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jestarr's stuff

Started by jestarr, December 17, 2006, 12:00:57 PM

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jestarr

Bengt, I haven't put any textures on the peaked roofs yet.  That's just a default gmax color.  I'm still working on making one I can live with. :D

Sim Shady

everythings lookin guuuud :)

I do not know what you have in mind for the residential building, but i think it would be awesome to add a gazebo to the top or something  :)

JBSimio

Have I mentioned how much I love your buildings?

The apartment is great... and it goes without saying that your industrials continue to be the best there are.  I suggest nothing, except maybe putting the door back on at some point.

JB


Never trust a god who grins all the time and wears a top hat, that's my motto.  -Terry Pratchett

It's from JBSimio.  Need we say more?  -BadgerBoy of SC4 Devotion

Krio

Quote from: jestarr on September 23, 2007, 06:41:56 PM
Bengt, I haven't put any textures on the peaked roofs yet.  That's just a default gmax color.  I'm still working on making one I can live with. :D

But it looks textured  :D

JBSimio

QuoteBut it looks textured 

Gotta love the JPEG distortion on the untextured GMAX colors!   :D


Never trust a god who grins all the time and wears a top hat, that's my motto.  -Terry Pratchett

It's from JBSimio.  Need we say more?  -BadgerBoy of SC4 Devotion

spa

I like the new apartment building!

jestarr

So, I rendered all the Owosso buildings for my first in-game look.  There's still some to do.  There's a couple things that don't show up in the game, that should be there, so that needs to be fixed.  Also, the texture needs the saturation reduced a bit, and there's still a few props to make.  This also helps me visualize how the buildings fit together, so I can get an idea on how to layout the lot.  Ignore the lot textures.  None of them are staying.  They were just the first one's I came across that fit where I needed them. :D   Anyway, here's the pic.  Cheers!



BigSlark

jestarr,

The sugar mill is looking great. However, I have a question. Is the railroad spur for loading processed sugar? Oops, if I remember to read your introduction to the project I would know the answer to this question.

Keep up the good work.

Cheers,
Kevin

JBSimio

This is looking really good... even with the usual texture disclaimer!  Did I ever mention that I grew up about 40 miles from Owosso?  ???

JB


Never trust a god who grins all the time and wears a top hat, that's my motto.  -Terry Pratchett

It's from JBSimio.  Need we say more?  -BadgerBoy of SC4 Devotion

Andreas

Yet another excellent addition to the game. I had some time to play the game again after a long RL break, and boy, my I-D/I-H zones do look so much better! The I-HT zones, which consist mainly of Maxis I-HT buildings, are rather bland and repetitive, though - so if you ever get bored with the brick stuff, I'd appreciate some modern I-HT stuff as well. :)
Andreas

jestarr

I've updated the Redwing Mill file on the LEX.  There was an IID problem with the I-m3 growable.

Big Fat Warning: Delete all instances of the original lots in your region(s), and the original lot folder from plugins, prior to installing.  The IID's have changed.  This will prevent your having any problems with your game.  Cheers!

Bluebeard


Andreas

Not that I want to distract from jestarr's great new BATs, but since someone was asking for a tutorial how to convert ploppables into growables, I finally had the chance to do something that I always wanted to do - creating some growable lots for jestarr's BATs that were only available as ploppable before. Namely, those are the ones that have some kind of rail connection, and although you can transit-enable a growable lot as well, it's not really advisable, because it's somewhat hard to connect it to a rail line if it grows at an unexpected place. So I'm planning to get rid of the TE and rework the lots a bit for road traffic. Actually, that's not that uncommon, since the importance of railway-based freight transportation is decreasing steadily, and road-based transportation is gaining importance very fast.

My first lot was the Cal Fame Packaging Shed, which I thought would make a nice distribution center. I had removed sc4jeek's parking lot textures before, and replaced them with textures from the BSC Textures Pack; now that the fixed textures are available, I could change them back, but then again, this means another dependency, so I probably just keep the current ones. ;) As mentioned before, I got rid of the rail tracks, and moved the building a bit to have more room for the delivery trucks. Also, I added some pallet jacks and similar props from jestarr's fantastic prop packs, which adds a lot of character to the lot. I might change it a bit, but basically, I'd say it's done now. If you have further suggestions, feel free to post them. :)

Andreas

Yoman

Quote from: Andreas on October 02, 2007, 02:28:05 PM
Also, I added some pallet jacks and similar props from jestarr's fantastic prop packs, which adds a lot of character to the lot.

I really couldn't echo these words more, JES's works and the lots Ive created with his props have defined my industrial areas, thank you a million.

Andreas - Awesome, I always like to grow things more also, though JES's lots get in there no matter what :P

ky72x

Wow - what an awesome idea.  &apls

I think you should have an area for some loose goods to be placed, such as jestarr's pallet boxes or barrels.  And maybe have some semi trailers by themselves, not just ones with the cab attached.  Otherwise, it looks great!  :thumbsup:

- Kyle

jestarr

Andreas, that looks super!  It's always gratifying when someone uses some of my stuff and makes it better. ;D   In other news, I've been working on the Owosso lot and the ploppable's about finished.  It's TE'd for freight rail and truck.  Once it's done, it's on to the growable (CAM and regular).  Here's an in-game test pic.  Cheers!



Andreas

Thanks for the comments, everyone! My lotting skills are a bit rusty, since I haven't done anything in this field since quite some time, but your input is certainly welcome. I have to browse through those prop packs and find out what other gems are buried in there. :)

@jestarr: Wow, another great "canal compatible" lot - I really like those elongated brick factory buildings. Although the Maxis industrial don't look that bad, there were very few buildings that actually looked like a "proper" factory.
Andreas

rooker1

This is great, I love these huge lots you make.  13x7, right?  This long manufacturing building is perfect.  I really like the brick textures you use.  The buildings are all different but all can look good beside each other.

&apls &apls &apls

Robin   :thumbsup:
Call me Robin, please.

hydra

Andreas I have done the samething too.

Jestarr you just don't stop do you nice work anyway. &apls

Andreas

I've been working on some more lots, and they seem to grow fine in the game. :) Currey Petro Chemical shrunk from 5 to 4 tiles depth, and the others were rearranged a bit in order to make more room for trucks and delivery vans instead of the rail access.

     

For the Cal Fame lot, I was trying to add some semi trailers without cab, but unfortunately, the ones that were made by SimGoober and jestarr look a bit different than the ones by Gascooker, so I decided against it. Rayden Transfer has more than enough of those, though, so I think it's not a big deal. ;)
Andreas