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BurroDiablo

Glorious Peoples Bats

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i'm gonna agree, i think those are some great looking buildings. all look good together, but could easily look good alone.

i have a request, could you make that low brick wall mirrored? go into BAT select everything, group together and then mirror modify from the rollout parameters? i like the flankingness of the building in the compound, just would look better as mirrored instead of rotated from each other.

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    Originally posted by: brtim2 i'm gonna agree, i think those are some great looking buildings. all look good together, but could easily look good alone.

    i have a request, could you make that low brick wall mirrored? go into BAT select everything, group together and then mirror modify from the rollout parameters? i like the flankingness of the building in the compound, just would look better as mirrored instead of rotated from each other.quote>

    Do you mean the Out Buildings (the long, thin ones to the front and back of the compound)?

    Also... is there a Limit to the amount of props a Lot can hold? I'm busy trying to make this lot look as realistic as possible, but for some reason ALOT of the props won't show up on the lot in game... 30.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    Originally posted by: El BurroDo you mean the Out Buildings (the long, thin ones to the front and back of the compound)?quote>

    Yeppers, those are exactly the ones.

    Originally posted by: Jasoncw The mirror tool is broken, you might run into strange texture issues if you use it.quote>

    True, that's if you use the button, not the rollout. Meet me in the BAT - General Discussion thread.

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    Originally posted by: Jasoncw Yeah, you can only have a few hundred (255? I don't remember) props on your lot at once.quote>

    Ah, right. Well, i've been plopping Maxis 'Medium Fluffy Bushes' all over my lot to make it look overgrown... i'm tempted to screw doing that and just put down a few dead Lodgepoles instead, but that means people would need to Download Cycledogg trees and my initial intention was to make it dependancy free... 30.gif

    Brtim2- Could you tell me in more detail what it is exactly you want me to do to these textures... and wich textures your talking about?

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    Posted:
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    REMEMBER TO PROOFREAD! Somewhere my English teacher is holding her head in shame, haha.

    Originally posted by: El Burro

    Brtim2- Could you tell me in more detail what it is exactly you want me to do to these textures... and which textures your talking about?quote>

    Ok, so apparently my mind is not quite here. By wall, i meant building. The entire low building that flanks the complex. You have them rotated so that the taller ends are diagonal from each other, instead of facing the same side of the complex.

    This is what I should have said if I had actually proofread my post up there:

    "El Burro, could you render a copy of your low, long building that flanks the cooling towers to the north and south as such that one is a mirrored of the other? Mirrored along the x-axis, basically."

    To which Jason would have responded (which he dutifully did): " The mirror tool is broken, you might run into strange texture issues if you use it."

    And then I would have shown everyone how to mirror something that does not mess up the textures. (which I did).

    But then I realized that I would actually need to see more of the building to see if there is an actual need for the building to be mirrored, or if I'm just talking crazy. I think i'm talking crazy. So lets go back to square one:

    El Burro: Are those two separate buildings (the long, low ones flanking the cooling towers to the north and south) or is it one building prop rotated with one wall saying 001 and the other wall 002?

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    They're 2 seperate buildings, 001 and 002 are pretty much similar in every way but both have different Numbered Textures (no cutting corners here 3.gif)

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    so...all thats left is to lot it then its ready for stex?

    cool 4.gif

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    As for the prop count limit issue, one workaround would be to make a prop that's composed of several bushes, but counts as one prop. You could mix that one with individual bushes and shrubs for variation.

    In any case it's good to make a lot not too prop-heavy. On some lots, I get a clearly noticeable delay when plopping or bulldozing them.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Originally posted by: Sim shady so...all thats left is to lot it then its ready for stex?

    cool 4.gifquote>

    I uploaded them about 2 hours ago and they ain't showed up on the Stex yet... even though it says-

    El Burro has uploaded 2 files, generating 0 views, and 0 downloads, accounting for 0.00% of all STEX downloads...

    ...

    I'll give it a few more hours... if people can upload stuff after me and nothing is showing, then something might be wrong...

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    Wow, totally missed this whole project, but it looks absolutely sweet. The texturing job in particular is damn well done.

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    There both up now... I'm not gonna bother posting up that lot, its a waste of time... just have fun with the props 3.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    Those props look really good El Burro! I'll definitely have a look at them! Thanks! 4.gif

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    Thank you very much, props are great!

    I hope you decide to publish your old buildings also.

    If you need any photo of any building in Moscow, I'll be glad to send you it.

    Spasibo esche raz tovarisch!

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    Posted:
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    Great nuclear power station props there hopefully I can make them look awesome

    Will

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    Well, its all released now, its been one large step for workers everywhere! 18.gif

    Anywho... what next... is a question thats been plaguing my mind. I'm tempted to plagerize Yoman and Xiziz's work (lol, kidding) and start batting Russian Millitary Hardware, such as this Self Propelled Pion... that I found on TurboSquid... priced at $150...-

    2s7_pion_prev02.jpgfc9530ed-4381-4d46-9e

    2s7_pion_prev08.jpg1f924fad-285d-4248-95

    2s7_pion_prev04.jpg16c27b84-e844-4f34-b9

    ...

    I waaaaaaaant it badly, but, the cheapest alternative will be to Bat something similar myself 24.gif

    Probably means i'll have to wade through a bunch of Tutorials too...

    Oh well, onward to bettering myself...!

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    I'm starting to crack on with that City Hall/Government Building thing, so I'm getting freaky with details at the moment...

    I have a question about the Renderer if somebody could help me-

    Im looking for a sharper, more detailed render in 3DsMax, but no matter what I do I can't achieve one.

    This for instance, is Blurry and you can hardly see the details-

    flamarghgh.jpg

    I mean, I prefer the Perspective preview compared to that...

    perspective1.jpg

    ...

    I'd expect a render to be MUCH better than the Perspective preview... so i'm guessing I'm doing something wrong. Somebody put me out my misery and tell me i'm stupid or something,  I really want sharper renders... I don't know how to achieve them though 24.gif

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    well light is a key for everything you see. It defines the shape and texture ...

    you rendering is first of all done with default scene lights that do not cast any shadows, second there are bounces of light so once it hit any surface it dies. And third you should use some sharpening anti-aliasing filters - like Catmul-Rom or Lancsoz, depending on renderer you use.

    Also Sharp - isn't all that plain good - it may make your model looking like a little toy.

    Anyway this is all about setting you renderer and material properties - subject vast as an ocean

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    Posted:
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    El Burro: The tank seems very easy but it got alot of details so it could take some time.

    If you know any other method of modelling besides Splines, it should be easier. A few weeks I did a very detailed ATV on GMaX and came out pretty good just using Polygon modelling.

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    Burro do you have a cunning plan for the tank? Oh wait we've already done that joke...

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    Posted:
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    The tank monument will look good in Trementon especially at this like huge 5 way avenue intersection (not a roundabout) that has an empty area in the middle.


    Howlin' at the moon.

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    Posted:
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    BAT it yourself? Why would you do that when you can ask me for this for free.

    T-72Burro.jpg

    You'll have to wait until I texture it though 3.gif

    EDIT - I love world in conflict and stalker btw 3.gif

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    6.gif

    Your welcome to Hijack this thread 3.gif Thats one sexy T-90 (or is it a T-80? I can never tell the difference)...

    So, you want to do a Pion after that? I've been tempted to BAT some of the Soviet stuff in World in Conflict but i'm kind of starting off on the bottom rung of my' game' BATs...

    The [Advanced] Power Plant from Red Alert-

    RA952007-11-1912-25-48-121.jpg?t=1195486

    roflplant2.jpg?t=1195486180

    Those aren't the textures btw, I just thought i'd give it some colour...48.gif

    EDIT...

    ***** my image host! *finds new one*...

    Guess its always good to have 2 hosts...

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    Posted:
    Last Online: A long, long time ago... 
     

    Looks nice, even better with the Textures you added Comrade... 9.gif*tee hee*

    BTW Burro, Yoman likes T-72s

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