04gk5.jpg&hash=a9b4e37309b7765ee99191bdb48423fc8a88303d)

From that point , I'm going to create - and share - a set of various combinations ...

As you may already know , though , I'm busy for the month with my move for a new home . That said , I'll try to release it before to lose my Internet connection . Finally , if it's a long work , it's also a rather simple one .

Quote from: jeronij on November 06, 2008, 06:30:24 AM
This sounds like the logical next step  :thumbsup: . But I dont understand your last sentence. Since you are creating new exemplars, you can create as many as you need for every model ...


Can I create several new examplar files differently modded for the same prop ?  ... And what I mean is that when a prop is timed , each time I'll use this prop with LE , it will be affected by the mod so all those being already on various Lot (growing or not) in your Plugin Folder are affected as well . Isn't it the case ?  Such modding has still many mysteries for me !  ::)

Quote from: Pat on November 06, 2008, 11:54:52 AM
Hey is that a custom lotted logging/rail company there that you did or was that done by someone?  I really like it a lot, is it avaible anywhere per chance?

That's the sawmill I'm working on at AntigOne ... have started it from cogeo's Logistic Centers but almost everything has already been changed . And that's not finished !  ;D

Later .

Cédric .
Title: Re: Badsim's showcase and uploads .
Post by: Andreas on November 06, 2008, 01:49:29 PM
Quote from: Badsim on November 06, 2008, 01:22:56 PM
Can I create several new examplar files differently modded for the same prop ?  ... And what I mean is that when a prop is timed , each time I'll use this prop with LE , it will be affected by the mod so all those being already on various Lot (growing or not) in your Plugin Folder are affected as well . Isn't it the case ?  Such modding has still many mysteries for me !  ::)

Yes, you can create several exemplar files for the same model. For example, you can create one "regular" prop exemplar files and several ones that have seasonal and timed properties. Which one shows up on your lot is defined by the associated ID (this is what you actually pick from the list in the LE, a prop exemplar file with a certain ID, rather than the actual prop model).
Title: Re: Badsim's showcase and uploads .
Post by: FrankU on November 08, 2008, 05:10:30 AM
Isn't it more logical if you would do:

october-february: empty field
march-may: plants without flowers
june-september: full flowers

Your logging industry lot is veeeery interesting! Show us more, please?
Title: Re: Badsim's showcase and uploads .
Post by: Amerikaner on November 08, 2008, 09:00:20 PM
Really some amazing work, its awe-inspiring. But personally the thing I find the most amazing isn't exactly these lots but those wonderful gravel roads you do, I mean I can't help but drool over every picture with the different things you do with them. So my real question I guess would be... how do you do them?? Anyway once again this stuff is a masterpiece.  &apls &apls
Title: Re: Badsim's showcase and uploads .
Post by: Fatsuhono on November 08, 2008, 10:08:20 PM
Hi Cédric-san, wonderful the new lots! I can't wait to try them out in my cities. And that rail-yard: it is perfect also! And the picture of the semi-truck/trailer on that path a few page back, is just gorgeous. Lovely work my friend! :) :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: superhands on November 08, 2008, 10:35:47 PM
looking at the sunflower field i cant even see the location of the grid &apls
Title: Re: Badsim's showcase and uploads .
Post by: Badsim on November 11, 2008, 10:20:07 AM
Thanks !

This is the first set of 4 seasonal fields - Corn , wheats , sunflowers & pumpkins - I'll maybe release a second one . That depends of the success of this one .  ::)

I gave up with alternate crops for something more realistic , at least more conform to north hemisphere crops cycle ...

January & february : Bare grounds .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8319%2Fseasonalfields01fj9.jpg&hash=72ddc297f9f96b0990975829963ed9cc885ecf17)

March : Only young wheats ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8233%2Fseasonalfields02dm2.jpg&hash=f0a5dbc22ac957224e95f749a4c9a7389f09c5d6)

April : Sunflowers , corn and pumpkins grow ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F9781%2Fseasonalfields03pv0.jpg&hash=2d5177fdd7fb6615db1ccae8fb456ae6808ec643)

May & June : Young wheats grow again ( they get double size ) .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F5663%2Fseasonalfields04xq1.jpg&hash=9bf8f3c0a934098a7b540842941ee4c652801e74)

July : Sunflowers are flowering , wheats are ripe , pumpkins are still growing ...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8089%2Fseasonalfields05od6.jpg&hash=141f19359a833591c3da40cb3ed136f15d2b99c0)

August ( the first of ) : Corn is growing again ( it gets double size ) .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F7268%2Fseasonalfields06sr3.jpg&hash=fe0a87f51756fa80064336829b16347eac8622b4)

August ( the 15 of ) : Wheats are harvested .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F5923%2Fseasonalfields07ms6.jpg&hash=91b49f53dddf2f686ab05825e5719c0d0259e968)

September : The first pumpkins are visible .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F1005%2Fseasonalfields08dk3.jpg&hash=2a7bfc35d636ab97b1329213e070d095eed5ceb1)

October ( the first of ) : Haybales have been stored .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F1895%2Fseasonalfields09qr0.jpg&hash=b2dfb6e2824d7c1442230dd11499c1ffca8362f8)

October ( the 15 of ) : Bigger pumpkins appear .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F1986%2Fseasonalfields10sf6.jpg&hash=049446a08aa75d88205141617d0131fb4bcadea5)

November : Bare grounds again for sunflowers and wheats fields .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F3616%2Fseasonalfields11md0.jpg&hash=6f2c663b30d695f6045c439bfe3d902b384fef2a)

December : Bare grounds again for all fields .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F5190%2Fseasonalfields12rk5.jpg&hash=90efc3fe5853fc6a5d51d073454cf8cd36a6200b)




Park&recreation menu .
1 symbolic Simoleon to plop .
No monthly cost.
No cost to buldoze.
Slope friendly ....

Dependencies :

- BSC MEGA Prop pack - CP Vol01 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180)
- BSC MEGA Props - Misc Vol01 : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=426)
- GA Halloween Farm O'Lantern BSC : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1398 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1398) This file is required for pumpkins props , you don't need to upload any of the dependencies for this farm if you don't intend to use it .
- BSC Farm Fields SG Vol01 : http://www.simtropolis.com/stex/details.cfm?id=11916&v=1 (http://www.simtropolis.com/stex/details.cfm?id=11916&v=1)
- BSC Farm Fields SG Vol02 : http://www.simtropolis.com/stex/index.cfm?id=11935 (http://www.simtropolis.com/stex/index.cfm?id=11935)
- JMyers Green Meadows Hay Farm : http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1349 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1349)

Warning ; use these Lots at your own risk , the amount of timed props can slow down quickly the game speed if you use them massively .

That said , hope you'll enjoy the fact you're able to use them before me , as I'm currently too busy to play SC4 .... ::)


Zip file attached at the end of this post .

Cédric .







Title: Re: Badsim's showcase and uploads .
Post by: Pat on November 11, 2008, 10:24:26 AM
Cedric thank you sooo much this will gooo so well with me thank you sir!!!!  :thumbsup: :thumbsup: :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: tcx on November 11, 2008, 03:26:33 PM

&apls

Beautiful seasonal lots!!
Title: Re: Badsim's showcase and uploads .
Post by: Orange_o_ on November 12, 2008, 07:58:06 AM
it's absolutely perfect  :thumbsup: thank's
Title: Re: Badsim's showcase and uploads .
Post by: projectadam on November 12, 2008, 08:09:29 AM
Cédric,

The lots look great and the wheat field is awesome in game (it is the only field I have placed so far but plan on putting in the others). As for my game play, the lots have not slowed down game play hardly at all and in one of my regions I have 2500 squares plopped with plans on more  :D

Great lots again!!!
Title: Re: Badsim's showcase and uploads .
Post by: rooker1 on November 12, 2008, 08:26:24 AM
Now that is so cool that I want to go and start making some farms and forget my MD style.  ;)

Robin  :thumbsup:
Title: Re: Badsim's showcase and uploads .
Post by: TheTeaCat on November 12, 2008, 11:41:47 AM
Wikked lots &apls &apls

And they work a treat ;D ;D

:satisfied:
TTC
Title: Re: Badsim's showcase and uploads .
Post by: FrankU on November 13, 2008, 07:27:15 AM
Oooh, this is fantastic!
Just, as you stated, I fear that my game will slow down too much. So I must think if I ever am going to use the lots. Anyway I am sure it is a great product and it will be used a lot, at least by others.

Thank you!  &apls

Edit 14-11:
I downloaded them anyway, because they are so beautiful. Besides you never know when my savings will return from Iceland so that I will have the opportunity to buy a new computer.
Title: Re: Badsim's showcase and uploads .
Post by: jeronij on November 13, 2008, 11:04:28 AM
Again a really  nice set amigo  :thumbsup:

Way over the standard  ;)