Thứ Tư, 30 tháng 8, 2017

Waching daily Aug 30 2017

For more infomation >> Interview mit Rainer Bischoff - Zukunft der Arbeit: Think Tank by Adobe I Adobe DE - Duration: 0:44.

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ERGERNISSEN in de supermarkt - Duration: 3:05.

For more infomation >> ERGERNISSEN in de supermarkt - Duration: 3:05.

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Cities Skylines Let's Play Saint Martin en Leu : Cormontreuil IZ and Gedecian Bridge (EP9) - Duration: 30:08.

Blblbllblbl to you, and welcome to this new video. I'm Neguchi,

and today we're back on Cities:Skylines for a Saint-Martin-en-Leu video

and I finally begin to build the city itself

with an industrial zone as you may have guessed from the title

and also one of the first motorway ring that will circle Saint-Martin

with a fully customized bridge, which I have to admit, was pretty long and difficult to make.

So we begin with this road infrastructure

it's going to be a highway that will circle the further-most Saint-Martin suburbs

which from a role play perspective is going to be named Emile Dufort highway

for those of you who are interested, I've put a link in the description to the French forums

where I talk about Saint-Martin RP

I've already presented you one of them in the previous episode, and I'll show you the other one today

and for our English-speaking friends,

I created a Simtropolis thread

which ATM is a bit inactive because I had a lot of work to put on this episode

but I'll update it soon.

And as you can see I'm using the technique I showed you in the last video about custom bridges

in this case I tweaked it a bit to make this highway interchange

because we could do that with normal bridges,

but in my opinion it's not beautiful, insertion lanes are short, we can't do what we want

I didn't want that so I applied my technique to this interchange

and as you will see, I got a pretty nice result.

So the reason why I created a custom bridge

is that the interchange was too short

and it's normally not possible to make a beautiful-looking bridge when you have an exit at its very end

it often gives you an ugly result.

and using my technique we can avoid those unpleasantnesses.

the bridge was reaaally long to make because for a reason I don't really understand

the game didn't want to cooperate.

As I already said a while ago, before creating my cities,

I have a testing phase where I test exits, road systems... and this time nothing worked

It was impossible to get the result I wanted

the game did what it wanted to do...

I had an other problem here with Move It

I had to add an other segment, because if you stretch nodes too far away it doesn't work

so yes, I had tons of problems

and the worst thing is the way I created my access lanes that you can see here

the game AI sometimes creates a 0-length segment, which makes vehicles stop for no reason

so I had to innovate, I'll show you the technique I used in the "realtime" part

to remove this AI behaviour.

So yes, in a nutshell, I had tons of problems

For this road segment, because it will be suspended, I created the road markings before making it suspended

and BTW, a comment I read recently which I found really true

it said that when I start making the roads it's horrible, but then with ploppable asphalt it suddenly becomes something else

I always find this transformation cool to see

from the mess of superimposed lanes to a coherent structure.

so to make this road suspended, I use the same method as the other time

I place pedestrian roads underneath the bridge, because they are only made of pavement texture

and I can remove this texture with the Surface Painter mod

it requires a bit of work, especially since the terrain sometimes glitches

between the actual road and the pedestrian paths underneath them

so you sometimes need to place a lot of road to hide those terrain glitches

So now I place the actual bridge asset, I don't remember where it comes from

some people told me it was Dutch, which may be true

so I align it with the road

which is easier with straight bridges obviously

especially since I use procedural objects

which by the way is going to be updated

I would have loved to have it to make this bridge

of course I'll only show you one side, as you have guessed the other one will be symetrical

but yeah, the fact that I have to move the object like a crab was really annoying

but fortunately, Simon is working hard to make his mod better

and I can already tell you that in the next few weeks or days,

it will be updated which will resolve a lot of ergonomics problems

and it will also add a couple of nice features

with this update, all the buildings and props can be placed as procedural objects

and his working on the UV mapping (= texture application on the model)

for the textures to be tiled, and not stretched.

So after the main road system was done,

I made a round about that I didn't show you, because I already showed how I make them last time

I will make other round abouts in the future anyway,

since it's a French city, we love round abouts

so to begin the industrial zone, I made this freight company factory/logistics zone

and this here, will be one of the two big factories of the area

the industrial zone only has 4 factories ATM

but when you'll discover them you'll understand why I only made 4 of them

and here it will be a chemical plant

(more on the city's RP with the links in the doobly doo)

and thanks to Building Anarchy mod,

I've modified the placement rules of buildings, so that instead of deforming the terrain when you raise it up,

it creates foundations underneath it

which allows you to create those raised buildings

of course it's going to be detail around

anyway, the structure begins to take place

the goal now is to place more of these kind of buildings

which are originally made for oil installation

but they fit nicely here for this chemical factory atmosphere

and now I add the Ronyx chimneys

and here I use a grain silo, but placed this way it really resembles an oil tank

Those are assets made by Lost_Gecko (thanks to him BTW)

they are wire fences that we often find in chemical plants for footbridges

and since I plan to create a small oil refinery,

so I'll use them a lot in a more or less near future, I don't know when I want to do it yet

the Petrochemical plant would be rather big

maybe somewhere along the Leu [the city's main river] in another industrial area

since Saint-Martin is a really industrialized city, there'll be a lot of industrial zones of this kind

as you can see here I struggle to place the floor I want, so I decided to go with the usual method

Ploppable Asphalt + Lost_Gecko's walls

which gives the idea that those factories are linked together

I'll then texture this thanks to the fact that decals can go on top of ploppable asphalt

here I added stairs to link the floor and the footbridge above

and now I add a lot of small details, for instance those props that come from Ronyx' nuclear power plant

which BTW was so successful that Google took it as a real image of the IRL power plant

and now I add a lot of pipes to give even more the idea of a chemical factory

here I had a bug with Move It, for some reason it copied the props I was placing over and over

I don't know why it did that, but nevermind

I also place those Beardmonkey's props

which, when raised up like this, looks like pipes

and there is also a whole pack of pipes that I didn't see on the workshop

and they also look good placed this way

to give the idea of all those pipes that conduct all the liquids needed in the factory.

So I'll see you after this timelapse to discover the final result, and I'll finish the area with a bit of music !

and we are back for the realtime part,

and this is how our industrial zone looks like

with a PC that is at the EEEEEEND of its life,

it struggles to render the area, even though God knows I have a rather good computer,

so we follow this little truck which does the round about that is not finished at all yet

I created this only for the train to circulate, because it looks really nice

I really like the ambiance with this local train

which is not French, it's Taiwanese. In this series I'll use Japanese-style trains because I like how they look

so we have the bridge over the river, which is not the Leu, I made a mistake, it's another river

I completely forgot its name BTW, but with my poor memory, I can't remember it

so I love the bridge, but for now it's a bit alone, I'll have to decorate around it

and also begin to make the city here,

but I really like the bridge itself and its style,

of course the roundabouts, I really enjoyed making them

then there is the lovely the chemical plant, maybe for plastic treatment,

to add smoke on Ronyx' chimneys, you simply have to add the Smoke props that you find thanks to More Beautification

unfortunately for this one, because of the way it's made, the smoke goes through the chimney's top

it's the only thing I don't like about them

for this part, I'm not sure about the riverbed, it was actually a test I made

I don't think the whole riverbed will be that way, I'll use a lot of decals

and I really like the small old pipes that end in the river

which in the past rejected liquid waste in the river, because it's an old tannery (from a RP perspective)

of course now they aren't used anymore and waste are treated afterwards

and for this purpose, I'll create a water treatment plant in the future

and also, I was asked what Saint-Martin-en-Leu looks like from the top

and this is what we've done so far, as you can see we didn't do much

The map originally looks like this but I'll edit it as and when

the next thing to do is to add the Leu which will join this river here

so this part will be completely revamped in the next episodes

for now, the most finished zone is around Verneuil

I still have the forest to make here,

of course we have the fields that surrond the national road 31,

with the intersection of the first episode,

the second episode with the entrance of Verneuil, and Verneuil itself here

I love this part of the village here with the market gardening company

and this little cow field, I especially like this cow,

I like her, she's alone, I even nicknamed her "Sperk"

she makes me smile to stay here like a thug

(I'm sometimes really stupid)

and we also have l'Ancien Verneuil, the first Nouveau Verneuil,

Here I began to make a road structure for the rest of Verneuil

and here I'll add fiels of course,

I don't know what that is, if someone can tell me I'll be happy to know,

so yes, I still have to finish the forest and the fields

and terraform a bit this hill

maybe I'll also make some vineyards around this hill

so I'll expand Verneuil in this direction, towards the city of... I think I'll use Random name generator right now

finishing N31, making another interchange here,

and making this zone with fields and forests

once done, all this will close this part of Saint-Martin

and after that, we'll follow this highway and the river to begin to work on Saint-Martin center.

[talking about a French forum]

So I think we'll end here, so if you liked this video, or if you like my videos in general, don't hesitate to subscribe

you can also enable the notifications to know when I release a new video

You can also click the Thumb Up button if you liked, and if you disliked, click Thumb down, and never come back again !

I also invite you to follow me on Facebook and Twitter, and I think that's all !

Oh, I forgot to mention that you should go and watch Ienbrana's Thunder Valley episode

I'll do the next episode because Arkanenn has professional obligations

So I wish a good day/evening, and see you next time !

English Subtitles : Simon Royer

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