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Rig rotation problem seem to get fixed if you keep Rig where it supposed to be PLUS not forcefully X-ref it into the scene. Because if you do it this way the handle (which is actually the thing that rotates) may not be called exactly the same as one already scripted in the Export script and hence will not be affected. At least this is the way i see it...

BTW I've fixed this issue already

OK here they are:

loftdaypt0.jpg

loftnightrq1.jpg

Are these acceptable?

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    Wow! It's so nice to finally see my first 3ds model in the game. I think Andreas and AsianEvolusioner are right, however. The windows and brick textures are far too bright. Did you end up using a different lighting rig?

    Let me know what you want to do, SimFox. You can just send the fixed model back to me and I'll re-texture, or I could modify the textures tonight when I get home and send them to you. (It's just a matter of desaturating and darkening them some.) In either case, I really appreciate all the help you've provided!

    EDIT: Ooh, also, where did the factory window mullions go on the top two floors?

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    Nope this is entirely your components Lighting rig materials (I just substituted Jpgs for PSDs) and I had to reduce the brightness of the night lights to 1/10th !!! of set value, but I believe there is something funny is going on there. I'll look more into it..
    Picture does look very, very red... :-/
    But it seems to me that my Photoshop is, at least partially, responsible for this oversaturation...
    My working color space is normally set to Adobe RGB. Everywhere in Camera, Photoshop, Illustrator etc. Normally when image has it’s own defined colorspace it will be preserved, but if it doesn’t then this Adobe RGB is assigned and it tends to exaggerate saturation, and does so unevenly.  
    To illustrate this effect here is for comparison save shot from the game but this time brought to Photoshop with expressly defined sRGB color space
    loftdaysrgban9.jpg
    loftdaypt0.jpg
    And this Adobe RGB

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    That looks much better. The window texture is probably still too bright, but I'm comfortable with the brick texture in the top image.

    Sounds like I need to get your lighting rig. Is it the one you uploaded to the STEX?

    Also, do you know what's up with the window mullions on the top two floors? They're missing in your export. I used lines to create them, with mesh settings enabled to show in viewports and render. They might need a UVW though -- I may not have applied one to them. (Ha! I bet that's another mistake...)

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    What happened to the small windowframes on the upper windows? Those were key to the overall look of the building.

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    Ardecila:

    Good that you've pointed it out.. Funny how nobody had noticed it earlier...

    I'll have to look into it. I may have accidentally deleted them when I was changing the window planes.

    There is still unexplained brightness and over-saturation, though...

    I don't think this nice little bat is quite ready for the release.

    NoFunk: any luck with setting up MAX?

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    Originally posted by: SimFox Ardecila:
    Good that you've pointed it out.. Funny how nobody had noticed it earlier...
    quote>

    Except for me... twice. 3.gif

    Originally posted by: nofunk
    EDIT: Ooh, also, where did the factory window mullions go on the top two floors?
    quote>

    Originally posted by: nofunk
    Also, do you know what's up with the window mullions on the top two floors? They're missing in your export. I used lines to create them, with mesh settings enabled to show in viewports and render. They might need a UVW though -- I may not have applied one to them. (Ha! I bet that's another mistake...)
    quote>

    I agree, this is definitely not ready for release.

    No luck with MAX, but I think the problem lies in my registry, and I have found some information on how to correct it. I'm going to have my friend who is much more computer savvy than I come over and help me get it set up this week.

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    Well, it has been a while, hasn't it? I'll be honest: I haven't been very motivated lately. With the nice weather, I've spent a lot of time this summer outside and traveling. But not to worry: I haven't forgotten about my BATs!

    I don't have anything new to report on my existing projects. The McNamara Federal Building is with JBSimio, and I'm just waiting on him to add the custom BSP query and it'll be ready for the STEX. The Ellsworth Lofts is still pending because I have been too lazy to boot up my old PC (I have to reconnect some things first -- that's where I'm being lazy) and I still can't get 3ds installed on my new laptop.

    That doesn't mean I've got nothing to show for this update! I've been working on a little factory over the past few weeks, and I might as well let you all see it. I present to you, Gratiot Motors:

    gratiot_motors_01.jpg

    gratiot_motors_02.jpg

    gratiot_motors_03.jpg

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    awesome! Go give Jb a kick for me to get that BSP query done 3.gif

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    Excellent! And good, you listened to me about the two elevator shafts

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    Ahhh... another factory building! I'm a huge fan of new industrial buildings since there are too few of them. Nice work and keep it up!

    - Kyle

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    Thanks guys! I'm glad you like it.

    Now I need some advice. I thought the elevator shafts looked too plain, so I added concrete slabs at each floor. Does it look OK or is it weird?

    gratiot_motors_04.jpg

    Also, should I add some more roof junk on top? Should I add anything else? I think it is pretty close to finished!

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    maybe have the elevator motors on the roof of the shafts.... maybe an air vent or two on the shaft wall even with the concrete spacers it still looks like its missing something... even a drainpipe or something...

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    Hey nofunk! 

    It's been a while since I've checked in on your thread and everything looks really good!  Yes, the concrete slabs look good arrayed like that.  I think they add the necessary contrast that was needed there.  The roof looks pretty good but there's something about it that looks incomplete.. Maybe add some more detail around the RJ boxes; perhaps pipes connecting them? 

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    Excellent work nofunk! You're really getting Detroit into SC4 for us! I hope you're planning on doing Penobscot, because I really want to BAT that but I am nowhere near good enough for that. Good luck, and keep up the great work!

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    This looks great Nofunk. I especially like the windows. I have two thoughts 1. Mighty Goose's suggestion about ventilation at the top of the elevator shafts is a good one and 2. you should try reducing the number of bricks on your wall texture. Using fewer bricks, although less realistic, would allow more detail to show. Right now it doesn't really look like masonry so much as a blur of dark brown colour. I know it's not realistic to go the oversized root but I personally think it's better to do so then to be a slave to realism and end up with texture mush. It's what Maxis did, just look at the default high school. It's your decision of course and really I'm nitpicking. It's a great looking little bat that I'm sure will turn out whatever you decide to do.

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    Try adding an air vent on the wall at the very top (A square one with a circular fan) that I've seen so common in these types of buildings. Looks great though!

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    Quick update:

    gratiot_motors_05.jpg

    mightygoose & wolverine: Thank you! Added vents to the sides of the elevator penthouses.

    spa: Thanks! I increased the UVW map dimensions some for larger bricks.

    DragonAnime: RJ boxes? (Forgive my ignorance.) I assume you mean the 16 boxes on the roof. I intended those to be roof vents. I'll consider adding some more junk to the roof. (It does still feel a little bare.)

    XSpiderman: Long time no see! I'm trying to keep the hope alive. Of course, this isn't a real factory, but I was definitely trying to harken back to the old auto factories of Detroit's past.

    Jasoncw on here has actually started modeling the Penobscot.

    jacqulina: Thank you!

    Thanks for the suggestions, all! This should be ready for export very soon.

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    Bump!

    OK, last chance for feedback before I upload this to the STEX. What do you guys think? I'm really pleased with how it turned out!

    gratiot_ingame_01.jpg

    gratiot_ingame_02.jpg

    gratiot_ingame_03.jpg

    By the way, I haven't included a night shot here, but the sign does light up at night!

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