Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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The Great Wall of Leningrad
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Building
Buildings (by category): Residential, Citizen facility, Tourism
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69.055 MB
3. bře. v 14.35
9. říj. v 12.25
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The Great Wall of Leningrad

Popis
This mod is based on the large residential complex built on the Novosmolenskaya embankment in Leningrad in the late 70s and early 80s, which was part of a grand design for the city's coastal façade in the gulf of Finland. It was built to house workers of various services and cooperatives, and even included a rare feature for Soviet times: duplex apartments.
It's typical of the USSR's high-end late modernist designs, relying more on bricks and locally poured concrete, rather than panels.

The pack contains 4 residential modules, 2 infrastructure elements (merely meant to allow pedestrian movement), and a few services and shops, that can be attached on the main buildings. Of course everything is collisionless, and Q/E is available.

The buildings are the following:
- the arch building housing 236;
- the block building housing 316;
- the right end building housing 180;
- the left end building housing 190.

Living quality is 98 percent in all. This also means they're quite expensive to build (and require a hefty amount of mechanical components).
The buildings are meant to be in direct contact with each other, but can also be placed separately. For the users who wish to place them as in ther historical configuration, notice the <<invisible stars>> placed in specific parts to serve as guides (cf. pictures). I've noticed that accurate placement is easier during night time, as the ghost images are more discernable. The long blocks can still be a bit hard to place because of their size. In the pictures the buildings are placed as IRL, but the user is welcome to come up with different layouts.

The infrastructure elements are in fact <<invisible bridges>> that allow pedestrians to walk between the back and front sides of the building. One goes under the arch, and the other goes in the passage in either end of the long block. The first one is easy and straightforwad to place, the second one is a bit more tedious because of its crooked shape, and constrains for the surrounding construction, but nonetheless it works with a little bit of perseverance.

The shops and services are:
- grocery store for bread, meat, and beer;
- electronics store;
- book store, works as cultural attraction;
- music record store, same;
- pharmacy, works as a local walk-in clinic;
- cafe - restaurant;
- clothes store;
- post office, works as city hall;
- gym club (completely fictional logo and concept, after suggestion by a comrade in discord).

Given the complex variety of the buildings' geometry, some of the shops can only be placed in one location only, while others can have some options. For the ones requiring goods deliveries, the vehicle station and access road is in the back side of the buildings. I tried to keep them as much as possible away from coinciding with the entrances to the apartments, but the result is not entirely ideal.

All signs/logos are taken from old photographs online. It was a tedious work, so it's perhaps a bit wonky. If any comrades have ideas and textures to make more shops and neon logos for them, I welcome them to create mods that complement the present one.



If you feel like supporting me: paypal.me/gosstroy0
Počet komentářů: 39
Comrade Joe  [autor] 18. lis. v 9.28 
Yeah it's true that exact placement as "prescribed" is pretty hard to achieve, it requires quite a few "screen acrobatics". It's not impossible though, it didn't take me forever to place them, but still, it's understandable.

The snapping mechanism doesn't help when the things that are to be "snapped" together do not have dimensions that are not exact multiples of the snapping step, and unfortunately it wasn't practical either to define all these buildings in a unique reference frame, like I did for the Kirov admin building, also because of their size.

There's also been some update of the visualization of buildings under construction some time in the passed 2 years that has made the use of invisible reference points a bit harder.
I think that they also cast shadows which is a reason why I don't want to be making them too obvious or numerous.
SBGaming 11. lis. v 22.35 
I've been attempting to place these, but I'm guessing snapping to the grid doesn't help to line the invisible stars up. It also doesn't help that I'm trying to do this in the day (as opposed to night). Due to the size of the models, you can't be zoomed too far in, and have to have the camera at just the right angle to see where the stars are. Then of course there is the issue of locating the stars on the footprint of placed buildings to line them up properly.

Overall I quite like the look of these and have the perfect place to put them, I'll probably have to ignore historical accuracy for easier placement.
Comrade Joe  [autor] 5. lis. v 14.32 
That's so nice :)
I definitely would like to see this whole district myself one day, before it gets too defaced by post-soviet abominations.
sprait3128 26. říj. v 12.14 
holy, while I was working in Russia i would see them every single day.. so nostalgic. definetely will use
Comrade Joe  [autor] 9. říj. v 12.24 
awesome :)

I've added some bona fide lamp posts bordering the steps of the terrasse, and it expanded the clickable area a bit more.
KnightElite 9. říj. v 8.27 
Confirmed I can now click on the cafe with the DO assign tool, thank you :).
Comrade Joe  [autor] 9. říj. v 6.38 
Thanks ^_^

The main issue is fixed now. When assigning a route, the cafe can be selected by clicking on a bit of "invisible" texture that sticks out in front of where the tiled pavement of the main building ends.
Let me know if you have any issue locating it.

I'm thinking I might add a couple of lamps in the cafe's model, will see if it turns out looking ok.
KnightElite 9. říj. v 3.53 
Thanks for checking into it so quickly! Fantastic looking mod.
Comrade Joe  [autor] 9. říj. v 3.45 
Ok, issue is confirmed indeed.
It's quite messed up, I'd have thought that the vehicle slot did the trick, but it doesn't.
I'll fix it, either I'll add some asphalt in some place that sticks out from the building, in which case it should be quick enough, or if that doesn't work out, I'll had to model some bit of 3D something that can get clicked on. Thanks for bringing this to attention.
Comrade Joe  [autor] 9. říj. v 3.13 
oh shιt, I thought I had set up everything to work satisfactorily enough when it comes to the logistics. Let me give it a look.