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About This File

There are three files available for download now:

  1. A_1P_SimWorkers_1.zip (Scale 1:1, this is actually a little small for the Maxis world)

  2. A_1P_120_SimWorkers_1.1.zip (Scale 5:6, these are a little bit bigger and fit in better with other props on your lots)

  3. A_1P_120_SimWorkers_1.1.1_MMP.zip which allowes you to use the rescaled models as MMPs! (is dependent on file 2.)

Description:
These are some SimWorkers to bring a little bit of action to your lots. I decided to start with 3 different groups each consisting of 8 sims, for this first pack:
• Factory/Harbor Personnel (neon reflective jacket, yellow helmet)
• Construction Workers (orange jacket+pants, white helmet)
• Offshore Workers (red life suit, neon life vest, black harness, white helmet)

Content:
This File contains one .dat-File with 24 different props:

Harbor/Factory
Workers

Worker_1.png.4fa9240213f3a81a2a9c19620cd6904a.png
▪ A_1P_HarborWorker#1
▪ A_1P_HarborWorker#2_lifting
▪ A_1P_HarborWorker#3_grinding
▪ A_1P_HarborWorker#4_sweeping
▪ A_1P_HarborWorker#5_readingPlan
▪ A_1P_HarborWorker#6_toolbox
▪ A_1P_HarborWorker#7_carrying
▪ A_1P_HarborWorker#8_welding
Construction
Workers

Worker_2.png.80afde629c0bbd4e44a872ffb5b70b78.png
▪ A_1P_ConstructionWorker#1
▪ A_1P_ConstructionWorker#2_hammering
▪ A_1P_ConstructionWorker#3_surveyor
▪ A_1P_ConstructionWorker#4_surveyor-assi
▪ A_1P_ConstructionWorker#5_wheelbarrow
▪ A_1P_ConstructionWorker#6_wackerplate
▪ A_1P_ConstructionWorker#7_shovel
▪ A_1P_ConstructionWorker#8_smoking
Offshore
Workers

Worker_3.png.c8c257552bd0857b8d8b0012b693b34a.png
▪ A_1P_OffshoreWorker#1
▪ A_1P_OffshoreWorker#2_winching (has to be placed under helicopter or crane)
▪ A_1P_OffshoreWorker#3_cranebags (has to be placed under helicopter or crane)
▪ A_1P_OffshoreWorker#4_kneeling
▪ A_1P_OffshoreWorker#5_climbing
▪ A_1P_OffshoreWorker#6_impactwrench
▪ A_1P_OffshoreWorker#7_linehandeling
▪ A_1P_OffshoreWorker#8_pullinglever

Dependencies:
• none
Instructions:
This is a prop file! The content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.:
C:\Users\<USER>\Documents\SimCity 4\Plugins

Note:
I have set the height of the Sims to 1,8m + PPE (personal protective equipment) coming up to 1,9m. Therefor they are more realistic in size compared to other small props like cars etc. They seem to be smaller than other already existing people props though.


What's New 1.1.1   View Changelog


Released

V1.1.1

The SimWorkers resized to 120% are now available as MMPs. You have to download the file A_1P_SimWorkers_1.1_MMP.zip and install it in addition to A_1P_120_SimWorkers_1.1.dat in your plugin folder.

Tip:

There is one additional empty model at the end of the chain, so if you didn't find what you are looking for, or missplaced the Sim, you can keep klicking and the last model will make it disappear. This is helpful if you want to plopp them on a tile that has other MMPs on it and you don't want to bulldoze it all! Thanks to @rsc204 for that and for providing the tutorial that made the creation of this MMP possible!

Workers1_MMP_preview.png.093c4c0d074bcef

EDIT: Flipped file descriptor and name (so they are now reversed to the text seen in the screen shot above and match the style of the other packs)

Workers1_MMP_preview1.png.4714a0a5c663036545aa067485a17ae6.png

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18 hours ago, Barroco Hispano said:

Beautiful!

How tall are your sims?

1,8m (1,9 - 2m including PPE)

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1 minute ago, Barroco Hispano said:

If you want, you can make them 33% bigger on all axes.

Do you really think so? they seem quite big next to a car or forklift prop then I found...

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2 hours ago, AP said:

Do you really think so? they seem quite big next to a car or forklift prop then I found...

That's the problem, many baters used the real world scale and many others made their bats 33% larger on the z axis (or all axes). That makes your BATs incompatible with mine and mine incompatible with others xD.

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understood, I always found other sims are too skinny and tall :D and here is why! I have to give it a thought, all the stuff I made is real world dimension so far

Is ther a convention on what is most commen or shoul be used?

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@AP

Due to the isometric view of the game, BATs rendered with real world measurement tend to be squashed a bit when displayed in the game environment.

Therefore when you complete a BAT just group all items in the view port and then make the Z axis 133%.

This rule can be applied to almost everything you make. The only time I apply less than 33% on the Z axis is when I create very complex structures that includes pipes and spheres. In those cases I usually apply 23%. It works fine for me.

PS don't forget to raise the entire model 0.05m above the plane after applying this rule. The LODs should always be either on or above the plane unless you are making underground items, in order to avoid shadow issues. Below the plane items uses a different LOD setup.

Simmer2

Simmer2

 

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Thanks for the info, since I am relatively new to the sc4-content-creating-world this is the first time I ever hear that.

I feel like I should have read that somewhere, considering that I had to go through many posts and tutorials to make it this far. It would be really good to establish a norm on that amongst all modelers. I did a little bit of size comparing:

 

My workers (1.8 - 2m in BAT, are almost half the size than yours, and too small in comparison to your forklift (left) and CDK forklift (right), they do however match cars very well (Grfe, left and Maxis right), which seem to me like the ultimate comparison to some extent since cars are in so many lots and streets/parking lots are present almost all the time.

Between the cars I have placed a Sim from Grfe which I personally do not like since it is to tall and skinny (might be even taller than @Simmer2 Sims)

I think I should resize mine to 133% and republish them since they seem to small, but I do have the problem, that all my other creations (with real world measurements) have too small railings and doors then.

It is a real bummer that some one would come up with the idea to start using "wrong" dimensions at all. (I understand that it might be due to display issues in the game, but it is really inconvenient)

SizeComp.png

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Compared to the Maxis vanilla sims and BAts, your workers are about right (I would still give them a 10 or 20%  boost on all axis) but since BAT's started to appear, some measurements have been skewed in order to compensate for sharper renders. BATs that are smaller and have more details tend to show pixellated even if you render them in HD.

When BATs are shown in the game besides the vanilla ones you can see some size differences. I'm also guilty of this.

But se la vie.

 

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24 minutes ago, AP said:

I will publish a 120% version I decided!

Unfortunately at 1.9m, your sims are too small. Maxis' adult sims (they made many types) vary and are between 3.2m (most male and female sims) and 3.6m tall (the 'male_waiting' sims).

However, if you scale to 120%, your sims will still be ~2.3m which is substantially less than the in-game counterparts.

0.1m in gmax = 1 pixel in game, so it will in fact  be quite noticeable if your sims are below 3m in height.

The blue sims you have compared this to are overscaled, particularly on the X and Y axis. If you place those next to a street light, you will see that their arms/legs are as thick as those structures.

Thus, when comparing your bats in the game, it is wise to use Maxis's stuff.

For all structures, you must use real world dimensions on the X/Y axis and scale 133% on the Z axis. This will ensure that your stuff is comparable to other structures in game.

The 133% rule doesn't apply to sims (it's about 180%), this is because - according to the game's designer - they were altered at the last minute to be more visible in game and provide a marketing tie in to the other sims franchises. That's why they are so much taller than the other elements of the game.

Automata (cars, etc) for some reason, were not scaled by Maxis even though everything else was, and hence, appear small by comparison to all other objects around them.

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:rofl:  this is really unfortunate ...
I think my goal os not to scale them to be compareable with maxis sims... I want them to look good with our porps and lots, which are (again my opinion) heavily focused on cars... and I don't want my sims to be as long as a car prop.

SizeComp_1.png.5a4e84fd6ab61b5e909007276fc5c8e6.png

the red guy is rezised now and a compromise between my yellow little guy and simmer2's guys. Fits well with the cars still and is a little too small for the forklift...
Maxis sim is very tall (as long as the car almost)

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Of course, ultimately whatever scale you use is up to you. These are your models that you have repurposed and shared.

However, from experience I can tell you, if you are too far either side of what is acceptable in the game (that is, when compared to Maxis' content)  your models may not end up being used fully by the community. At half the height of a maxis female sim, the rescaled sim still deviates too far from the broader environment into which it will placed. 

Neither a prop nor even a lot can be viewed in isolation or merely compared one to the other, but part of the broader game...the fact remains, that Maxis content still has to be used even by players with many, many gigabytes of custom content. Automata, animated sims, sprites, animated effects, game scaling, lighting etc, are fundamentals that even after all of these years have not been overhauled/replaced to the point where a player could actually ditch all of the base game.

Fitting into the game is what I try to strive for when releasing content; but it's my opinion only and my opinion is by no means the only one. Scale is a tough one, it trips us all up (myself included) at least once or twice.

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Just now, Barroco Hispano said:

This is how they look using "my scale". *:rofl:

workeksksks.png

sorry, which height do the ones shown in your schreenshot have now? ;D

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11 minutes ago, Barroco Hispano said:

2.42m

great, mine are 2.3 now, I think that might work together!

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If you share the link to this I do not mind at all! If you want to upload it there, it would be nice to credit me for it ; )
and maybe post the link to it here, I'd be really interested to see the japanese fan page oO

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