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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...
www.mediafire.com/download/jtgspe7paltdqqt/amb_lanscapes.7z mountains 90% complete dirtycliffs bridges nightsky roads snow
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)
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)
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
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
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)
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 •