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Breakwater/Seawall Set by mdk_813 UPDATE

Posted: 14 Jul 2017, 19:18
by mdk_813
Hi,
here I have a Breakwater/Seawall Set for your coastlines. It appears in the park menu.
It contains a set of straights (with and without a signalling lamp), inner corners, outer corners (all to be placed on the water tile next to the shore) and an endpiece (to be placed on land).
You have to rotate the pieces to the desired orientation and puzzle together your custom coastlines. It might seem a bit complicated but it gets pretty easy and quick once you get the hang of it ;)
Please note that the seawall only looks good, if the coast tile next to it is covered by another piece from the game, a street or a plaza etc. Bare land next to the pieces will leave gaps and look weird. ALternatively, you can also place the pieces back to back in order to create slimmer dams.

The Set is inspired by a Set for Simcity 4 which was made by a player named Jeronij: http://sc4devotion.com/csxlex/lex_filed ... lotGET=112
However, I modeled all the pieces in this set from scratch for Theotown.

The set is, in my eyes, equally well suited for urban and for more rural or industrial settings (See images below).

Have fun!

UPDATE:
Thanks to @KoalaGuy , we now also have a linetool version of the seawalls:
http://www.theotown.com/forum/viewtopic ... 034#p71034
I recommend using them together with my original puzzle pieces (zip file below). There is no need to remove or replace the old version.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 19:29
by Barky
You are seriously talented, could you maybe make some military plug-ins? :bc :bc

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 19:52
by iborrobi
Amazing!! :D :D What program do you use? Paint.net?

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 20:03
by mdk_813
Barky wrote:
14 Jul 2017, 19:29
You are seriously talented, could you maybe make some military plug-ins? :bc :bc
Thank you.
Well, maybe at a later time. I'm currently working on some other stuff as well.
But, what kind of military plugins are you thinking about? I mean, the original military addon is pretty comprehensive already, isn't it?

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 20:07
by mdk_813
iborrobi wrote:
14 Jul 2017, 19:52
Amazing!! :D :D What program do you use? Paint.net?
No, PS.
But I'm sure this could be done in other programs like paint.net or gimp, too.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 20:12
by mdk_813
former member wrote:
14 Jul 2017, 20:05
Suggestion:
Make a transparent one.
Like with draw_ground.
So it can blend with the ambient.
Thus no requiring plazas.
All the pieces use "draw ground" already.
You put them on the water tile next to the land tile and it covers the brownish foundation that is generated by the game when placing a road etc. next to water. If you don't put a land-piece next to it, the original coastline will shine through.

I don't see another way of doing it, because the game cuts away everything from the png that is below the original ground tile, so you can only cover something behind and not in front of a tile.

Maybe this image helps to clarify it some more:

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 21:16
by Barky
mdk_813 wrote:
14 Jul 2017, 20:03
Barky wrote:
14 Jul 2017, 19:29
You are seriously talented, could you maybe make some military plug-ins? :bc :bc
Thank you.
Well, maybe at a later time. I'm currently working on some other stuff as well.
But, what kind of military plugins are you thinking about? I mean, the original military addon is pretty comprehensive already, isn't it?
Shooting range with a little bullet fire (like a yellow pixel) animation would be sick

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 21:30
by mdk_813
Barky wrote:
14 Jul 2017, 21:16
Shooting range with a little bullet fire (like a yellow pixel) animation would be sick
:D
Well, I would have to look into animations then first...
So, no promises.
But the idea is good.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 22:01
by KINGTUT10101
Where's the download link?

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 14 Jul 2017, 22:04
by mdk_813
KINGTUT10101 wrote:
14 Jul 2017, 22:01
Where's the download link?
Don't worry, It is there again. See "edit" in the first post.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 15 Jul 2017, 03:51
by malsa
Guys How do you download?

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 15 Jul 2017, 04:15
by CommanderABab
You click on link provided.

Once downloaded, use a/your file manager to extract the zip file.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 15 Jul 2017, 04:18
by malsa
CommanderABab wrote:
15 Jul 2017, 04:15
You click on link provided.

Once downloaded, use a/your file manager to extract the zip file.
Urmmmmm how? Screenshots?

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 15 Jul 2017, 04:53
by CommanderABab
It will be different on every device. Fileviewer will extract zips, if your file manager won't.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 16 Jul 2017, 23:42
by Lobby
mdk_813 wrote:
14 Jul 2017, 20:12
I don't see another way of doing it, because the game cuts away everything from the png that is below the original ground tile, so you can only cover something behind and not in front of a tile.
For tiles near or in water you can cover pixels in front of the tile. The reason for the cutting in other cases is drawing order. Tiles are drawn from top to bottom, so lower tiles may overdraw upper ones. Water isn't drawn as individual tiles anymore (except of water shading) but before anything else.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 16 Jul 2017, 23:53
by mdk_813
Lobby wrote:
16 Jul 2017, 23:42
mdk_813 wrote:
14 Jul 2017, 20:12
I don't see another way of doing it, because the game cuts away everything from the png that is below the original ground tile, so you can only cover something behind and not in front of a tile.
For tiles near or in water you can cover pixels in front of the tile. The reason for the cutting in other cases is drawing order. Tiles are drawn from top to bottom, so lower tiles may overdraw upper ones. Water isn't drawn as individual tiles anymore (except of water shading) but before anything else.
That's the reason why the brownish foundations of roads can appear, right?
I noticed that they extent into the tile in front.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 17 Jul 2017, 00:00
by Lobby
Exactly.

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 17 Jul 2017, 00:06
by waders
I like those shores strewned with stones. You can calmly add to the game :bc

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 17 Jul 2017, 06:32
by malsa
waders wrote:
17 Jul 2017, 00:06
I like those shores strewned with stones. You can calmly add to the game :bc
Urmmmmm i think don't need to add in the game

Re: [Park] Breakwater/Seawall Set by mdk_813

Posted: 17 Jul 2017, 06:37
by Bearbear76
FaizalGo112 wrote:
17 Jul 2017, 06:32
waders wrote:
17 Jul 2017, 00:06
I like those shores strewned with stones. You can calmly add to the game :bc
Urmmmmm i think don't need to add in the game
*I don't think it needs to be added in the game :bc
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