Are the doors supposed to look like this? Also the door on the left appear to be from a mod since there seem to be 2 drop key holes.The door textures in the "EG881_Otis" folder were updated in Build 17. You might want to copy and replace them all again so that both the left and right doors (as well as the door trims) look the intended way.
I found an issue with the door trim of the elevator in the SW Andersville Library, which I suggest should be fixed by the time Build 18 comes out.
Screenshot:
*snip*
I just did that and now everything is fixed.QuoteI'm missing a texture: data/EG881/Doors/exteriordoor2_side.pngThat texture is included only in the full release and not the patch one. It is used only for the sides of some doors in Terrace V3, so most of the time it shouldn't be noticeable.
I also noticed that file was missing, but I didn't think much of it because it's not very easy to see.
I'm missing a texture: data/EG881/Doors/exteriordoor2_side.pngThat texture is included only in the full release and not the patch one. It is used only for the sides of some doors in Terrace V3, so most of the time it shouldn't be noticeable.
I also noticed that file was missing, but I didn't think much of it because it's not very easy to see.
Will Shillander Financial Center, Lint Plaza, Grove Building, Denton Plaza, Coniferous Tower, and Alfinity Plaza eventually get full interiors?
The call button issue has been fixed - it ended up being a complex problem in the simulator. Some objects like call stations are created at the sim engine origin (0, 0, 0) which falls outside of the boundaries of your building, and so they fail. The fix was to move the call station to the position first before creating any walls on it. The reason it's a complex issue is that I'm working on code to limit the movement and positioning of objects so that they can't go out of bounds, that broke things even more because of the issue I mentioned about how objects use the origin and construct themselves on that.
I am having that issue as well and I wanted to see if others are seeing it. It may be a bug. A couple theories I have of the cause is nearly everything is "External" or, more likely, I tried to keep the coordinates of the tower garage the same as the parent map, which caused the boundaries of the tower garage map to not contain the origin (0, 0), which is inside the TV Tower.
I am having that issue as well and I wanted to see if others are seeing it. It may be a bug. A couple theories I have of the cause is nearly everything is "External" or, more likely, I tried to keep the coordinates of the tower garage the same as the parent map, which caused the boundaries of the tower garage map to not contain the origin (0, 0), which is inside the TV Tower.
Additionally, I wonder if it's just my computers' limitations, but the call buttons in TV Tower PG don't show up* when loading the entirety of TV3 (left image). They do display when loading the garage alone, though (right image).
*Even with "All floors" enabled in the Realtime Object Control.
Build 17 ReleasedVery nice and realistic work as always! The blue floor indicators in Fountain I look so cool, and when walking around the sloping landscapes surrounding the two Fountain buildings, I felt like I were in a real American city with such elements.
I am excited to announce the release of build 17! This build features a large amount of updates to Terrace Version 3 and a start to the south (large) building at Northeast Triad Convention Center...
*snip*
Are there gonna be any elevators inside the large building to the south which you're progressing on?why wouldnt there be,TBH
What did the garage have? When I first started on Skyscrapersim and first downloaded the EG881 IP, I don't think it had the garage at the time.The original TV tower garage at first had the skyscraper generics, and I have no idea if the TV tower garage still existed by the time it started using realistic fixtures. The new TV Tower garage will use realistic fixtures of sorts, but only EG881 can say what.
What did the garage have? When I first started on Skyscrapersim and first downloaded the EG881 IP, I don't think it had the garage at the time.The original TV tower garage at first had the skyscraper generics, and I have no idea if the TV tower garage still existed by the time it started using realistic fixtures. The new TV Tower garage will use realistic fixtures of sorts, but only EG881 can say what.
Looking nice, as usual. Nice to see the entrance doors being added to Fountain I.
Seeing the return of TV Tower parking garage, I am guessing that you are reverting to the original design since Terrace V2, instead of replacing the garage with a taller building.
I've noticed a new building next to Fountain I. What is that and what elevators does it have?
Project Update - June 25, 2025Looking nice, as usual. Nice to see the entrance doors being added to Fountain I.
I have exciting updates to share on my buildings. I've been working on both Terrace V3 and Northeast Triad Convention Center the past couple months, time permitting. For Terrace V3, I've been working to clean up the TV Tower, Capitol Tower, and Lattus Tower. I also added the remade Fountain I, new Stilty Wilty building (hidden in screenshot), new Fountain II tower (no interior yet), and the old TV Tower parking deck with some improvements. I also cleaned up the landscape and added more foliage (not shown in screenshot).
*snip*
It's been 7 months since I posted anything, since I did not have much time to make any more progress on my buildings in the 2nd half of 2024. I hope I can find more time this year, since I still have several ideas I'd like to work on including *snip*Glad to see you back - I can't wait to see more updates from you. Speaking of ObjectPlus, there could be a parameter for the "OP_OrthoStair" function to set a different underside texture for the stairs.
- Get stairwells installed in several buildings...
- More tools in ObjectPlus to speed up coding...
It's been 7 months since I posted anything, since I did not have much time to make any more progress on my buildings in the 2nd half of 2024. I hope I can find more time this year, since I still have several ideas I'd like to work on including...
- The south building in Northeast Triad Convention Center
- Terrace Border building interior
- Complete Eternity Plaza
- Get stairwells installed in several buildings
- Landscape expansions
- More tools in ObjectPlus to speed up coding
There's updates to Fountain I and the new "Stilty Wilty" building I advertised that I need to release. I also will be upgrading/replacing my computer later this year, which will be an opportunity to finally get the latest and greatest of Skyscraper Sim. I look forward to seeing all the new features. I might need someone to give me a quick summary of what changed since the start of 2024.
Build 16 Released
Overview
This build releases the new Doolittle Meridian Center, consisting of the existing Doolittle St. parking deck
Will Fountain 1 have a service elevator?Funny that you mention that, IIRC the earlier versions of Fountain I had a service elevator coded in but not physically present. It was an Otis from what I can tell for some reason even though the passenger elevators are TK. This new one, we will have to wait.
Will you be adding a service elevator to Fountain 1?i would assume that to be the case
Project Update - March 17, 2024
I am focusing my attention on the Fountain I building in Terrace V3. I moved the building into its own BLD file that can be loaded by itself or with the Terrace V3 BLD file. Doing so required copying over all the used textures, transforming the vertex coordinates to center the building at (0,0), and re-numbering the two shafts and elevators.
Attached is a TXT copy of the code (you'll have to change the extension to BLD before loading it).
Project Update - March 17, 2024This is a good change. I can't wait to see more content in Fountain I.
I am focusing my attention on the Fountain I building in Terrace V3. I moved the building into its own BLD file that can be loaded by itself or with the Terrace V3 BLD file. Doing so required copying over all the used textures...
Build 16 Released
Build 16 is now released!
Overview
This build releases the new Doolittle Meridian Center, consisting of the existing Doolittle St. parking deck (across from Northeast Triad Convention Center) and a 19-story office tower (Tower 1) connected to the garage. The Northeast Triad Convention Center BLD file will load this complex by default, but there is also a BLD file that loads the garage and tower, and one that loads just the tower (I'd recommend at least loading the garage and tower together).
The office tower simulates a late-1980s into 1990s facility that was renovated to keep its space attractive to modern-day tenants, comparable to suburban or "just outside downtown" office buildings in the US. A building this tall outside of a downtown would exist in a city like Atlanta or Dallas.
This building really pushed my coding skills. Some novel implementations I did include...
- Curved walls, exterior, and cylindrical columns
- Using SetTextureMapping to get curved surfaces textured properly
- Using SetPlanarMapping to keep texture tiling seamless (such as false ceiling tiles)
- Curved outdoor pathways
- Realistic terrain with drainage elements
- Non-orthogonal doorways (no operable doors though)
- Water fountains
- Yes, this works! Using TextureOverride on elevator shaft doors to make the interior of elevator shafts more realistic
- The skybridge was tricky as it kinks over to avoid a column in the garage and also travels across the load boundary of the garage and the tower.
- Neat Trick! I discovered this on accident. Using negative wall and floor thicknesses can be used to create rooms, chambers, tunnels, insides of things, etc. using less lines of code. Essentially, if you enter a negative number for thickness in AddWall or AddFloor, instead of creating the outsides of a box, you create the insides of a box. The only caveat is negative thickness will flip the direction of wall and floor orientations.
Hope you enjoy!
Build 16 ReleasedNice and realistic work in this release! I really like the diagonal bridge connecting the tower to the garage's new section.
... Overview
This build releases the new Doolittle Meridian Center, consisting of the existing Doolittle St. parking deck (across from Northeast Triad Convention Center) and a 19-story office tower (Tower 1) connected to the garage...
*snip*
How many floors?somewhere between 0 and 20
Below is a progress photo of the Doolittle Meridian Center. My remaining tasks are doors and ceiling details for corridors and tenant areas. I may get to the loading dock and machine room penthouse depending on how this week at work goes.The realism in that building is amazing!
*snip*
Below is a progress photo of the Doolittle Meridian Center. My remaining tasks are doors and ceiling details for corridors and tenant areas. I may get to the loading dock and machine room penthouse depending on how this week at work goes.Nice! I like the flooring seen here.
*snip*
Project Update - November 15, 2023
... The major item is working with curves, which I'll elaborate below.
Curves
Creating curved surfaces in skyscraper requires approximating with several wall segments that follow an arc. This is very simple to implement if you know the math. I used Excel to calculate the coordinates and generate the AddWall's for the different segments. Texturing gets more tricky, since the default texture mapping will make segments easily visible and ugly as a small strip of the texture gets repeated. The image below shows the 3 successful texturing solutions I used to create the curved windows, circular columns, and curved fillets for the granite.
Solution 1: For the windows, I created a curve such that the length of each segment is the width of a window pane and manually tiled the textures. This actually happens in real life.
Solution 2: For the circular columns, I made 16-sided prisms and used LoadCropped to create 1/16 strips of a concrete texture and assigned them to each segment on the cylinder in order. This trick is easy to calculate, but only works well at small scales and if you are not trying to continue a texture along a chain of arcs and lines (see Solution 3).
Solution 3: For the granite walls, I used SetTextureMapping to force the texture to appear to "continue" along the curve. This was more challenging and I again used Excel to calculate the UV coordinates of each texture segment and generate the SetTextureMapping code for each wall segment. This is the most flexible and doesn't require loading several cropped texture segments. I am thinking this solution could be implementable in an ObjectPlus function.
(Attachment Link)
Project Update - November 15, 2023
This will be an unveiling of my newest building, which will be on the north half of the field on the lower level of the Doolittle St Parking deck. I opened up the playbook more for this one and experimented with a few items. A minor item I realized is TextureOverride works on shaft doors, which will need to be something I implement in my other buildings at some point. The major item is working with curves, which I'll elaborate below.
Curves
Creating curved surfaces in skyscraper requires approximating with several wall segments that follow an arc. This is very simple to implement if you know the math. I used Excel to calculate the coordinates and generate the AddWall's for the different segments. Texturing gets more tricky, since the default texture mapping will make segments easily visible and ugly as a small strip of the texture gets repeated. The image below shows the 3 successful texturing solutions I used to create the curved windows, circular columns, and curved fillets for the granite.
Solution 1: For the windows, I created a curve such that the length of each segment is the width of a window pane and manually tiled the textures. This actually happens in real life.
Solution 2: For the circular columns, I made 16-sided prisms and used LoadCropped to create 1/16 strips of a concrete texture and assigned them to each segment on the cylinder in order. This trick is easy to calculate, but only works well at small scales and if you are not trying to continue a texture along a chain of arcs and lines (see Solution 3).
Solution 3: For the granite walls, I used SetTextureMapping to force the texture to appear to "continue" along the curve. This was more challenging and I again used Excel to calculate the UV coordinates of each texture segment and generate the SetTextureMapping code for each wall segment. This is the most flexible and doesn't require loading several cropped texture segments. I am thinking this solution could be implementable in an ObjectPlus function.
(Attachment Link)
1. Build 15 Released1. Excellent progress in this release! I really like the basement's new design and the black carpeting.
Build 15 is now released, a bit later than I originally planned. This package contains changes and improvements to the South Convention Center...
2. Project Update - November 15, 2023
This will be an unveiling of my newest building, which will be on the north half of the field on the lower level of the Doolittle St Parking deck. I opened up the playbook more for this one and experimented with a few items. A minor item I realized is TextureOverride works on shaft doors, which will need to be something I implement...
That is a really neat feature, I didn't know Skyscraper was capable of this!Caelum is a wonderful piece of software,and i really wish it was still getting worked on(far as i know,its abandoned)
Project Update - October 6, 2023Looking nice!
Work is ongoing on Northeast Triad Convention Center. I am currently cleaning up and detailing the area referred to as the South Convention Center (though I will need to rename this section once I start the large building across the street to the south).
The basement is now nearly complete. I decided it will mostly contain a large exhibit hall with smaller assembly spaces in the west and northeastern wings.
Heading upstairs, I am working on visual improvements and minor layout changes. I also finalized the structural column locations and made a few layout adjustments...
*snip*
This is a nice release. Eternity Plaza is looking better with the new additions.
Which building has the screenshot in the corridor?
Nice new updates. Glad to see Eternity Plaza finally getting attention again.
Build 14 ReleasedThis is a nice release. Eternity Plaza is looking better with the new additions.
Build 14 is now released. This build contains major progress on Eternity Plaza, especially the lower levels. The building still has plenty of work and detailing to do (such as the parking garage elevators, doors, stairwells, ceiling details, upper floor corridors, etc.), but it is at a point where there is a lot to explore.
*snip*
looking good
although i am missing "data/EG881/skyscrapertribute.jpg" and i have installed the full version(although this seems to have no effects on the buildings appearance)
I haven't logged on to the forum in a while now. Nice to finally see some new changes! Been enjoying Skyscrapersim since 2011 and I am glad to see more new stuff.Yeah, I agree with you. I remember that you were also in the old forum as well. I really enjoy the destination dispatch and sliding door features.
When was the library built? Also, it’d be nice if you could enhance the motor sounds on the elevator in both the library and SBC 1.
First of all, I wanna call out on the major updates to Building 1. ... With everything I just said, great build!
The old library is spooky and liminal. I love it!
Cool release! I really like the texture combinations used in these two buildings (even though the library has only two above-ground levels, it's still a nice place). Also, nice to see how you make some elevators' door tracks also span along the doors' opening direction (instead of ending at the doors' width on either side), like what I've done to my recent buildings' elevators (and what is seen in real life too).
(I noticed that SBC 5's elevators have their call buttons changed to Dover Classic, so I guess those elevators might had been modernized sometimes in the past.)
Build 13 ReleasedCool release! I really like the texture combinations used in these two buildings (even though the library has only two above-ground levels, it's still a nice place). Also, nice to see how you make some elevators' door tracks also span along the doors' opening direction (instead of ending at the doors' width on either side), like what I've done to my recent buildings' elevators (and what is seen in real life too).
*snip*
Major Updates & Changes
(NEW) Southwest Andersville Public Library (Terrace V3)Stratford Business Complex Building 1
- Created exterior
- Created interior walls, doors, lights, floors and ceilings
- Created atrium with railings and staircase
- Created elevator
- Added exterior entrances
- Added remaining elevators
- Added entrance atrium
- Added management office area on 3rd floor
Nice release! I really like the new additions.
BTW, the patch release doesn't have these data files which were reported missing in SBC Building 1:
- EG881_ThyssenKrupp/Impulse/Sounds/doverelevidle.wav
- EG881_ThyssenKrupp/Classic/DoverClassic_EmergencyLight.jpg
I can only assume it is very far from finished with that artistic angle. Or you have something cooler that’s worth a wait.
Are you going to edit the parking garage in Terrace V3? Because I found some errors there:
On some floors the call buttons are missing on the elevators and on the entrance the street is missing.
Project Update - July 2, 2023Awesome! I'm guessing that the elevator in the attached picture (or the other ones recently added to SBC 1) has a deeper size for bed.
I have continued work on Stratford Business Complex building 1, primarily the interior hallways. It is release worthy at this point minus a couple service floors that I locked out in the elevators for now. I also added a nice little treat if you take the mezzanine elevator in the previous screenshot to the 3rd floor. Updating this building gave me a little inspiration for the Southwest Andersville Public Library building I long hinted *snip*.
I would also like to reveal my new ThyssenKrupp/Dover classic fixture set (see screenshot below).
*snip*
I've noticed there's a few missing sounds for the elevators when I load the NTCC. Is this normal?
BTW I did manage to find a some changes he did not mention. In NTCC there was a bit of an aesthetic upgrade to the basement of the south convention center, Bank 1 (the set of 6 in the middle of the south convention center) was given mechanical bells, and the ACME indicator was given to the Octagon Plaza serve elevators, Bank 1, and Bank 9 (the North Convention Center Elevators).
I'll definitely try it out, is it ok if I put the files on the https://custom.skyscrapersim.net server too? (I already have the build 11 on it and earlier releases).
Found a bug: if you load into the Terrace Border garage either by itself or by loading the engine you get a nice surprise of falling down a floor upon entry. However because of this the call buttons do not show up for elevators 1 and 2 since B1 and B2 are not grouped.
Nice release! The buildings are looking cool!
I took a look at this, and it looks like it should work OK now. I realized though that the cutting command will not work for adding trim for stairwell doors and shaft doors, since the coordinates you define in OP_Trim is relative to the building's coordinates and not the shaft/stairwell coordinates. I will need to find a solution in a later release because this was a real pain in Dellerton Plaza V2 when I was adding the stairwell doors. I also removed some redundant math operations that I noticed. It looked like after I changed the IF statements for these modifications, everything was fixed, but I couldn't quite penpoint how it fixed the overcutting. You may need to run some tests on your end to verify. I had external door trim in Stratford Business Complex and it appeared to be fixed on my end.Thank you for both fixes. The door trims in the updated SBC in Build 12 now looks good on my side, and the right-facing escalators which are present in each building also looks nice. The external door trims in some of my buildings (which use this function) are now created and cut properly as well.
Fixed. Luckily, it was very easy since I had already created separate parameters for the riser and tread textures as a placeholder.
Build 12 ReleasedNice release! The buildings are looking cool!
*snip*
Found a bug: if you load into the Terrace Border garage either by itself or by loading the engine you get a nice surprise of falling down a floor upon entry. However because of this the call buttons do not show up for elevators 1 and 2 since B1 and B2 are not grouped.I noticed this issue too, but at least we can walk around the garage in noclip mode.
Full Build: https://www.mediafire.com/file/hnxkk1qhfxw74zj/EG881IP_Build12.zip/file
Patch: https://www.mediafire.com/file/9v9wrysdxp6nxxv/EG881IP_Build12Patch.zip/file
Also, in ObjectPlus's OP_Trim function, trims of external doors (e.g. trims that are set to "extfloor") are cut higher than the doors themselves, leaving a gap above the door. I currently don't have a photo of this bug, but I could post one here later if needed. (I remember that either I or other people mentioned this on the old forum.)
Also, I don't know if this will also be easy to fix or not, but I remember some passage in OP's script guide about the escalators' texture override issue. Sometimes in the past, eventhorizon added a separate parameter for the riser and tread, so you might want to add the new code to "OP_Escalators" function if possible, but if something might break from adding it and/or you don't have time, then it would be best to leave it as is for now.
Doesn't really seem like it, considering building 6 was built shortly after building 1 so likely they'd have similar elevators, and buildings 7 and up are from the 2010s.
The next SBC buildings should have Westinghouse and Dover with Traditional... if that is possible...Doesn't really seem like it, considering building 6 was built shortly after building 1 so likely they'd have similar elevators, and buildings 7 and up are from the 2010s.
I'll take a look at that. Remind me in the next release if I forget.Also, I don't know if this will also be easy to fix or not, but I remember some passage in OP's script guide about the escalators' texture override issue. Sometimes in the past, eventhorizon added a separate parameter for the riser and tread, so you might want to add the new code to "OP_Escalators" function if possible, but if something might break from adding it and/or you don't have time, then it would be best to leave it as is for now.
I added a separate parameter for the stairs' and escalators' riser and tread. After that, an updated Object Plus should fix it.
AddEscalator name, run, speed, sound_file, riser_texture, tread_texture, direction, CenterX, CenterZ, width, risersize, treadsize, num_steps, voffset, tw, th
1. Ok, thank you for the information.1. Yes, the buildings shall work fine. I am also using the most recent release to run your buildings and the call buttons still appear and work fine (even the original Eternity Plaza still has all call buttons pointing up, even on the topmost floor).
*snip*
2. I've come a long way since I made the original Dellerton Plaza, haha. Yes, part of it will be a new, realistic parking garage.
Project Update:Looks nice!
I had a little extra time to code this weekend. This will be my last push of coding before build 12 is released.
Dellerton Plaza V2
*snip*
Stratford Business Complex
*snip*
The call buttons were overhauled after Alpha 11, in the latest builds (Alpha 12), the changes are designed to be fully backwards-compatible so they shouldn't affect your buildings. ...
Some of your buildings have a problem where the walls don't go all the way up to the ceiling, I remembered that it was due to a simulator bugfix a while back, basically you worked around the bug and when I fixed the bug, it broke your buildings. I'd have to look into what exactly the fix was since I don't remember. If you have any other issues, I can fix them though since the majority of things are supposed to be backwards-compatible.
New sections going up? 👀 I wonder what? I’m guessing a new parking garage instead of that really unrealistic garage where one side had parking and the other a 10-floor ceiling. I’m getting vibes from this screenshot that Dellerton Plaza V2 will have the series 3 buttons.
Once I expand the property beyond the tower, I am planning to use a different brand since I have used Otis a lot on my newer projects.New sections going up? 👀 I wonder what? I’m guessing a new parking garage instead of that really unrealistic garage where one side had parking and the other a 10-floor ceiling. I’m getting vibes from this screenshot that Dellerton Plaza V2 will have the series 3 buttons.
Also, right now, I am currently working in Alpha 10. I haven't had time to port up to Alpha 11. I heard the call button feature was majorly overhauled amongst other things. Someone let me know if this means my buildings will no longer work without upgrading myself and my buildings to Alpha 11.
What happened to the lower levels of Northeast Triad?
What happened to the lower levels of Northeast Triad?Which ones?
Will you include the "Terrace V3 - Terrace Border PG.bld" in the next build?
This project hasn't been worked on in several years, there may not be another buildTurns out there will be.
I am not sure when I will release build 12 yet. I am hoping this month or early next month. There is a bit of cleanup work for me to do since I have been gone for a while. Right now, I only have a few hours per week to work on Skyscraper, unfortunately.
I noticed that some elevator shafts at SBC 5 are missing, especially on the service car so I can tell that's still an early stage. Perhaps Building 6 should have some Westinghouse elevators or Dover with Traditional fixtures?Looking from the main SBC file, Building 6 was supposed to have been built in 1967 so it probably would have had the Otis black buttons at the same time as building 1 which was built in 1963. 2-5 were built in 1991 meanwhile.
1a. I decided to convert that space to utility space. Accounting for utilities is something I've been bad about in the past. In hindsight, I think leaving that much space for ventilation and utility closets is a bit excessive, but I also thought having 4 elevators for 7 floors with a 5th elevator available in another section of the garage was also excessive.1a. Good to hear that.
1b. I'll take a look at that. Remind me in the next release if I forget.
2. Thanks for the reminder. I forgot about that. I previously directed people to the KW integration project to download that script. Do you still have a link to it?
QuarioQuario mentioned he bought some additional storage space, so here is my first screenshot since my return. This is the exterior of the Palmetto Building in Northeast Triad Convention Center. I haven't worked out how I'd like to do the inside.Looks nice and realistic!
May I ask something about NTCC? In the Doolittle Street garage, there used to be four main elevators but sometime...
Also, in ObjectPlus's OP_Trim function, trims of external doors (e.g. trims that are set to "extfloor") are cut higher than the doors themselves, leaving a gap above the door.
Note to EG881: You may include my AutomaticDoor2013...
Are you gonna do some work on SBC 6?
Hmm. I don't really recall that change. At least here in North America, an elevator layout like that would signify a service elevator in the blank spot. But the way the garage is split between an old and new section I think was my idea back in 2014-2015.Yeah it could be possible to have a service elevator, or there might be a utility shaft/room there instead.
May I ask something about NTCC? In the Doolittle Street garage, there used to be four main elevators but sometime, one of them was shifted to another bank, leaving only three main ones.Hmm. I don't really recall that change. At least here in North America, an elevator layout like that would signify a service elevator in the blank spot. But the way the garage is split between an old and new section I think was my idea back in 2014-2015.
I will be using this thread to be posting new updates to my buildings.Sounds cool! May I ask something about NTCC? In the Doolittle Street garage, there used to be four main elevators but sometime, one of them was shifted to another bank, leaving only three main ones. Does it mean that there will be only three elevators here with the fourth elevator in its own bank?
Recent updates to my buildings include...
- I added hallways to Stratford Business Complex Building 1
- I am reworking Dellerton Plaza. I created a Version 2 to preserve the original version I made a long time ago. Currently much of the exterior, elevator shafts, stairwells, and interior walls are done.
- I added the exterior of the Palmetto Building in Northeast Triad Convention Center. This fills in that ugly hole next to the Doolittle Street Garage.
- I did a little bit of cleanup work on the Doolittle Street Garage.
You can use imgur:
https://imgur.com
Could someone tell me how to post images onto the forum? I would like to get some screenshots of the updates up. It looks like you can't attach files on posts anymore.
SnipDownload Link For Build 11 Doesn't Working, But I Copied These links Into New Tab
Thank you for this tip.No I Think, Because EG881 Has been inactive several years ago
Will there be a new build soon?
Because the project with the vehicles could perhaps be expanded.
Otherwise I find this project very nice.
Are you still working on the vehicles that could be found in some of the buildings?Look the "Simulator Control Panel" and Click "Control Refence"
These vehicles were built only up to half.
I can't drive them, but I can push them from the outside.
Do you perhaps know how to drive the vehicles and will they be built on soon?
You will have to upload the screenshot to an image hosting site and embed it in your post. The forum is out of storage space.I know this is the wrong place to bring it up, but that actually makes me wonder if anybody here pays for that subscription thing that removes ads for you and gives you more storage Space. Or those upgrades at the bottom of the page that only a small number of people have noticed.
Unable to show a screenshot since the site refuses to broadcast something too large such as an image
Why a lot of drama here?
I need build nine. Download links?They are probably gone now. Besides, it’s missing features the later ones got.
I need build nine. Download links?Here is a link to my last two IP releases:The Link of IP2011 Original Build Please?
Build 11: mediafire.com/file/n0i58qzg99r1ot2/EG881IP_Build11.zip/file
Build 11 Patch: mediafire.com/file/33xrrk7w3e7csbw/EG881IP_Build11Patch.zip/file
Build 10: http://www.mediafire.com/file/f6qj864p1lareqt/EG881IP_Build10.zip/file
Build 10 Patch: http://www.mediafire.com/file/5q983efswdttdx9/EG881IP_Build10_Patch2.zip/file
Do not quote long posts.Um, you are quoting long posts you know
Do not quote long posts.The Link of IP2011 Original Build Please?Hey sir, the build is very old now.
Please use the latest build for the buildings.
Error of Terrace V3:Me too.
Error loading building file:
File 'buildings/Terrace V3 - Terrace Border PG.bld' does not exist
It looks like this will be the new home of the Skyscraper Simulator community. Thanks to everyone who helped keep the simulator community alive!
I will soon get this topic organized and provide links to all the old builds. i also have some new content I want to release, include some cleanup work in Northeast Triad Convention Center and a little tweak to Eternity Plaza.
OKWhy do you feel the need to Type "OK" in caps over and over again?
OKThe Link of IP2011 Original Build Please?Hey sir, the build is very old now.
Please use the latest build for the buildings.
The Link of IP2011 Original Build Please?Hey sir, the build is very old now.
Because they were all on the old forum.Why?He doesn't have a download link anymore.I don't have Triton III Update 18.The Link of IP2011 Original Build Please?Why do you need old builds?
Why?He doesn't have a download link anymore.I don't have Triton III Update 18.The Link of IP2011 Original Build Please?Why do you need old builds?
He doesn't have a download link anymore.I don't have Triton III Update 18.The Link of IP2011 Original Build Please?Why do you need old builds?
I don't have Triton III Update 18.The Link of IP2011 Original Build Please?Why do you need old builds?
The Link of IP2011 Original Build Please?Why do you need old builds?
Here is a link to my last two IP releases:The Link of IP2011 Original Build Please?
Build 11: mediafire.com/file/n0i58qzg99r1ot2/EG881IP_Build11.zip/file
Build 11 Patch: mediafire.com/file/33xrrk7w3e7csbw/EG881IP_Build11Patch.zip/file
Build 10: http://www.mediafire.com/file/f6qj864p1lareqt/EG881IP_Build10.zip/file
Build 10 Patch: http://www.mediafire.com/file/5q983efswdttdx9/EG881IP_Build10_Patch2.zip/file