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AndisArt

simmars-forum-threads BAT Workshop

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What Type does MHD Power plant is hi _tech or Low_tech !!!

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Originally posted by: renemone
sorry about that but since i register to the smex view sm content and download
one of his content to have better use to my simmars with remake of sc2000 stuff
i lost the address of the link to the smex and i am not sure if i can use the smex.
sorry about that.

more bats coming soon.quote>

The SMEX is at simmarsdevex.net63.net.

Originally posted by: Ledah2445
What Type does MHD Power plant is hi _tech or Low_tech !!!quote>

The MHD power plant sounds high-tech if you ask me.
Low-tech would be like a coal power plant. (It's so low-tech it wouldn't make sense to use on Mars. Oxygen is a precious resource on Mars-you need it to breathe! Why would they waste it on creating filth by burning coal?)

High-tech stuff is very complicated, and takes much thorough research to discover. Even rocket scientists struggle to do it. But low-tech stuff is very simple, and any random low-IQ bum can do it himself.

Here's a tiny MartianOne: [2x3. Sorry about the headlights, that was weird!]
moqgsmall.jpg

For the tiny store there are sizes 2x2, 2x3, 3x2, and 3x4. I've uploaded these on the SMEX. This is rendered on Medium quality, and I'm sure I can probably render it on High sometime if it isn't good enough, probably would take only 30 minutes or so.

To install this building, unzip the ZIP file in your Plugins folder, and DO NOT create a directory for this with the other CS$$$ stores. I already did that.
Note: Since there aren't many CS$$$ buildings, try not to be shocked when you see a whole city block consisting of these tiny boutiques.

My building size corrections. 43.gif
The medium store and office are on 5x4, 6x3, and 6x4 lots. The other sizes were way too big, and you'd rarely see the fashion shop in your colony.

-BD

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Bdswim, although you have those offices and that market. Could you make the market like 50 stories high or so? I use like so many mods to help my SimMars cities to be successful. My resdential areas are having my BAT popping like weeds! And my Commerical sectors is having so much of those "Eartha Kit" buildings and those C$$$ low rises. Anyways, can you please render / edit my BATs on the SMEX since I really don't have time to render buildings and I'm not that good of a BATer when it comes to curved walls.

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Here's my first R BAT: Alpha Condos.

I've actually finished this about a week ago, but because I did not have any colonies since my HD crash and wipeout, I've been building up a colony to support high density to try to get a snapshot of it, but it's almost IMPOSSIBLE to get the condos.

alpha%20condos.JPG

Link to file:

http://www.box.net/shared/bk8ebua25h

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more bats coming up

Hobus_Tower co$$

Rene_Mars_Hobus_Tower.jpg

Opikus_Tower co$$$

Rene_Mars_Opikus_Tower.jpg

Pargi-Nahkhiir_Tower co$$$

Rene_Mars_Pargi-Nahkhiir_Tower.jpg

Shang_Tower co$$$

Rene_Mars_Shang_Tower.jpg

PazuzuroL1_L2_L3_Tower co$$

Rene_Mars_PazuzuroL3_Tower.jpg

Nirkus_Tower co$$$

all bats are rendered on low

quality because i am unable to render high quality due to alots of minutes to render

i try to use the smex upload some bats due to crash on LE.

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Nice one, Shoji. Glad to see you stepping up to BAT.

Put those gmax files up and I'll shoot them for you on High, Rene. We get no nightlights in game if the model is shot on low or medium. These are some nice models; they wont take me long.


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No I; no you; no 'why'.

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Oh yeah, the Alpha Condos are shot on medium quality. The BAT freezes the computer if I try loading in high.

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Rene - your last file wont unzip for me.

Shoji, want me to reshoot your Alpha Condos?


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Well from my SimMars Insurance building. I cloned more floors to fit with the dense city scapes.

SM1.jpg

Well any suggestions are helpful. Please post them here.

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    I dont think it's the medium render quality with the nitelites.  I often render in medium because the quality difference to high is not that visible but the render time is much faster. there must be another reason for the nightlights not working.

    Evillions:  I think it still resembles Sands Insurrance too much. how bout mirroring the whole thing and have two opposing parts, like horns kinda (or a building with hole)? or, add some mroe to the lower part, that's where you can see Sands.. 2.gif

    great progress has been going on here! I'm excited to see so many wonderful new creations! 9.gif

    I've been going through loadsa files over the weekend and will have an update tomorrow.

    Rene, the link with BATs you reposted for me a while ago on a previous page, are these final BATs? I looked through a few of them and they were draft rendered and all had no nite lights/windows. I'm a bit lost with all the files that were uploaded and who is working on what. Is Tim or someone else working on your files and if so on which ones?

    Since there is a lot of work being done and hence a lot of files created I put together a few guidelines that will make it easier and faster to implement BATs into the mod:

    - all BATs should have nitelites/-windows and be rendered in at least medium/high quality

    - all final BATs/Lots should be uploaded to the SMEX (if file larger than 2MB, please upload a link on SMEX). All implemented new creations are posted in the Overall Progress thread.

    For creating lots:

    - Beta 2 should NOT be in your plugins folders when creating new .desc files with Plugin Manager. The Beta 2  mods (like Maxis Blockers) are messing this up. Best is to have only the SimMars textures and props in the plugins folder when creating new content

    - for setting the values of the lot (i.e. jobs, pollution value + radii, power+ water consumption) take MAXIS building values as guideline (those can be viewed using the SC4Tool, download here:  http://kurier.simcityplaza.de/details.php?file=315 )

    - pollution values can be set a bit lower than in MAXIS BATs because in the future technology and life will be more efficient, same for power and water consumption.

    - Industry jobs should be significantly higher than MAXIS (double or more) to reduce space needed for industry areas.

    - be aware of the settings of "Max slope before lot foundation". for large lots it's best to set it to 0

    - for growing BATs please put the correct name in the name field of the .desc Exemplar. (this name will appear ingame)

    - if using base or overlay textures that are NOT part of the set in Beta 2 you have to include the texture in the upload (as seperate file please), otherwise the textures will show as missing

    - always use the SimMars naming format for all your creations (i.e. "SM_CO$$2_2x3_SandsInsurrance",see Bat+Lot Guideline thread for more info)

    - if possible make several lots of the same BAT with different sizes to help variety

    I added the above points into the Bat+Lot Guideline thread, please let me know if there are any other points you can think of.


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    If you are rendering a building with just night textures, you need to create a night light (a light with a name such as niteliteOmni01), and set either the colour to Black or the multiplier to 0. Works for me.

    -BD

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    andisart, due to alots of minute of render, i give you my gmax contents because

    wen i try to render in high quality it take alots of minute to render

     due to poor status of my pc.

    if you try to render in high quality i am glad to do it.

    tim is working with my taller bats because he can render in high quality

    due to poor status of my pc.

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    I've finished a microwave power plant. If you're wondering about the dish, think back to SC3k. Don't worry about the sticks beside the road.

    microwave%20array.JPG

    I've got another screenshot...

    microwave%20array2.JPG

    The plant really dwarfs everything around it.34.gif

    http://www.box.net/shared/415ivbgntz

    Let me know what you think.

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    Wow, that's huge!
    Did you make this as a conditional building?

    -BD

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    thanks for the updates.

    hey Shoji, nice start with the microwave plant. It needs more detailing tho. also the texture needs to be better, try changing some parts of the dish to another texture and maybe get a more technical structured texture for the white instead of just plain. Also it would be good to add some technical little details like pipes/cables, connector units or stuff like that.

    ok, so here's my updated on files I went through and have implemented.

    if you can check the points I mentioned please, you might have just forgot, but I wanna make sure you are aware of them in general so the implementing of BATs can be quicker (otherwise I have to make the corrections and it takes time). Let me know if you need help with anything.

    Overall really wonderful things you created! And the sheer mass of it is exciting! hehe

    Tim:

    Burroughs Building (project Barsoom 21)

    - the item name in the exemplar of .desc was not set -> ingame name did not show properly

    - changed it to residential as I see it better fit there, I know you wont' mind 4.gif

    Renedius Foundation

    - Pollution values, water and power consumption set too high

    - since it is a landmark I added LM Effect and Mayor Rating Effect to the lot

    - should this lot exist as growable too?

    Schmeat

    - jobs were set to over 22.100 ...lol

    - I changed it to I-m instead of I-Ht since it is a manufacturing plant (arguable point), also has a dirty texture, I-Ht should appear clean

    - Pollution values, water and power consumption way too high (set over 1000)

    Younger Sister

    - what's the function of this CS BAT? From the name I cant tell. Can we call it something that reveals it function?

    - the lot did not grow in my cities until I corrected the wealth type in the exemplar of the .lot file

    ExhaustVent

    - I created a lot for this .model file and used it as industry lot

    crushedcar

    - I lotted your ommunication Post model, see pic in Overall Progress thread. Let me know if you like it

    Howard-Bynum Holography

    - it's modded as office, but the name to me rather suggests a service (CS), not sure. Shall we maybe either change it to CS or change the name to Office at the end?

    - I'd like to change wealth to $$ instead of $$$.  Nitelites are little and dont justify $$$ imo, all $$$ should look spectacular at nite. What you think?

    - overall really well modded, just the item name in the exemplar of .desc was not set -> ingame name did not show properly

    - also can you please add the growth stage in the file names if possible (i.e. SM_CS$$4 = Growth stage 4)

    bdswim

    MartianOne QG Designer

    - the number of $$$ jobs was set only to 2 (changed to 20)

    - the number of $ jobs was set to 250 (removed)

    - the growth stage in the the .lot file was set to 1, meaning the lot grows in starting cities (I set it to 3 to match size of BAT)

    - your BATs have gotten much better with the scale, hehe, this one is still a tad oversized, so get even more smaller 4.gif

    Shoji

    Alpha Condos & Community Garden

    - perfect modding! 9.gif

    - I created an ingame icon for the garden lot

    I created a lot with parts of HDORRIKERs nuclear plant, I thought we should use it as Fusion Plant, what you think?:

    fusionreactor.jpg

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    bdswim: Don't know how to, but should be when population, HT jobs and power demand reach a certain level.

    andisart: The textures aren't varied, because any wave type on the radiation spectrum ( 41.gif ) bounces off white color best. Also because the image is a .jpg file, I guess that it gives the illusion that the dish's noise is cause by formatting. But try loading it into your game. It has a so-called aluminum texture, downloaded off 3DXO (link in texture thread). It even is cracked (perhaps going a little too far?) And If you think the thing looks in need of detail, did you forget about what might be lurking at the back?

    Also produces 23,000Mw/H, and set to be a "hydrogen power plant".

    Back and dialog query screenshot

    As for the fusion reactor, it just doesn't.........look right for an unknown reason.

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    If you want, I can make it conditional. For the requirements I was thinking something along the lines of:

    • Plymouth Center (since it's like a Research place)
    • Hi-Tech Jobs: 25,000
    • Total Power Demand: 250,000 MWh

    I think the Microwave Power Plant off of SC3K might give you 100,000 MWh or something like that, just a thought. 2.gif
    And if you were going to add cables, pipes, etc. the back of the dish and the ground I think would be the best place to put them, because they might (maybe, depending on the angle of the waves and where they hit) deflect incoming waves.

    The fusion plant looks cool, except for some UVW issues with the tall red rig next to a tall smoke stack or whatever it is.

    I downloaded some stuff on the SMEX yesterday and I noticed some base textures were missing. Am I missing a texture pack?

    -BD

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    shoji, adding some smaller details around the main dish would reveal the dishs maassive prorportion and scale, puts it in right perspective.

    re: the white, it just looks a bit bland imo. you dont have to get rid of the white, just add some more details. again, to put it in right perspective. and make it look more realistic.

    not sure if the lot is unfinished, but it definitely needs more details too.

    bdswim, might just look on the screenshot like this, in any case, I only have the .model files not the .gmax files, so cant change it 15.gif

    Re: textures, I experience the same with some of tim's uploads.

    Tim, can you post the base and overlay textures you used for your lots that are not in Beta 2?

    Also, is it possible to re-render Protondia and Pluto Nash in a downscaled size? They are overscaled. I'd say maybe downsize 20% is needed

    I created a tutorial on adding the Item Name property to .desc files of growable lots in the BAT + Lot Guidelines thread.


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Most people will probably just assume that those are stripes that are supposed to be there.

    I was trying the Blowout disaster on some SimMars buildings, and I noticed that a few buildings blow up within 30 seconds after starting the blowout, and that was just clicking once. Most buildings should be able to last at least 1 minute, if not longer.
    To make a building last longer during a blowout, try increasing Max Fire Stage (maximum value is 5).
    And the Flammability is now Blowout Hazard/Building Strength so you might want to adjust these too.

    -BD

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    ah ok, right. of course! So you reckon we should set max. Firestage for all BATs to 5? Or maybe 4 or 5?

    And Flammability, if I'm right the higher the value the more likely a BAT to catch fire, that means that now the higher the value the more likely the BAT to have a leak, right?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Andisart-I agree with those assessments of Howard-Bynum Holography and will make the necessary changes. Your lotting of the Communications Post is perfect.

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    Andisart: 4 or 5 is great. And yes, the higher the value the more likely the building will leak.

    Shoji_sim: I made your power plant conditional, and I set it so that it requires the Plymouth Center, 25,000 high-tech jobs, and a demand for 250,000 MWh/month. Anything else you want?

    I also edited the description text so that you can see the monthly cost and power produced.

    http://www.mediafire.com/?m0zjwz0modz

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    bdswim: I think that's pretty much it. Thanks!

    andisart: Don't you hate it when viruses come in and corrupt all your models? Well, that happened, and - you guessed it - no more models 33.gif I gusss we have to stick with the microwave plant as it is...

    But hey, that doesn't mean nothing good's gonna happen! I'm working on another plant, very cool indeed...

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