View allAll Photos Tagged 7Z

Smoke from the many fires burning now in California. There are so many of them they are called Lightning Complexes. I could see all the lightning on Sunday morning from up here. I've never seen such an array that covered as large an expanse as Sunday's storm. Hopefully we will get a break soon from the 100+ degree heat and good progress can be made toward putting these over 300 fires out. In the meantime, prayers for those impacted.

 

firms.modaps.eosdis.nasa.gov/map/#t:adv;d:2020-08-18..202...

After arriving from Paine Field as Ameristar 9827, N783TW sits on A7.

Amerijet 9827 gets ready to taxi after pushing from A7.

Concept and Creation (1925–1926)

The Visionary: Aviation pioneer Glenn Curtiss conceptualized Opa-locka as a themed, fantasy-filled city.

 

The Architect: Bernhardt Muller designed the building at an estimated cost of $150,000.

 

Storybook Inspiration: The layout explicitly drew inspiration from the tale "The Story of the Two Cadettes".

 

The Courtyard: It included a whimsical garden named for Princess Periezade.

 

Real Estate Prop: The complex was built primarily as a sales hub to lure prospective buyers.

 

The Historic Opa-locka City Hall, originally constructed in 1926 as the Opa-locka Company Administration Building, is the crown jewel of the city's unique architectural heritage. Located at 777 Sharazad Boulevard, this distinctive multi-story structure is widely recognized for its whimsical, elaborate Middle Eastern design. It is listed on the National Register of Historic Places.

 

Key Historical & Architectural Facts

Design Inspiration: Aviation pioneer Glenn Curtiss developed the city around a "One Thousand and One Nights" theme. The building's layout specifically mirrors descriptions of the palace of Emperor Kosroushah.

 

The Architect: Chief architect Bernhardt Muller combined Moorish, Persian, Arabic, and Turkish Islamic influences to build this miniature palace.

 

Architectural Features: The exterior showcases grand onion domes, towering minarets, bright pink and white color schemes, and Mudejar arches.

 

Survival: The building was completed just one month before the devastating Great Miami Hurricane of 1926, which it miraculously survived while many neighboring structures were destroyed.

 

Recent Restoration: After decades of handling municipal tasks and later falling into disrepair, the building underwent a massive $1.6 million rehabilitation project to transition into a cultural community center and museum.

 

Credit for the data above is given to the following websites:

www.google.com/search?q=opa+locka+historic+city+hall&...

www.google.com/search?q=how+many+floors+does+the+opa+lock...

www.google.com/search?q=history+of+the+opa+locka+historic...

 

© All Rights Reserved - you may not use this image in any form without my prior permission.

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

About loving sunny mornings in cold days

Soundtrack: youtu.be/7Z_zhYG-y_E

Mass Effect 2 • GeDoSaTo (Downsampled) • Modified Coalesced • ToggleFreeCam • Playersonly • ToggleHud • One3rd/erikatschinkel CE Table • Pause • Tilt • FOV • Tonemap •

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Mass Effect 3 - Downsampled from ~25 MP using GeDoSaTo; CT by IDK, One3rd, and myself, for in-engine post-processing tweaks, free camera and roll, FOV, fog, and cutscene AR modification; modified coalesced with UE3 debug codes, playersonly, freecam, FOV; ALOT Texture mod, Vignette Remover; My own ReShade Preset

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

ReShade Framework

Debug Console Enabler

ULM

Photomode2inOne

ICE Photostitch

 

older one.. felt like dropping it here.

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; Photoshop to remove clipping; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Concept and Creation (1925–1926)

The Visionary: Aviation pioneer Glenn Curtiss conceptualized Opa-locka as a themed, fantasy-filled city.

 

The Architect: Bernhardt Muller designed the building at an estimated cost of $150,000.

 

Storybook Inspiration: The layout explicitly drew inspiration from the tale "The Story of the Two Cadettes".

 

The Courtyard: It included a whimsical garden named for Princess Periezade.

 

Real Estate Prop: The complex was built primarily as a sales hub to lure prospective buyers.

 

The Historic Opa-locka City Hall, originally constructed in 1926 as the Opa-locka Company Administration Building, is the crown jewel of the city's unique architectural heritage. Located at 777 Sharazad Boulevard, this distinctive multi-story structure is widely recognized for its whimsical, elaborate Middle Eastern design. It is listed on the National Register of Historic Places.

 

Key Historical & Architectural Facts

Design Inspiration: Aviation pioneer Glenn Curtiss developed the city around a "One Thousand and One Nights" theme. The building's layout specifically mirrors descriptions of the palace of Emperor Kosroushah.

 

The Architect: Chief architect Bernhardt Muller combined Moorish, Persian, Arabic, and Turkish Islamic influences to build this miniature palace.

 

Architectural Features: The exterior showcases grand onion domes, towering minarets, bright pink and white color schemes, and Mudejar arches.

 

Survival: The building was completed just one month before the devastating Great Miami Hurricane of 1926, which it miraculously survived while many neighboring structures were destroyed.

 

Recent Restoration: After decades of handling municipal tasks and later falling into disrepair, the building underwent a massive $1.6 million rehabilitation project to transition into a cultural community center and museum.

 

Credit for the data above is given to the following websites:

www.google.com/search?q=opa+locka+historic+city+hall&...

www.google.com/search?q=how+many+floors+does+the+opa+lock...

www.google.com/search?q=history+of+the+opa+locka+historic...

 

© All Rights Reserved - you may not use this image in any form without my prior permission.

 

ReShade Framework

Debug Console Enabler

ULM

Photomode2inOne

downsampled from ~9MP using lanzcos - Photostitch

 

Sometimes I can't resist..damn it.

 

Could have placed G. better..

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Mass Effect 3 - Downsampled from ~25 MP using GeDoSaTo; CT by IDK, One3rd, and myself, for in-engine post-processing tweaks, free camera and roll, FOV, fog, and cutscene AR modification; modified coalesced with UE3 debug codes, playersonly, freecam, FOV; ALOT Texture mod, Vignette Remover; My own ReShade Preset

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

  

ReShade Framework with Otis_Inf DepthHaze Shader

Debug Console Enabler

ULM

Photomode2inOne

 

Alts. & Outtakes

 

Prepared the AdaptiveFog shader for ReShade 3 but still using 1.1 here..just realized that I sadly hit the same angle as in the previous one..#@!$"!

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Yep, the new config is looking good.

 

Dragon Age: Inquisition - Downsampled from ~12 MP, hotsampling! using WBG; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; my own ReShade config (also available on Nexus)

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Mass Effect: Andromeda - Downsampled from ~20 MP, hotsampling! using SRWE; Hattiwatti's cinematic tool; my own ReShade config

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

 

Old shot, but it has cables for Tobi.

 

Mass Effect 3 - Downsampled from ~25 MP using GeDoSaTo; in-engine post-processing tweaks; modified coalesced with UE3 debug codes, playersonly, freecam, custom FOV; my own CT for tilt, freecam, FOV, DoF, and post-processing controls

Concept and Creation (1925–1926)

The Visionary: Aviation pioneer Glenn Curtiss conceptualized Opa-locka as a themed, fantasy-filled city.

 

The Architect: Bernhardt Muller designed the building at an estimated cost of $150,000.

 

Storybook Inspiration: The layout explicitly drew inspiration from the tale "The Story of the Two Cadettes".

 

The Courtyard: It included a whimsical garden named for Princess Periezade.

 

Real Estate Prop: The complex was built primarily as a sales hub to lure prospective buyers.

 

The Historic Opa-locka City Hall, originally constructed in 1926 as the Opa-locka Company Administration Building, is the crown jewel of the city's unique architectural heritage. Located at 777 Sharazad Boulevard, this distinctive multi-story structure is widely recognized for its whimsical, elaborate Middle Eastern design. It is listed on the National Register of Historic Places.

 

Key Historical & Architectural Facts

Design Inspiration: Aviation pioneer Glenn Curtiss developed the city around a "One Thousand and One Nights" theme. The building's layout specifically mirrors descriptions of the palace of Emperor Kosroushah.

 

The Architect: Chief architect Bernhardt Muller combined Moorish, Persian, Arabic, and Turkish Islamic influences to build this miniature palace.

 

Architectural Features: The exterior showcases grand onion domes, towering minarets, bright pink and white color schemes, and Mudejar arches.

 

Survival: The building was completed just one month before the devastating Great Miami Hurricane of 1926, which it miraculously survived while many neighboring structures were destroyed.

 

Recent Restoration: After decades of handling municipal tasks and later falling into disrepair, the building underwent a massive $1.6 million rehabilitation project to transition into a cultural community center and museum.

 

Credit for the data above is given to the following websites:

www.google.com/search?q=opa+locka+historic+city+hall&...

www.google.com/search?q=how+many+floors+does+the+opa+lock...

www.google.com/search?q=history+of+the+opa+locka+historic...

 

© All Rights Reserved - you may not use this image in any form without my prior permission.

Spec Ops: The Line

• Custom Resolution

• GeDoSaTo

• Re-enabled UE3 commands

• jim2point0's CE Table with Erika´s added UE3 tweaks

 

Many thanks to -One3rd- for his configuration files

Deus Ex: Human Revolution - Downsampled from ~20 MP using GeDoSaTo; Monkeybreadman's ENB; using an old version of the game and these tools.

 

Dragon Age: Inquisition - Downsampled from ~20 MP, hotsampling! using SRWE; HattiWatti's Cinematic Tools, fog edit, freecam, and hide HUD; timestop; IDK's AR Unlocker for cutscenes and CT for henchmen coordinates; my own ReShade config (also available on Nexus)

Mass Effect: Andromeda - Downsampled from ~20 MP, hotsampling! using SRWE; Hattiwatti's cinematic tool; my own ReShade config

 

Alt with different tonemapping

 

Mass Effect 2 - Downsampled from ~25 MP using GeDoSaTo; in-engine post-processing tweaks; modified coalesced.bin with UE3 debug codes, playersonly, freecam, custom FOV; One3rd's CT for freecam, tilt, pause, and FOV, with my own DoF and post-processing additions; SweetFX for contrast and bloom

 

Mass Effect 2 • ReShade Framework • Modified Coalesced • ToggleFreeCam • ToggleHud • One3rd/erikatschinkel CE Table • Pause • Tilt • FOV •

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