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TheCrybKeeper

The Cryb Housing Development(Making Caverns)

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CrybHousngApt2.jpg

As you may notice, I had some trouble with scale in the BAT. It's been awhile for me and the BAT.

Buildings and their textures are mine. The small garage, base and overlays are SC generic or BSC textures in most cases.

Thanks for viewing my lots and please feel free to comment or give suggestions.


Watch me make custom maps: Mapper Community

Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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Hi  frndofyaweh

Originally posted by: frndofyaweh

... It's been awhile for me and the BAT.

...

quote>

Same here 4.gif

Originally posted by: frndofyaweh

...

As you may notice, I had some trouble with scale in the BAT.

...quote>

If its vertical scale you are referring to, have you tried scaling the vertical dimensions up to 133% of real world dimensions? Perhaps try placing a draft of the lots next to others that you intend it to be used with to get an idea if the BATs are too big or too small overall. Then scale accordingly in gmax.

Originally posted by: frndofyaweh

...

Thanks for viewing my lots and please feel free to comment or give suggestions.quote>

One thing I'd suggest when using lot textures is to be check that road/parking lot textures end in a realistic way, especially if they will be next to other lots. If there is no matching end texture then perhaps cover the end with suitable props or overlay texture so you don't have the bitumen path abruptly ending. Perhaps some road end signs/ witch's hats /construction barriers/ planters if you have to end the road texture on the edge of the lot (so cars don't drive into the neighbour's building or yard).

Is it a single 6x6 lot or are there several different lot variations in your picture?

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  • Original Poster
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    Thank you Sam. You're right there, I hate the abrupt ending to lot textures. Guess I should learn how to put my textures into the editor for use. Base and overlays. Textures would be the way, I can make interesting developments to the game.

    The lots are 2x2 puzzle landmarks. I save my BAT files to Landmarks and Props mostly. I have bunches of custom props created. Most of them are simple shapes and not very useful.

    I like using props created by all the greats on the STEX.

    ThecCryb79.jpg

    My textures for the BAT are complex and I try to put alot of geometric thought into them, designing them for specific, one-time models and uses in most cases.

    simplehouz4v.jpg

    gmax25rx.jpg

    TEST: (below) Seeing if a cavern entrance might work/generic textures at the moment. only 2 cubes. edit mesh to make craggely rock. It's an awful tiny prop too.

    pyttcityCav2.jpg

    Okay. Came back to post a bigger entrance. Note the modification on the enterior texture. Now, to work on the rock jags and then a matching texture for that cliff behind the entire entrance. I can do this even better, with more time.

    Also, the outer rocks will be rounded down, to a more natural look and some smaller prop rocks will be made, to match front appearance.

    pyttcityCav3.jpg


    Watch me make custom maps: Mapper Community

    Just one beer and I can't be beat. Just a whole case and I can't remember, who beat me up.

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    Posted:
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    This has a lot of potential. Keep up the good work! Perhaps you could try a custom ground texture so that there isnt such a contrast between the cave door and the floor tiles?

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

    Lot can be developed by dragging networks such as Road, highway, avenues and makes possible for a game..

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

    Lot can be developed by dragging networks such as Road, highway, avenues and makes possible for a game..

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