New World: Bayborough (Unpopulated)

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myskaal:
I've actually taken the palm trees out. While they do denote "beach here!" in majority, Claeric is right. They are cliche and since this isn't actually a tropical paradise or tropical anything, alternatives are a better fit.

So I've done some more detailing around the dirt roads, clumped up my trees and made my woodsy areas woodsy, and the palm tree nazies invaded the beach.
I'll play with my settings in game and see if I can't get some more eye pleasing screen shots.  

______

I played with my graphics settings but am finding no changes to the tiling effect. All game settings set to high and even attempting to tweak things in my graphics card settings result in the exact same appearance. I'm sure I'm doing something wrong but far too tired to care at the moment.

The soil lining the dirt roads has been tilled:


Trees have been clustered:


Palm trees removed:




*Edit: File may have been corrupt. Link replaced.

The_Goddess:
Quote from: myskaal on 2010 April 14, 03:23:35

I played with my graphics settings but am finding no changes to the tiling effect. All game settings set to high and even attempting to tweak things in my graphics card settings result in the exact same appearance. I'm sure I'm doing something wrong but far too tired to care at the moment.



Well, I notice an improvement in the photos, and the trees look much more realistic.  It's really coming along.   

friendlyquark:
In map view the grass tiling effect is really noticeable, even when I switched my setting around, at higher graphical settings it isn't as noticeable during play. I am learning to ignore it.

So far everything works well, though I found a couple of EAxis blorts that amused me. I had a married couple join the police career together and while the wife shows her husband as being her "partner" the husband doesn't and cannot "meet" anyone at work.  Ah EA, your lameness continues onward.

Having two science labs is interesting, I have had to do opportunities at both of them and I like the ability to "transfer" from one lab to the other. It makes jobs somewhat more realistic.

Nothing has crashed yet and no BFBVFS, so kudos!

myskaal:
Good to hear it's running well for you.

The two science labs was done with a good science vs. evil science thing in mind. Seedy scientists working on evil research plans in the warehouse district in league with the villains of the Outstanding Citizens Warehouse Corp. and then the good guys on the Landgraab end.

I noticed terrain clipping on the curved roads in the 30x30 subdivision and found a couple more address woopsies. Plus I think the beach side of things needs some work. After the museum it just sort of drops off and feels too barren to me. So I'll be working on fixing those issues and any others that might crop up in this thread for a, hopefully, final "no meat" version of the world.


*eta: Looks like I found the problem with the horrible tiling. The texture used was a default game texture that had been extracted at a 512x512 dimension. Should be remedied in the next version.

New Textures sample:

friendlyquark:
Yay for finding a solution to the tiling problem!

I have traveled to all three foreign destinations, done opportunities etc, still without BFBVFS. I will declare this world usable and sound. :)

The curved roads with lots do require some adjustment in my lot building technique, since some of the lots don't perfectly touch the road, making pathways out to the road look a little off. I am specifically thinking of the large community lot right at the bend of one of the roads that I have made into a park. But I can't be bothered to muck around until its perfect, its usable, so who cares. LOL

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