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