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Path's Tubes, Interior Lighting
lighting a park is always challenge, and becomes more of one when you want to cover them AND have lights. In the Sci Fi walls the curvature doesn't allow for 1/3 or 2/3 walls and placement makes use of other types look pretty "lame" As you see here normal usage keeps the roof's in this instance "floating" a 1/3 higher tan walls. This little and simple tutorial should help you overcome this in a professional looking way. |
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Placing the roof first is not really a necessity, I just set the three tiles so they are all connected. Now going to terrain tools you see the circled tool and it's description. The next image shows what to highlight to have the least impact on surrounding items, terrain, structures, etc. |
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In this shot, I already prepared 1 side of the path, and so you can see how the result should appear when done. You will see more of it as we move along, for now notice how your terain tool should look in preparation for raising one "snap" as the tool suggests |
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Once you have finished raising all the tiles, which is the most tedious part. This is what you should see at this point. Again, the roof pieces are just to help visualize the intended space and the effect begins to take shape. |
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Now, setting the walls, you see a near perfect crcle. While a slight gap appears here the walls should touch ground it's barely noticeable in the park setting. I may need to look into the possibility that the small hedge fence might just sit on that lip inside the tube. Can't hurt to at least try. |
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Idea, images, Text by The Skipper |
Also available by permission at Bitter Jeweler's |
One Third height and Two Third Height Walls
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different walls present different problems, like this one which is a similar to the tube one, yet solved in a differnt manner because walls "mate" yet there are none is the Steel wall set. One wierd note: This roof piece is the ONLY one in the set with the frames on the exterior, making the end result always look a tad "off" no matter how you do it. You'll see as we continue. |
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the standard wall piece, hold shift and move down two "snaps" seems all moves are in 1/3 height increments, BTW. Now a third of the wall appears above ground as seen here. Note the columns are inside, this is only on paths, otherwise you CAn choose to put them outside creating a different exterior look. This is on steel walls only. |
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Now, set your next wall pieces on top of the 1/3 walls you created, making sure from here on thatthose frames continue to be "inward" facing. Naturally complete this stage completely, recommend using all pieces with windows to allow light to show through. |
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Placing the roof' pieces, you'd think that first off, you should have clearance with out the partials, but it just doesn't work. Also now you can see why I probably won't be doing many path tunnels in this manner with the frame issue. This roof piece has it's place, but this is one that is just "awkard" to me. |
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Idea, images, Text by The Skipper |
Also available by permission at Bitter Jeweler's |
Bonus Example
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Here I
present in one example two problem's in one, the lamp issue, and heightened path. Note in this problem the path is raised one "full" section, not the ramp type, it would place the solution "on ground" so why would you need a raiesd one at all. Using standard wall set at "floor" you see here the problem. Nice thing is that Spooky has 1/3 and 2/3 wall pieces. In this case I used two thirds, puttng that piece half "below" bridge floor. |
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you have the proper height to allow lamps inside in ths instance, if you have water, it can appear that the building sits in it. Naturally, you can uset he 1/3 wall in the same fashion. |
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Idea, images, Text by The Skipper |
The images shown next are what I did for a friend playing aroud with this idea in their park, because of it's "design" |
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The first one shows I even included two turns on the "bridge" to make the appearance a bit more "quirky" than you'd find on most covered bridges. I also didn't go the full length, as it would get overpowering from the length. After looking at these I added a second section at left to balance it out. The photo above shows the entry end and right inside the door is an information booth. Allow no space to go to waste. |
Unique Seating and Path Tricks
Want a multi-lane path with central "group seating" and other items instead of just on the "edge"? Then here is how to go about it. First place the "central" path, either as a strip or alternating blocks (gives you more flexibility) Next place all your benches, lighs, etc, like the example shown |
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then in the alternate spaces place flower beds or path tiles, which ever you like. Now go to each side and run the two outer paths down the line, and place whatever on outer edges. Included are water features used also if you like. Again, using the single block incremental terrain tool, suggest dropping 2 increments for a bit of "depth" |
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note that you can also place flowers in the "bottom" first for an interesting effect. Note: Do the dops first and water to help you "visualize" the seating better as you progress.Continue on as long as you like, here on bottom right si a "completion" shot. |
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Idea, images, Text by The Skipper |
Also available by permission at Bitter Jeweler's |
Restaurant/Cafe 101
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on how to do a cafeteria feeling food area. In this case, okay, it's burgers. First set a checkerboard path "floor" as you see in image one, and do all the seating, lamps, etc. Entrance here is from the side by the drink stall. Next put two shops the same inside, or a mall type "court" along one side. This is just an example. Note: railings are just "filling in" for walls, etc. entrance and exit, you decide, but leave one "Sort of" path through for traffic. |
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Next place the rest of the path files to fill in the space completely and viola! You now have an almost real rest. food court area. Note the 2 bathrooms off to one side. The placement of these is up to you, just remember, in real restuarants, even if it doesn't look like it they are alays near the back and kitchen area. There are reasons for it being that way. |
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Idea, images, Text by The Skipper |