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AndisArt

AndisArt's BAT cookery

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That's a shame... I don't think I've ever hit the technical limitations of the game like this... Nonetheless, this really small (and barely noticeable) default kept apart, it looks great :thumb:


ANARCHIST !

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9 hours ago, AndisArt said:

turn on anti-aliasing settings in Reader for this BAT

How? :ooh:

[sorry, i'm just really interested, how]

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Absolutely stunning.. followed your progress from start to finish right up to release..

 

Incredibly beautiful .. thank you for sharing your art with the community!

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PbxSqRQ.jpg

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    17 hours ago, Fox said:

    Absolutely stunning.. followed your progress from start to finish right up to release..

     

    Incredibly beautiful .. thank you for sharing your art with the community!

    Thanks dear <3 glad you enjoy it :)

    16 hours ago, blade2k5 said:

    What a surprised when I logged in about 15 minutes ago.  Looks stunning to say the least.  Can't wait to see what Iris Bay looks like next or near 53 W. 53rd St.

    Yes me too, show me then :)

    15 hours ago, weixc812 said:

    Great upload! This BAT really brightens my weekend!

    Thank you so much for sharing *:thumb:

    hehe, that's nice! your welcome :)

     

    So about the car props pack, @Urban Constanta commented I should make them also Mayor-mode ploppable (MMP), which I would be interested in doing. I just have never done this and can't find a  tutorial (at least none that is still intact). I assuem I would want to make it so that it is one icon in the menu with option to scroll through the different models with a button press.

    Any ideas?


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    Hi AndisArt.  Got some pictures for you.  The three side by side are the residential growables, something I wasn't expecting.  The other is the commercial plop next to the Iris Bay.  Not the best set-up for the two though side by side.

    CHD3505.jpg.a04da0dde3ec405386073c541fee7b0e.jpg

    And a nighttime shot....

    CHD3504.jpg.2cf6c5e2ae1cd195b90bae760917b6b0.jpg

     

     

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    On 26.3.2018 at 6:37 AM, blade2k5 said:

    Hi AndisArt.  Got some pictures for you.  The three side by side are the residential growables, something I wasn't expecting.  The other is the commercial plop next to the Iris Bay.  Not the best set-up for the two though side by side.

    CHD3505.jpg.a04da0dde3ec405386073c541fee7b0e.jpg

    And a nighttime shot....

    CHD3504.jpg.2cf6c5e2ae1cd195b90bae760917b6b0.jpg

     

     

    Cool thx for sharing!

    On 19.3.2018 at 10:45 AM, TekindusT said:

    Now I need to find a right spot for it in my emirates-inspired city!

    When you found it, show me :)

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    44 minutes ago, AndisArt said:

    It would be cool if it's possible to only have a single menu entry in the game for all of them and then cycle and select them somehow before building instead of having one menu entry per item. If someone has an idea on how to achieve that please let me know.

    It's also possible to add such props into a T21 mod, saving the need for even a single menu item. By default, the NAM will always use the fountain prop on Avenue roundabouts. But if you add new T21s linking to other props, it will add those into a single pool of randomly selected items. Due to the roundabout's modding, you can "overplop" an existing roundabout with another, until you get the prop you want inside it too.

    I already made such a mod to utilise JasonCW's Roosevelt Circle, some VV Monuments and the floral roundabout fillers by D66. It's very easy to create some new ones so I'd be happy to put those together for you or show you how.
     

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    4 hours ago, The British Sausage said:

    You would have to make them into props and create a prop family to ensure they can become one item on the menu.

    Yes right! And I've done prop families before. But how can the version be cycled then without plopping the lot? If you dont mind let's move the discussion to my BAT thread since it's quite technical for this thread here.

     

    3 hours ago, rsc204 said:

    It's also possible to add such props into a T21 mod, saving the need for even a single menu item. By default, the NAM will always use the fountain prop on Avenue roundabouts. But if you add new T21s linking to other props, it will add those into a single pool of randomly selected items. Due to the roundabout's modding, you can "overplop" an existing roundabout with another, until you get the prop you want inside it too.

    I already made such a mod to utilise JasonCW's Roosevelt Circle, some VV Monuments and the floral roundabout fillers by D66. It's very easy to create some new ones so I'd be happy to put those together for you or show you how.
     

    Oh right I see! Thank you. I dont know anything about T21 modding, but your solution sounds great and something we should do, even as an addition to NAM if that is desired. But in any case as one option for sure. I would be happy if we could work together on this. For the sake of keeping the focus of this thread here let's continuethe discussion to my BAT thread if you dont mind

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    Really, really nice! The first one is particularly interesting because it looks a lot like the roundabouts that have been spawning crazily in Spain's new suburbs, and would be very useful in many different contexts.

    About Robin's idea, I think is the better one, but with a technical caveat: would that work without needing to alter the NAM Controller? If it's so, it would be better as an external mod, with dependencies, because that way it could include much more props from different creators.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    5 hours ago, AndisArt said:

    let's continuethe discussion to my BAT thread if you dont mind

    I did one better and moved these posts here instead, saves duplication and keeps everything together.

    5 hours ago, AndisArt said:

    I dont know anything about T21 modding, but your solution sounds great and something we should do, even as an addition to NAM if that is desired. But in any case as one option for sure. I would be happy if we could work together on this.

    It doesn't require special code, so no need to add it to the NAM. Basically, a T21 exemplar is like a LotConfig, only with some specific properties relating to the network piece it "attaches" too. Provided you are making each filler a single-prop, it's very easy to make new T21s from the templates I already have.

    Given you don't have the game installed right now, I guess you are in no position to be testing such things. Otherwise I could send a sample of my existing mod so you can see things in action.

    But it might just be easier if you gave me a copy of the models, from those I could whip up a working set of T21s in a few minutes. Technically I only need the TGI of the SC4 Models themselves, but to test things the actual models will be required.

    We could keep each T21 as a separate .dat file, then users can install only those designs they would like to see. Since each T21 is unique and unconnected with the others, this gives users the flexibility to have either just what they want or everything. Then it's simply a case of ensuring they have the actual models as a dependency, to prevent brown boxes. Personally I'd DATPack all the models into a single dependency file, since the T21s would control which appeared. But that's optional really.

    BTW: I didn't have a chance to comment on said models earlier, but they look great, one of those things you can never have too many of IMHO. I also prefer the designs that don't lend the suggestion of people walking around them. Since the way the NAM Ave Roundabouts work, they don't feel like a place people would be able to get to safely, well without some sort of underpass/bridge at least. Not that such fillers are bad per-se, it's just nice to see some more that simply fill the space with something pretty.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    9 hours ago, matias93 said:

    Really, really nice! The first one is particularly interesting because it looks a lot like the roundabouts that have been spawning crazily in Spain's new suburbs, and would be very useful in many different contexts.

    About Robin's idea, I think is the better one, but with a technical caveat: would that work without needing to alter the NAM Controller? If it's so, it would be better as an external mod, with dependencies, because that way it could include much more props from different creators.

    Thanks! :)  If you have any other designs of the like from where you live feel free to post some here, I'm on a roundabout creation spree haha

    3 hours ago, rsc204 said:

    I did one better and moved these posts here instead, saves duplication and keeps everything together.

    It doesn't require special code, so no need to add it to the NAM. Basically, a T21 exemplar is like a LotConfig, only with some specific properties relating to the network piece it "attaches" too. Provided you are making each filler a single-prop, it's very easy to make new T21s from the templates I already have.

    Given you don't have the game installed right now, I guess you are in no position to be testing such things. Otherwise I could send a sample of my existing mod so you can see things in action.

    But it might just be easier if you gave me a copy of the models, from those I could whip up a working set of T21s in a few minutes. Technically I only need the TGI of the SC4 Models themselves, but to test things the actual models will be required.

    We could keep each T21 as a separate .dat file, then users can install only those designs they would like to see. Since each T21 is unique and unconnected with the others, this gives users the flexibility to have either just what they want or everything. Then it's simply a case of ensuring they have the actual models as a dependency, to prevent brown boxes. Personally I'd DATPack all the models into a single dependency file, since the T21s would control which appeared. But that's optional really.

    BTW: I didn't have a chance to comment on said models earlier, but they look great, one of those things you can never have too many of IMHO. I also prefer the designs that don't lend the suggestion of people walking around them. Since the way the NAM Ave Roundabouts work, they don't feel like a place people would be able to get to safely, well without some sort of underpass/bridge at least. Not that such fillers are bad per-se, it's just nice to see some more that simply fill the space with something pretty.

    Ah great, good idea with just moving the posts hehe, thanks!

    I do have the game installed, I was just on my laptop the other day and too lazy to install it lol. So I can test, but I think it would be easier if you could do the modding since you know what to do and I doubt I will need this again in the future.

    And good ideas there, let's do that with keeping it optional for users to choose. I will ad a screenshot with the names of the roundabouts so it will be clear which file is what.

    About the lots, I already make them into props, so that's done already. I'm wondering though: Do the LODs have to be identical? I assume it doesnt matter as long as the roundabouts (and LODs) are perfectly centered at zero point in the scene, am I correct?

    And haha, just as you were posting that about no suggestion of people walking at the roundabout I created one of those. The design was just too great to not BAT it. Have a look at the latest:

    Next4.jpg

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    1 minute ago, AndisArt said:

    If you have any other designs of the like from where you live feel free to post some here, I'm on a roundabout creation spree haha

    I was checking on google maps for some inspiration, and frankly, my RL city is really boring with its scarce roundabouts :P

    Maybe the only idea would be a false pit to show some kind of sunken network passing under the avenue. The idea comes from this, much bigger roundabout, so I don't know if you could envison a way to scale or trim the whole thing without making it awkwardly tiny.

    Ref photo:

    image.png.9e2260777042a6946898940682021319.png

    Another idea, much simpler in concept, would be a typical equestrian statue with some flowerbeds around it, which is a common sight on old city centres.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    I just googled “roundabouts” and found some fun stuff. *:idea: Fountains, statues, elevated pedestrian and bike paths, sunken infrastructure, roadways, etc. One suggestion might be to consider the areas outside of the center of the roundabouts. For example, one of the things I enjoy about Bipin’s roundabout fillers is that he modeled the crosswalks, lights, curbs. Maybe something that would help the surrounding roundabout textures look less square? Whatever you choose, I’m sure it’ll be great. *:thumb:

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    I'm all for very generic ones, maybe some a bit gritty as well... you can only have so many statues and fany roundabout plazas in a city, but generic designs always work, even -or particularly- if they look really boring - such as this one or this one or this one. I'm not even posting these because I think that these exact roundabouts would make for great recreations, but merely as examples to illustrate what I mean.

    In your latest preview pic, I really dig the bottom left one - it has some subtle features, it has a character of its own, but I could imagine it next to a motorway exit,  in a newly built residential / commercial area, or even in an industrial zone or on a main road intersection in the countryside, next to a servo station. It's super versatile. *:)

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    On 28/2/2019 at 5:37 AM, AndisArt said:

    I'm working on some filler lots for the NAM avenue roundabouts. These are the first four but I'm making a few more

    It would be cool if it's possible to only have a single menu entry in the game for all of them and then cycle and select them somehow before building instead of having one menu entry per item. If someone has an idea on how to achieve that please let me know.

     

    ouh, I love them ! Not sure you can make just one item for the menu, [hey, apparently, you CAN !!! ] but I don't care, I'd take them all !


    Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

    By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

     

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    Hello, AndisArt!
    How about these squares/ plazas?
    1. Cabeza Olmeca: photophoto  and google street view
    2. Madrid: This place
    3. Leganes(Spain): Dragon Plaza
    4 Torrejón de Ardoz (Madrid, Spain): Google Steet View
    5 Coslada 1: Google Street View
    6 Coslada 2: Google Street View
    7 Madrid: Yin Yang
    8 Rivas-Vaciamadrid: Google Street View
    University Plaza

    In Madrid and its suburbs, a lot of different plazas/squares (in roundabouts). Example.
    If you have a desire, you yourself can look at the maps and find something suitable for Your Bats
    Sorry for such a bigger list and english. I hope some of this will inspire you to create the Squares.

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