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About Bombardiere

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  1. Yeah, this is my "favourite" subject. Not only the Maxis, but many Batters have not been constant with the scale. I would suggest that use real world scale, or slightly larger if it is a small building or prop, as most US batters seems to be using it. There are already enough of quality customs BATs that few odd scale buildings can be forgotten. Anyway, I welcome more lowrise commercial. I am in need of those. Especially of CS$ and CO$$ and CO$$$. It seems to me that most Commercial Offices are highrise skyscrapers and I want small Office too. If I can do a request. I would love to see more lowrise for Chicago 1890 tileset. That is my personal favourite from Maxis sets and I would love to see more buildings in that style. I have recently gone through all your brilliant packs and picked those BATs, which I feel could fit in the Chicago tileset.
  2. mipro

    Because You know it is there. @Jasoncw Have you ever considered into joining the dark side and make it in HD? Okey, this one is perhaps too big for HD, but just make a HD version for a laugh.
  3. Brilliant. I will have so many use for this. And thank you for the Lindsay Bros. It is perfect for my 1890 Chicago tiles set.
  4. I like the style of that Park Avenue building so something to look for. BTW where did you find the plans? I went the US with my latest city and I go my interest on few 1890 Chicago buildings.
  5. Very nice buildings. Would suite nicely in my play style. Plus station props will be useful. I will fire up my French city again, so these would be useful additions. I would especially welcome wall-to-wall low wealth C$ and R$ buildings. I cannot say which is better, centred or off centred. I guess it depend on the situation and use. However, I would vote for HD. I think your models are high quality and would benefit HD treatment.
  6. All right, this is a much better way to tease.
  7. Considering the final product, it doesn't matter. You pick your style and work from that. As for the BAT, the 3D model does not have to been one continuous object, so you can combine splines and primitives. I do that. Walls I do according this tutorial I use rectangles and sometimes curves and attach those to a spline which I extrude. The roofs I often do as a line, which I extrude lengthwise. But for the details, I often use boxes or other forms, which I extrude, slice or adjust vertex as I feel the best. GMAX nightlight are basic, so I believe you can attach those to both splines and primitives. I am bit lazy and for the window glass, I usually use a thin box.
  8. A bit of a last minute rush, but I was able to submit my entry into Content Creation Competition. I hope I got it right. This think I got most of the issues shorted out. The custom LOD was interesting but a very useful project. Happy New Year to each and every one.
  9. From the album Content Creation (S3-20-C)

    Before voting, we recommend you download and try out this item of content: [Download Here] This is my Content Creation submission photo. You can find the file fro, STEX. Enjoy
  10. challenge upload

    Version 1.0.0


    This is my entry for the Content Creation Competition. A 1x1 ploppable triangle lot for diagonal corner filling. I got my inspiration from Prepo's Triangle Parks, but I wanted to do something different. Something more industrial and grimy. This is a functional landmark with 14 I-M jobs. The pollution is low so this can used in the city centres. I have made a custom foundation, so it can be used with slopes. This does not float on the air like Prepoäs lots. Also both Dark Night and Maxis Night versions are included. However it does not have nightlights. These seem not to be working with overhanging props and I don't know any workaround for that. DEPENDENCIES: None. (However if you use my Clerkenwell Library FAR version, you can delete file InvisibleLibrary-0x5ad0e817_0xc40b002e_0x30000.SC4Model This is a duplicate and the same file is used in both FAR Clerkenwell Library and Vic Shoppe Lots)
  11. I have recently got into grid busting and I think there is always need for small filler lots. Prepo made years ago excellent 1x1 triangle parks and I use those in most cities. Now I wanted to make something on my own, but grimier industrial look. So I quickly made a prototype of an industrial workshop. This is only a test model. The textures are not final and I run into some issues. I did a custom LOD and this seems to be working right. The underground parts are not conflicting with the road texture, so that is good. I think I am now understanding better the custom LODs. However, the road side props are conflicting with main model. See that flowerbed which in embedded in the house. Is there a way to solve this conflict. I can't remember seeing unwanted props with prepo's triangle park. My lot is ploppable industrial lot so may be that creates roadside props. Another thing is that the underground part is giving false shadows. I wanted underground part so that the lot would not be floating on the air, as happens with prepo's lots when you plop those on uneven surface. Now that I got my LOD working, may be I use a prop for underground part of the model. I got an inspiration to finish this for content creation competition, but as the deadline is end of the month, I may not be able to finish this in time. Oh yes, I am that slow.
  12. mipro

    Something splendid is on way. When was this building built? I am not very good at recognising American styles.
  13. I have been inactive, but I have not totally forgotten the batting and I thought it is about the time finish this library model. It has been ready for ages, just waiting me to do the night lights. So I just did upload my latest BAT; Clerkenwell Library. I also attach a few images of another project, which is almost ready. A rural house / office. It is heavily based on real building in a place called Godmanchester. It is a small town near Cambridge. I have never been there and in fact I have not heard about it until I begun this project. Since then I have used Google Street view and wandered around Godmanchester's Post Street. It is ideal street for me to get inspiration as it is semi-urban environment with a lot of historical, Georgian and early Victorian houses. I was thinking to do a building pack from this street, but so far I have made only this one and started another one. I have to see how far the inspiration carries it.
  14. Version 1.0.0


    This small wall-to-wall library is inspired by a real life building, Karl Marx Memorial Library, in Clerkenwell, London. This is no political statement, I just like its Georgian look and it fits into my current playstyle. There are not that many historical libraries for wall-to-wall urban environment, so I decided to create one. I have made two versions, a grey stucco functional education library and an additional red brick high wealth office building. The real life building is from Georgian era, built around 1769, but has been heavily modified during its life. It has served many functions, including as a shop. During 1980's the building was renovated and the original look was restored. This BAT is based on how facade looks today. HD model with Maxis and Dark Night version. Night versions share IDs, so if you have both versions in the city, those will most likely conflict. It has a custom foundation, so it is slope friendly. I have included in a 1x1 FAR angle option of the Library building. The FAR model is included in the file and perhaps someone can do a better lotting than I did. Simmer2 has been helpful with the lotting and he has provided a custom texture for the lots. The texture dat file is included in the download. Thank You Simmer2. The props are mostly HD to go with the HD BAT. Dependencies BSC MEGA Props CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 British Props http://community.simtropolis.com/files/file/29965-british-boxes/?tab=comments Nams PROPS PACK Vol 2.dat https://www.toutsimcities.com/downloads/view/1882 Grfe_props_pack_LE_sparaxis.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 Grfe_props_pack_LE_elms.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 Grfe_props_pack_LE_daisy.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Grfe_props_pack_LE_ashes.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Grfe_props_pack_LE_berries.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 Clerkenwell Library Lot 1x2 Capacity 30 000 Plop cost 400 Monthly upkeep 350 Coverage Radius 1880 Jobs Created 8 R$ 9 R$$ Clerkenwell Library FAR Lot 1x1 Capacity 25 000 Plop cost 350 Monthly upkeep 300 Coverage Radius 1760 Jobs Created 7 R$ 8 R$$ Clerkenwell Office Lot 1x2 Capacity satisfied CO $$$ 20 Building Value 218 Bulldoze Cost 212 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 23 Power Consumed 1 © 2016 Simmer2 and Bombardiere
  15. I have used both GMAX and 3DS MAX and I can say that GMAX is just "annoying". Oh yes, the GMAX is still a useful tool, but 3DS MAX is superior in every aspect. including the rendering. The image is sharper with 3DS MAX and others pointed out, the night lighting has better options. Although with extra effort, it is possible to do quite good night light effect with GMAX. Much better that Maxis default beige window screens. But Dark Night is not possible with GMAX. Xannepan / JENX did most of his models with 3DS MAX. I think that the difference between yours and his models is the saturation. The Maxis game environment is very desaturated and GMAX render tool make overexposed or bleached render images. I guess so that the 3D models match better the games environment. 3DS MAX render tool makes darker images. Quite possible more closer to the original textures. I don't know it, but I could take a guess that this is the way the 3DS MAX render tool creator SImmFox preferred. ANd perhaps, as you said, may be that it looks better with modern glass skyscrapers. Anyway, you can adjust your models to better suite other buildings in the game. 3DS MAX material editor has a color correction option. I have tried that with my last models and it is relatively easy to adjust and test the model's main textures. I usually take minus 20 % saturation. E.g. I desaturate model around 20 prosent. It depends on the original texture, but that is usually enough. If you desaturate too much, then you end up with greyish texture. But in my opinion it is easy and fast way to test what would look the best. Also, with this color correction option, it is possible to adjust lightness of the texture. If your model looks dark, then is is possible to make the textures lighter. Even small changes will have a strong effect in the texture so I would say that plus minus 1 is usually enough. Similar adjustment is possible to do with a paint program, but 3DS MAX color correction option does not destroy the original texture image, so if you don't like the changes, it is possible to revert back to the original texture.