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The Vogue Building (aka the D'Allaird Building) is a 5 storey Art Deco structure. It's located on Barrington Street in the heart of Downtown Halifax, Nova Scotia, Canada. The Vogue Building's original three floors were likely built in the 1930s, during the Great Depression. The Depression hit Halifax hard, bringing construction activity in the city to a standstill and making the Vogue Building a fairly unique Halifax example of Art Deco. Around the 1960s, a concrete block addition was added on top of the original Vogue Building to create an additional two floors of office space. The Vogue Building is owned by Barrington Street's largest landowner, Starfish Properties. Starfish plans to incorporate the Vogue Building into its redevelopment of the adjacent Roy Building. In Starfish's plan, the Vogue will remain a separate structure, but plan renderings show a combined roofline and greenspace on top. The Vogue is named for its major tenant, Vogue Optical. Vogue Optical began in Charlottetown PEI in the late 1970s and has grown steadily to 65 locations spread throughout Eastern Canada. In November 2013, a deal was struck to sell Vogue Optical to New Look Eyewear creating a 145 store optical retailer, one of North America's largest

The Vogue Building comes to SimCity as a 1x2 corner lot (both left and right corners). I personally think the concrete block addition to the original D'Allaird Building is ugly so I left it off my SimCity version. One dependency, spa essentials (found in BSC essentials) which, if you use any of my other buildings, you should already have. See the readme for a link.
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Thanks everyone.
Borgamastarjojje: Unless I'm missing something, darknite is only possible with 3dsmax, which is a problem for me. I'm actually a disappearing breed. I make everything in gmax, which means no darknite in any of my creations. Maybe one day, but it's hard for me to justify switching when gmax is free and I know it well.

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Concerning DarkNite:

gmax BATs rendered the conventional way will look perfectly fine when a player uses DarkNite, as will all the Maxis buildings. With conventional buildings, night lights (=the ligths alone) are "superimposed" over a darkened render of the building, meaning that with DarkNite, the lights will remain the same, but the rest of the building will appear darker.

 

The only problem is when using the DarkNite modd is buildings rendered in 3dsmax, but in Maxis Night mode. This is because in the Bat4Max script for 3dsmax, night renders are processed differently. Instead of only the lights (to superimpose over whatever is below), the entire building is rendered, If it is rendered in Maxis Night mode, then the Maxis night colour is "hard-baked" into the building render, which will make it stand out in a DarkNite environment.

 

Long story short, you can use conventional gmax buildings with Maxis Night and DarkNite interchangeably and without any problems.

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Thanks everyone and thanks T Wrecks for that explanation. I'll have to include a note in the future "rendered with gmax, darknite compatible." :)

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 I'm actually a disappearing breed. I make everything in gmax, which means no darknite in any of my creations. Maybe one day, but it's hard for me to justify switching when gmax is free and I know it well.

 

Count me in amongst the disappearing breed.  Always good to see another great BAT made with good old gmax; and always a delight to see another of your BATs being released.  This one in particular is great, and I'm glad you omitted the concrete addition that was added to the building in real life.  Another classy BAT from a great BATter!

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