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pilotdaryl

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Or should the 3 towers be released separately?  

  1. 1. Or should the 3 towers be released separately?



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    Experiment as you wish.  I'm looking forward to it.1.gif

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    It's kinda hard, but if you experiment, I'm sure you'll get it to work.2.gif

    Xiziz: To let you know, DIR files are generated automatically.

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    Muzz, Thats where i got stuck too, but Kumba new some kind of workaround, by downloading readytextured Airplanes from FS2004 pages and just placing them into Gmax, then editing the textures and replacing those already on the plane with new textures. this way the planes are already UVW Mapped and ready. I never got it working though, but it should be possible to make them work, as kumba managed.

    Daryl, I know, though one can create them manualy too, by clicking generate index or somthing similar down the bottom of the list.

    Everyone,

    I decided to make a rough sketshy thing of the Concource that im making, prettey self explanatory picture. The Terminal will be in a similar style on the walls with a completly different roof, since its gonna be huge(the terminal hall. Atm im thinking 8x8 tiles, but might add 3 more on one of the sides to make it look nicer with the concources(gonna se how it looks with the current concources at side before, since if i can save making those extra 8x3 tiles it would save a LOT of time ^^

    conckc4.jpg

    This is just something i did while waiting for the food to be served ^^

    Now im gonna try to finish the ATCT. or get a lot closer anyway, gonna model all the last stuff and start editing the textures(in Photoshop, adding gradients and details and such).

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  • Original Poster
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    You have to fiddle around with tiling and offset to get the correct format.

    P.S.  The terminal hall looks cool!9.gif

    It could be in a pack called SWAP 3.0 by The Airport Team or something.

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    Hehe, SWAP stod for Sim Wings(the old Airport Team me and Muzz and Toxicpiano were together in). I was thinking of just calling it Sim International Terminal 3 Style, and adding the airport team stuff. Though i doubt that it will be on the stex within 2 months, that Terminal Main Hall will take ages to BAT. Im gonna ask Kaji if i could use some of his interior's, that would speed up the process, since i would not have to make them all by myself from nothing(he has escalators and Chairs and such, maby even some TV/Speaker systems). But il ask as i get closer to actually needing them.

    Right now im Working the textures for the ATCT, i did add the text "six" and ive added some gutters to the top of the tower. i figured that the lower part of the tower wouldt need it as much as the rain can just be allowed to fall down on the ground and into the airport stordrains, but the ATC part would want to get the water away from the windows and roof.

    Im also gonna bat that nasty walkway thingt, but it will be mostly glass so that should be simple.

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    I coldnt be botherd editing the above post, and despite, i got something big this time, something worth making a new post for.

    preatctgi2.jpg

    Low quality low res image.

    High Res, Full Quality is availible here:

    And it is worth checking out 2.gif

    Okay, so the changes ive done today:

    1. Added Gutters to the top of the tower

    2. Added the "SIX" text

    3. Revamped the widest part of the top, looked weird before.

    4. Went over the textures and made them look a bit better, including making a new texture out of 3 others for the Foundations.

    5. Moved the Antenai around

    6. Added the Walkways(Yes, they are cable stayed... sorta)

    7. Added some Nightligts. Had enourmous problems using both Omni's and Spots so i decided to do the majority "Old School" style ^^ But im happy with the result

    8. Made a coustum LOD that will hopfully do wonders during the render, my first costum LOD so well have to se how well i made it...

    So Tonight im going to render it... rahter, in abut an hour il start redering it. and hopefully it will be done by the morning, maby not, that last preview took ages to render.

    So Check out the Highres image and go to bed in wait for some ingames tomorrow(if everything works out allright)

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    Originally posted by: The boy formerly known as Evil Muzz Lol, old school night lighting still work good! The problem is the one I'm working on is mostly glass, so I'll probably neeed to figure out all these spotlighst and omnis etc... :squote>

    Yeah, you really have to design things that are going to use omins as such, the way ive done a lot of the tower is low poly, most of what can be seen is just "plains" textured, not filled out boxes. I renderd it in about 1 hour 10 minutes, whish i conider very good.

    I notised however that i will have to edit the horisontal trusses, they dont go up in the right height per arrayed peice, since i changed the size of them. il have to add or remove .5 meters from the array sequence, which is about a 2 minute job, yay. Then also i have to remove some other stuff before i make the public render(like the "SIX" text. Il probably render the walkway as a seperate lot for those who want to use it.

    The New terminal will however be Omni Acceptable, since its closed up and the light shouldnt leek through everywhere.

    BTW, there are some pics of the tower ingame in my AJ, link is in my sig for those who wants to see.


    EDIT:

    I made some changes, what version dose the public want? ive got two on the line, i corrected the errors on the trusses and should make a new render tonight, and a second tomorrow, then just comes modding and bla bla bla and all the other boring stuff like writing readmes and yada.

    The model is about 32k Polys, which i think is perfectly acceptable for something thats only 106m tall. the SWAP medium terminal was up above 350k, and still looked a lot crappier than this ^^

    Il probably render both Version A and B, maby even uppload them both to STEX. but i do want to know which version the folks of ST would want to se released first.

    namnlst3qa7.jpg

    Well, the main difference is the walkway, im thnking tis probably easier to only have one walkway for the public, as two kinda has to be more of a pre designated pattern for it to fit in.

    I Also corrected the Horisontal Trusses on the tower, they were off by .5m.

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  • Original Poster
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    I have a concern abput the sea of lights at airports.  I can fix this by making a new Runway & Taxiway set, modelled in BAT so that the nightlights work properly unlike Voltaire's faileed attempt.

    P.S. Xiziz I go Version A.

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    Pilotdaryl: I dont want this to sound like a personal attack or flame on you, I just think that you might want to tone some of your comments down a bit.

    I was in anouther thread recently that also delt with Airports and such...where you premuturly discounted the project as dead...then you proceed to spam this project is being the best...such and such.

    and now you discount anouther project. I am glad that you are proud of the project you have going here....excitement and passion for something is a very positive trait. But when you berate or belittle others efforts you not only come of as a bit *****y, but you also dont make to many friends in the process. 

    No I am glad that Xiziz is a part of the team..a fellow MOS member...I have watched his updates over at our forums. I look forward to seeing what you guys come up with...and hopefully you do a great job and add some great stuff to the game. But I hope that you also learn a bit of restraint and tact when dealing with other groups aimed at the same subject area......there is plenty of space on my HD to accomidate many airport teams creations.....so each has their own way of inhancing the game...Please continue you work in improving the game....but also remember to do it with respect for the other Bat'ers and Lot-makers that are also working on airport sets....veriaty is the spice of life after all  4.gif


    Your freedom is the most expensive thing you have, even if you arn't the one that paid for it... Use it well.

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  • Original Poster
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    Hahaha... Sorry, I did it again.  I always go "overdo it."

    However, I am actually having a few problems with it.  It may be put on hold.  This pack is not designed to compete, only to remove the sea of lights.  It WILL be compatible with Voltaire's pack, though, as I don't plan on making gates and all the nice stuff.

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    Daryl, a few things to say, and il take them in order of importance:

    As BourneID already noted(and i am on his side here), you are a bit vulgar when chosing how to tell people things, and clanking down on fellow members is heavly frownd upon(ive been around quite some time and there have been quite a few that have been more or less ignored by the entire website for this kind of activity), so just before you post something, please read it through and think if you would be happy to recive the message.

    now with that out of the way, About working on the lights at airports, that surly isnt the most important thing we shoudl think about, and batting yet another runway set would be, well a waste of talent, since we already have Volitare's amazing pack, that still is in the working. But we still dont have any real maintanance areas or airport security etc. id say its better to fill in the gaps than widing an already wide enough area. Though i belive there probably is some whay by modding that one could fix the lights, ie, its probably more worth checking that option before batting a complete runway set.

    Bourneid, the reason for me joining up was so that instead of compeeting with everyone we could work together, exchange peices of our models and most importantly, get good feedback, not just the ordinary "looking good, keep it up" feedback, even though i like that very much, it isnt very helpful(other than giving a huge boost to morale(in lack of a better word), which is very important aswell) but to get some constructive critisism about what looks right/wrong, sugestions and even texture exchanging.

    Im still kind awating the team to really start cooperating and posting updates every so often about how their work is going and such(much like i have done the last few weeks).

    As for conserning Airports, its basicly a long story, but the most important names concerning them would be the following, this is the people who have done a great deal of improvment to the packs.

    Joerg: Beeing the Brainchild and the original author of what became SWAP, this back in 2003, before tha BAT even was released.

    Thallasicus: For vastly improving and completly restructurising the pack.

    Me, for getting batters to turn to airports(because my work basicly wasnt the nicest, but it did get batters batting airports in huge numbers, even if most seem to not have been finished)

    A Whole lot of on the side modders like Swamper77, that fixed the dreaded Swap bug of 05.

    Volitare: For completly remaking the runways and taxiways bringing a huge step in realism into the game

    ACE: For actually releasing good loking and working modular pack

    As of yet, The Airport Team hasnt done anything really spectacular nor great. but if we did focus on the parts of airport which severly lack and fill in those gaps, we could be the next name on that list. This is things like Hangars, Maintanance Halls, Airport Security, Walkways for connecting parking garages and the likes to terminals, Parking garages, and what people crave the most, Terminals, more variaty, since most older airports do have a couple of terminals, and most likley there also vastly different from eachother in design.

    Also, one thing that might not be thought of to much. new Airplanes, like the Saab2000, TU-154, Concorde, maby even some consept aircraft like the B787 and the A350.

    Well, that was leangthy, and during the day i more or less desided that id release both versions of the tower, in two seperate downloads so people can chose their variation, and with time and intresst maby even make my version(v101DWW) accsessible to the people(with a few modifications and corrections already included in both public ver's), but for now it will be "v100A" and "v100B" that will hit the STEX.

    Now im going to take a nap, since this day really isnt going my way. Its gone way past beeing just hell, and on top of that ruch hour is coming back to town since people are coming back from their vacations now :/(Yes, it more or less completly dissapears during the summer months here, but we still get ques since they use this time to repair and do mainatancnce on the roadnetwork)

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  • Original Poster
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    But if we mod them, the lights on top of buildings will stop flashing, because they use the same lights.  Also the blinking lights on the wingtips of the plane automata (during takeoff and landing) will stop blinking.  Due to these things, I have to make a new set, otherwise other buildings in SC4 will be affected.  I can BAT individual lights, but I want to add variety.  E.g. I will make two types of taxiways.  The set will also increase customization, for example it will allow placing taxiway-runway intersections over TDZs and aim-points.  I can even send Voltaire my lights anyway, with custom LODs and invisible parts so it actually works.  I'll even prepare it for him so that he can place the lights not individually, but in curve pieces, in straight pieces, and in other types of pieces.

    P.S. the Concorde is no longer in service.  However, I would lie to see airplanes like that on the STEX.  Creator's GMAX files can be converted into automata, but more likely once fukuda's mod is ready.  Maybe the NLA from Boeing, the 2707, Sonic Cruiser, and all kinds of other cancelled airplanes.

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    Originally posted by: pilotdaryl

    But if we mod them, the lights on top of buildings will stop flashing, because they use the same lights.  Also the blinking lights on the wingtips of the plane automata (during takeoff and landing) will stop blinking.  Due to these things, I have to make a new set, otherwise other buildings in SC4 will be affected.  I can BAT individual lights, but I want to add variety.  E.g. I will make two types of taxiways.  The set will also increase customization, for example it will allow placing taxiway-runway intersections over TDZs and aim-points.  I can even send Voltaire my lights anyway, with custom LODs and invisible parts so it actually works.  I'll even prepare it for him so that he can place the lights not individually, but in curve pieces, in straight pieces, and in other types of pieces.quote>

    Are you sure we cant duplicate the lights then? make a couple of new ones so that the ones we change dosnt replace the ones allredy ingame? I Mean, if Fukuda is able to make it so that the automata for the hardest things to mod can allow more planes, it is surly possible to make more copies of something as simple as a light animation.

    Originally posted by: pilotdaryl

    P.S. the Concorde is no longer in service.  The A350 was cancelled.  However, I would lie to see airplanes like that on the STEX.  Creator's GMAX files can be converted into automata, but more likely once fukuda's mod is ready.quote>

    I do know this about teh concorde, i remeber the paris crash quite well actually, ehich is partly why i would want to see it ingame, to se one of the most magnificent passenger aircraft in the world back in service, even if its only in a game.

    I didnt know that the 350 was cancelled though, and i just checked it on it a few days ago and then it was still live, or atleast no mention of a cancelld project. Though its still a cool concept and i could se it standing at the gates of SIX.

    I Mean, Sc4 is a game, and as such, it should be perfectly okay to use planes that never were or have been taken out of service. We could allways use the TU- 144 otherwise, which was a even more magnificent aircraft, sadly it never got any good publicity in the west because of a prototype aircraft crash in west germany and it fact that it was manufactured and developed by Tuplev, an at the time Soviet Company. They made quite a few really cool aircraft actually ^^

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  • Original Poster
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    Oopsies--- A350 wasn't cancelled.

    So duplicating the lights?  Might be good, but what about regular elevated fixtures?  The only elevated fixtures we've seen in SC4 airports were the approach lights.

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    Originally posted by: pilotdaryl Oopsies--- A350 wasn't cancelled.

    So duplicating the lights?  Might be good, but what about regular elevated fixtures?  The only elevated fixtures we've seen in SC4 airports were the approach lights.quote>

    Well, i guess you could do them but chances are that Volitare will get to them sooner or later aswel. but adding a few lights is different from batting a completely new runway set 2.gif a light isnt even close to as time consuming.

    And where else than approachlights are there elevated kught fixtures(well, except for the huge light towers)

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  • Original Poster
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    Made a mistake.  The lights are actually different, though look the same.  e.g. Airport blue lights use Blue_Blinking_Light_Slow while the small police station uses Blue_Blinking_Light_Fast.

    This is the pilot confirming code green for modding.

    Almost good... the Large police station uses the same as airports.  However, I can mod it so that it is replaced by the one used by the others.

    Nuts... Mistake... Oh, darn!!!

    Can't get it right.  I'm gonna have to hand the modding to somebody else.  Probably youm Xiziz.

    For now, I will be working on a new hangar that will fit two RJ-85s.

    EDIT:

    hangarpreview01kj9.png

    Like it?

    The yellow lines are overhanging, and will connect with RMIP-2 apron lanes.

    If you have a suggestion, tell me what it is, because I need them (Still doesn't look good).

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    Conserning my prevous post...and your responce pilotdaryl, I would just like to say thank you.

    Many folks when confrunted with a post such as the one I made, would have shouted "screw you Bourne" 4.gif but you took it as the constructive critism that it was intended to be. In my book you earned yourself some good points. 


    Your freedom is the most expensive thing you have, even if you arn't the one that paid for it... Use it well.

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    Daryl: The Hangars as i guess they are look good, the walls seem to be in need of a UVW-Map, or some touching up on it, since the texture seems streached out on the walls. Also, you might want to try darkening the textures about 10%(in Photoshop or such, i could do this for you if you post the textures in this here thread), since ac4 brightens them up quite a lot, and i think they would probably render to bright even for beeing light textures.

    Then i assume your adding some more details like roofjunk and gutters etc. As for ventilation i think it would look better with large fans, as this is a large facility, rather than ordinary ACU's.

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  • Original Poster
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    Thanks, Bourneid.  I say, you've been wandering around this thread a lot.  I wonder, do you wanna join?

    Xiziz: The walls already are UVW-Mapped.  I don't know about darkening the walls (since I don't have Photoshop) but I may replace it with an older looking texture.

    I will be adding some roofjunk.  It isn't that much completed yet, anyway.

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    Originally posted by: pilotdaryl Thanks, Bourneid.  I say, you've been wandering around this thread a lot.  I wonder, do you wanna join?

    Xiziz: The walls already are UVW-Mapped.  I don't know about darkening the walls (since I don't have Photoshop) but I may replace it with an older looking texture.

    I will be adding some roofjunk.  It isn't that much completed yet, anyway.quote>

    Ah, no problem, you dont need photoshop, just uppload the images to Imageshack and link them to me in this thread and i will fix them up for you ^^

    The texture looks nice, its just to bright, and its streached on the walls, there it just needs to be more proportional on the UVW map, try playing with the numbers in its setting ^^

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  • Original Poster
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    Note to Xiziz: I would rather replace the texture, it still won't look good darkened.  Maybe darker, weathered asphalt will do for the walls.  The roof needs remaking too...

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    okay, i got a texture you could try out for the roof:

    squaremaxisasphaltroof1ed3.jpg

    its a texture i made out of a similar maxis one, but the maxis one had rectagles. you should fit it so that the squares are 1x1m each in gmax, basicly take the width/3 and the length/3 on the uvw map and it should tile properly.

    Its a a prettey realistic tarmactile roof texture, and is used on flat roofes like the one you have in reality.

    here are some concrete textures aswell:

    purp5tk7.jpg

    make sure the grass is on the lower side(towards the ground) if you use this, also make sure it only tiles once in the height otherwise there will be grass halfway up the building aswell.

    concrete045sm0.jpg

    And a nondescript concrete texture thats a bit darker than the one your using.

    try them out and se if you like any of them, ive got hudreds of more i could post 4.gif

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  • Original Poster
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    Thanks, Xiziz, but I've got automata fever!  I'm working on the A340!

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    I wopuld..but unfortionally....I am talentless when it comes the the Bat....as for the LE.....my sims inform me of their displesure at my lot'ing skills by repeatedly burning down my lots......even the fire house I made 4.gif

    But as I said in my post.....or tried to.....I think that varity is a benificial thing....by having several groups or folks working on airport related things, each bringing their own take, style wise....that creates more options for us builders and for me...options for my journal....so yes I have been watching this....and look forward to seeing what you'all bring about 4.gif


    Your freedom is the most expensive thing you have, even if you arn't the one that paid for it... Use it well.

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  • Original Poster
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    NO, new models for automata is WAY too hard (when taken from MS Flight Sim downloads), as the fuselage isn't round (rather a hexagon), creating a BIG problem in the texturing process.

    I'm gonna have to declare that new plane models are off-limit.

    Hahaha!  It's because the one I downloaded was an FS98 (old version) so it was my mistake.  I'll search for newer downloads.

    Still, I don't think we should push too far.  I'll stay with props and re-skinning.  Automata experts can do new models.

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    If you need FS2004 textures, go to www.surclaro.com - The site have everyfing for flight simulator 2004.

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    I've fixed the hangar with new textures, one of them being Xiziz's, and added roofjunk:

    hangarpreviewday02ux8.jpg

    Night view:

    hangarpreviewnight02vm5.jpg

    What's left to do:

    • Add more nightlights and brighten them
    • Fix textures
    • Add more details and roofjunk
    • Custom LODS
    • Export, lot, modd

    That's it!  I cancel this hangar!  Iht gto an error and now it wnot' onep!  AAARRRGGGGHHHHEDSIIJ jgiosprwe;gdg;ose;srlheauoujAP)Wiorrmtope5;ym ;anespiw~!!!

    LOL, I didn't think of this:  THE MERGE FUNCTION!!!  Ha, I am so stupid!!!  Anyways, the problem is I have to redo the nightlights.

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    I could not do anything with the hangar.

    However, I made this new post for a reason.

    I have made a discovery with the game's bizjet (Rockwell Sabreliner 40).

    It was just like what Voltaire discovered with the MidProp.  The bizjet is totally unrealistic.  The nose section was especially bad.  However, I got up and fixed it:

    ulairsabreliner65lo2.jpg

    As well as fixing the plane, I upgraded it to a Sabreliner 65.

    The plane above is in UL Air 1986-1994 "Striped" Livery.

    The plane will be released with the Oceanic 707.

    Note:  If you'd like to create a new bizjet skin, PM me as there were problems with modding this and I ended up modding it strangely.  Just so you know.

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