Jump to content
Sign In to follow this  
starrdarcy

*restructuring* Condos and Surprises!

203 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Wow-I was thinking of doing this, when I came to this thread and saw you figured it out-great work!  Once released, perfect for my CJ Manchester.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    In-Game Testing and Placing

    If there is one aspect of the whole BAT process i have failed to do, it was the ingame testing. It is actually only in the last few days that i started to playa around in SC4 and see how my buildings looked like, and how the compared to the ingame condos. What i found was both good and bad.

    first off, what stood out to be the biggest problem was tehat the amount of inside detail was not to par, and the glass on my condos seemed to be a little washed out and unclear. What also stood out was the older buildings complete lack of transparency. That can of course be fixed easily. Another troubling observation, was that my height for the floors, STILL is not as much as maxis buildings. Just how tall are my floors? an amazing 4.5 meters! the maxis ones must be 5.5 or even higher! So it looks like i will be making more moddifications to my dimensions... again.

    The positive news is that the actual building modeling is up to par with maxis building, and the actuall dimensions of the overall footprint of the building is almost even. I also noticed that with a few texture moddifications, these buildings will look more blended and can fit in with the other maxis buildings.

    Here is a picture of the condos in action...

    verdict1b.jpg

    So after testing these buildings somewhat, and taking a comparison of my buildings and the Maxis ones, i came up with these furture possible modifications to my future bats:

    1. Floor height raised from 4.5M to 5-6 Meters

    2. All future glass to be transparent and slightly less "bright"

    3. More detail for inside and outside areas (furniture, vegitation)

    4. Lighting to be installed in furture buildings.

    5. Query and Lot info be finalized.

    Other ideas will come up as i do further testing. Now, i'm not really an expert when it comes to textureing - i thought i was, till this test... so i would like to make request to the community:

    Can someone teach me how to do proper textureing? or at least a few ideas?

    Thanks again to the people who are testing my lots, and also to the people who comment on my below average creations 8.gif

    -starrdarcy

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    In-Game Testing and Placing

    If there is one aspect of the whole BAT process i have failed to do, it was the ingame testing. It is actually only in the last few days that i started to playa around in SC4 and see how my buildings looked like, and how the compared to the ingame condos. What i found was both good and bad.

    first off, what stood out to be the biggest problem was tehat the amount of inside detail was not to par, and the glass on my condos seemed to be a little washed out and unclear. What also stood out was the older buildings complete lack of transparency. That can of course be fixed easily. Another troubling observation, was that my height for the floors, STILL is not as much as maxis buildings. Just how tall are my floors? an amazing 4.5 meters! the maxis ones must be 5.5 or even higher! So it looks like i will be making more moddifications to my dimensions... again.

    The positive news is that the actual building modeling is up to par with maxis building, and the actuall dimensions of the overall footprint of the building is almost even. I also noticed that with a few texture moddifications, these buildings will look more blended and can fit in with the other maxis buildings.

    Here is a picture of the condos in action...

    verdict1b.jpg

    So after testing these buildings somewhat, and taking a comparison of my buildings and the Maxis ones, i came up with these furture possible modifications to my future bats:

    1. Floor height raised from 4.5M to 5-6 Meters

    2. All future glass to be transparent and slightly less "bright"

    3. More detail for inside and outside areas (furniture, vegitation)

    4. Lighting to be installed in furture buildings.

    5. Query and Lot info be finalized.

    Other ideas will come up as i do further testing. Now, i'm not really an expert when it comes to textureing - i thought i was, till this test... so i would like to make request to the community:

    Can someone teach me how to do proper textureing? or at least a few ideas?

    Thanks again to the people who are testing my lots, and also to the people who comment on my below average creations 8.gif

    -starrdarcy

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Not bad so far....I must say with a few good changes like you said in your post these could be on par or even better then the maxis apartment/condos!

    Also about those mini freeway/double decker single models...I was wondering...Even if those will be eye candy....couldn't it be possible to make it where it is modded to become a freeway with auto traffic to a single freeway/double decker with a one way auto travel and a subway under it so the other one way traffic could travel below the double decker single....I know it is possible to run subways under roads and even highways...all that is needed is a good modder and a transition bat or whatever would be needed...sorry...in the area of modding I'm not that smart,but I know this might be able to work...

    If it can't work out or if there isn't a modder then maybe you could release them as eye candy....

    Great job on the condos/plaza/pools/double decker single freeway and everything else!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Not bad so far....I must say with a few good changes like you said in your post these could be on par or even better then the maxis apartment/condos!

    Also about those mini freeway/double decker single models...I was wondering...Even if those will be eye candy....couldn't it be possible to make it where it is modded to become a freeway with auto traffic to a single freeway/double decker with a one way auto travel and a subway under it so the other one way traffic could travel below the double decker single....I know it is possible to run subways under roads and even highways...all that is needed is a good modder and a transition bat or whatever would be needed...sorry...in the area of modding I'm not that smart,but I know this might be able to work...

    If it can't work out or if there isn't a modder then maybe you could release them as eye candy....

    Great job on the condos/plaza/pools/double decker single freeway and everything else!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    W6.gifW, Nice highway, is it usable in-game yet? But it's not untill you thing about the big picture that you will get overwhelmed. T-intersections, Cloverleaves, ramps etc. but keep up the work, BTW, how many tiles do the curves occupy?

    Edit: you've got to upload some of this (or at least do public BETA's on it).

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    W6.gifW, Nice highway, is it usable in-game yet? But it's not untill you thing about the big picture that you will get overwhelmed. T-intersections, Cloverleaves, ramps etc. but keep up the work, BTW, how many tiles do the curves occupy?

    Edit: you've got to upload some of this (or at least do public BETA's on it).

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The condos and the highway are truly some impressive work. It surprises me how well you've managed to recreate the condo environment that has been springing up in Calgary, Seattle, and other North American cities. It appears thw work you've applied to this project is paying off, and I hope you continue to improve upon your work so that the quality is as good as the design/concepts. Bravo!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The condos and the highway are truly some impressive work. It surprises me how well you've managed to recreate the condo environment that has been springing up in Calgary, Seattle, and other North American cities. It appears thw work you've applied to this project is paying off, and I hope you continue to improve upon your work so that the quality is as good as the design/concepts. Bravo!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Well, that looks good. I think floor hieght is ok....

    For the testing, I think all you have to do is get em to grow. Test a landmark version if you want to. Just plop it down and see if it looks good, no missing props, details, ect. Make them grow in one or 2 different situations. See how often they come up compared to Maxis. If too many times, increase occupants. If too little, decrease. Sometimes, just screw around. Adujst desirabillity. BTW, I recommend the plop version should have mid or low wealth CS jobs.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Well, that looks good. I think floor hieght is ok....

    For the testing, I think all you have to do is get em to grow. Test a landmark version if you want to. Just plop it down and see if it looks good, no missing props, details, ect. Make them grow in one or 2 different situations. See how often they come up compared to Maxis. If too many times, increase occupants. If too little, decrease. Sometimes, just screw around. Adujst desirabillity. BTW, I recommend the plop version should have mid or low wealth CS jobs.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    When will the Eyecandy Double-Decker-Freeway be released?

    And I hope i'm not sounding like that annoying telephone thingy that repeats itself, but can you put more space between the middle and top decks?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Don't increase the floor hieght...my floor hieght is 4m always (except for foundations and lobbys usually 5m). One thing about your windows is that they are very large and some appear to be floor to floor length...my buildings typically (hk ones) do not have such big windows until you get to the penthouse, however one neat trick for large windows is to make a neat window frame for it and place it behind the window....make the window transparent...the frame behind the window will give it the big fancy floor to floor look but will still have the frames and struts of real windows. To me this adds realism and that 'glassy' look to your buildings.

    I think your textureing is fine...if you want it to look less like plastic and more like an actual material try taking a very rough white/grey conrete texture and slapping your colorful textures over it and play with photoshop's burn or multiply or color to get the look right. Its important that only the noise and roughness from the concrete texture shows not any actual color from it.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Please, when is a double decker highway beta gonna come out??????????????????????? I gotta get this one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Huzzah! It look's fantastic, also what it looks like is the massive amount of residential apartments going up by the Thames in London. I have something for you, This is the texture that SG used in his canals, I think it would provide nice compatibility, but you're the genius so it's up to you...

    PEG.jpg

    I think you need to darken your textures a little, this canal one does not need to be darkened however...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Haha dude i love sketchup. It just makes me angry cause i can never finish anything. I have literally dozens of un finished models that i just get bored on and move on to something else. But I think its cool that you're help getting sketcup into the front lines of simtropllis "batting"

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Haha dude i love sketchup. It just makes me angry cause i can never finish anything. I have literally dozens of un finished models that i just get bored on and move on to something else. But I think its cool that you're help getting sketcup into the front lines of simtropllis "batting"quote>

    I have sketchup but it just sits on my computer

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    that fake 'Thin' double decker freeway is so awesome

    though even if doing it for real isnt possible, the top could be one way road(the bottom would not function but you couldnt see the cars anyways so it doesnt matter. the side that goes under should the be the right lane(assuming RHD) and the left lane would fork, an eye candy part going on the bottom deck and a functioning ramp that ends in a one way.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Updates and News

    Well i have been working very hard and long on the ongoing "new-Urbanism & Back-Alley" project as usuall. However, after the tests of the buildings recently, i am going back to the drawing board and reworking the textures for my buildings. For this reason, the latest Condo Set named "Icon Towers, and other un-anounced projects are going to be delayed until i work out some troublign textureing issues. However, these projects will be back up and running by the end of next week if all goes well.

    In other updates; i have almost finished all the modeling and texture work on the latest Canal project now called "SDCanals Dirt" and "SDCanals SeaSide". Both of these canals sets will be my first uploads on STEX. Here are the preview pictures:

    This is the "dirt" set, the final depth is yet to be finalized. This set could be used for irrigation districts and rural areas.

    sdrelease1.jpg

    This is the "seaside" set, this could be used for Downtown seaside districts and residential canals. Again, final depth is yet to be finalized.

    sdrelease2.jpg

    I am also proud to announce that with the future release of the "new-Urbanism & Back-Alley" project, there will also be a set of new road textures for both the originals and transit enabled lots. This set will cover the roads and streets only, and well also have a set of "skinny" one way roads for cramped urban areas. I have been experimenting with trees and non treed roads. Here are some preview pictures:

    All of the new textures are new and fresh, from scratch. The roads only have one line and the end piece/corner have been altered to better fit urban areas.

    sdrelease5.jpg

    This set is slightly darker in shade from the current set, and also includes new paint for the pedestrian and stop section. There is also a set of textures for cities using back-alley system, these lots will be transit enabled only.

    sdrelease6.jpg

    Here is the same area with some buildings and trees. The skinny roads are ideal for one way alleys or shopping districts:

    sdrelease7.jpg

    Here is the same set with alot of trees.

    sdrelease3.jpg

    sdrelease4.jpg

    Project Overview

    People will wonder what is actually in the "new-Urbanism & Back-Alley" project, and how it will be updated. Later today, will show the project overview and timetable.

    Answer questions:

    I'll try to answer everyone questions now!

    screamingman12: Yes, dealin with all the connections and different aspects of this new addition would require a big amount of heavy modding to enable. A public release or beta seams like a good idea, however, the lots would number well over 60.

    SC4Noobie: Currently, how i test out my lots is make the building a prop and place it on a empty park lot. Of course the lot is "dumb" and cannot grow... i would make it a growable, however, i do not know how make the lot growable. Also, currently, you have to use pro version of SKP to exort to GMAx, however, i'm sure now that google owns it, somethign can be worked out.

    I am also making plans to create the first SKP club opr group for ST, this group would be for users who have the program and use it for BAT creations. I will announce  soon.

    JDRCRASH, JCarter: Not for at least 2 weeks: i have to get the moddeling and texturing finalized and also mod the lots to make sure things like UI and Query info is in place (i could use some help).

    toxicpiano: Thanks for the suggestion, i will consider using this texture, who's is it originally?

    hamsterTK: It would requre heavy modding, one person suggested that the lot could use another transit type to enable the top layer.

    bixel: I sort of get what you mean. So make a regular fram, then make another fram with transparency? I also tried the noise andcame up with very promising results, i also have decided to darken almost all of my glass textures.

    Cjah: Good idea, it's highly unlikly that the lot actually function as a dual layered highway. So it would probably have to have another transit type to enable it.

    mightygoose: Since 2 years ago! SKP exports the file via 3DS. A special 3Ds importer is used to keep texture mapping and uniots intact.

    VDub4Life: all of the lots and textures in that picture are in my version of sc4, the colored and grey lots are used mainly for planning and layout.

    Thanks for the Comments!

    -starrdarcy

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Woah! They looks really good!! How will the allys work?? Will they be transit enabled?? Sorry if you have already said

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think it was Peg's originally, but he gave it to SG and then SG put it on his thread, because people were asking for it.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    It's looking good. I suggest that you have trees on the road. I also suggest that the number of trees are reduced. Try 1 or 2 trees on each side of a tile. Is the road texture going to replace the old one? Good work.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Wow, these look really good! Except there are definitely too may trees along the roads. It looks too much like a hedge, and not enough like individual trees. Keep up the good work!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: starrdarcy Updates and News

    Well i have been working very hard and long on the ongoing "new-Urbanism & Back-Alley" project as usuall. However, after the tests of the buildings recently, i am going back to the drawing board and reworking the textures for my buildings. For this reason, the latest Condo Set named "Icon Towers, and other un-anounced projects are going to be delayed until i work out some troublign textureing issues. However, these projects will be back up and running by the end of next week if all goes well.

    In other updates; i have almost finished all the modeling and texture work on the latest Canal project now called "SDCanals Dirt" and "SDCanals SeaSide". Both of these canals sets will be my first uploads on STEX. Here are the preview pictures:

    This is the "dirt" set, the final depth is yet to be finalized. This set could be used for irrigation districts and rural areas.

    sdrelease1.jpg

    This is the "seaside" set, this could be used for Downtown seaside districts and residential canals. Again, final depth is yet to be finalized.

    sdrelease2.jpg

    I am also proud to announce that with the future release of the "new-Urbanism & Back-Alley" project, there will also be a set of new road textures for both the originals and transit enabled lots. This set will cover the roads and streets only, and well also have a set of "skinny" one way roads for cramped urban areas. I have been experimenting with trees and non treed roads. Here are some preview pictures:

    All of the new textures are new and fresh, from scratch. The roads only have one line and the end piece/corner have been altered to better fit urban areas.

    sdrelease5.jpg

    This set is slightly darker in shade from the current set, and also includes new paint for the pedestrian and stop section. There is also a set of textures for cities using back-alley system, these lots will be transit enabled only.

    sdrelease6.jpg

    Here is the same area with some buildings and trees. The skinny roads are ideal for one way alleys or shopping districts:

    sdrelease7.jpg

    Here is the same set with alot of trees.

    sdrelease3.jpg

    sdrelease4.jpg

    Project Overview

    People will wonder what is actually in the "new-Urbanism & Back-Alley" project, and how it will be updated. Later today, will show the project overview and timetable.

    Answer questions:

    I'll try to answer everyone questions now!

    screamingman12: Yes, dealin with all the connections and different aspects of this new addition would require a big amount of heavy modding to enable. A public release or beta seams like a good idea, however, the lots would number well over 60.

    SC4Noobie: Currently, how i test out my lots is make the building a prop and place it on a empty park lot. Of course the lot is "dumb" and cannot grow... i would make it a growable, however, i do not know how make the lot growable. Also, currently, you have to use pro version of SKP to exort to GMAx, however, i'm sure now that google owns it, somethign can be worked out.

    I am also making plans to create the first SKP club opr group for ST, this group would be for users who have the program and use it for BAT creations. I will announce  soon.

    JDRCRASH, JCarter: Not for at least 2 weeks: i have to get the moddeling and texturing finalized and also mod the lots to make sure things like UI and Query info is in place (i could use some help).

    toxicpiano: Thanks for the suggestion, i will consider using this texture, who's is it originally?

    hamsterTK: It would requre heavy modding, one person suggested that the lot could use another transit type to enable the top layer.

    bixel: I sort of get what you mean. So make a regular fram, then make another fram with transparency? I also tried the noise andcame up with very promising results, i also have decided to darken almost all of my glass textures.

    Cjah: Good idea, it's highly unlikly that the lot actually function as a dual layered highway. So it would probably have to have another transit type to enable it.

    mightygoose: Since 2 years ago! SKP exports the file via 3DS. A special 3Ds importer is used to keep texture mapping and uniots intact.

    VDub4Life: all of the lots and textures in that picture are in my version of sc4, the colored and grey lots are used mainly for planning and layout.

    Thanks for the Comments!

    -starrdarcyquote>

    Simply astounding work!  Keep it up!

    *goes back into lurking*


    SC4, Forevermore!

    Currently preoccupied with architecture school...lurking with caution.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    YESS!!!  O've been looking for these urban streeets for manchester---they're great!  I wonder if you've cutstom pathed them?

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections