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psander5

Psander5's BATs

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He means that, instead of doing the whole 'nitelite' thing with your windows, you can select certain windows and use self-illumination instead of modeing interior lights, or a big light outside. It's 'cheating' because it fakes the laws of physics (no real light source, just a glowing image), but it is incredibly time-saving and frees the processor up much better than doing lights. A lot of things can be lit like that. I don't know if your Dome could be lit like that, but if you're trying to illuminate windows, each plane can be given a self-illumination map, and can actually be used to 'light' the scene if you want that ambient glow from the windows, on, say, a balcony or something. Almost all the really big buildings have that, as thousands of lit rooms or lights all over the scene are just much easier to fake with a self-illumination map.

As to the model, I've never seen anything like it (I am, afterall, in central Indiana), but I like it. I've lived in around 70 or so places in dozens of states, and a lot of low-wealth areas have squashed ceilings, especially apartments (though I haven't been inside one that looks like this).

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    It's been a while, but I've dived back into the BATing hot seat after a long time out from the game.  Colwick woods court, the building I was working on when I went AWOL will be finished shortly, but before that I think I need to do some further housekeeping.  I'm finishing up the Dome of Discovery and Skylon models from a long time ago.  They're constantly in the back of my mind and weighing me down every time I sit down to BAT, knowing that they were almost finished.  I took the plunge and this is where they are now...

    Skylon:

    08Max2010.jpg

    08Max2010Night.jpg

    I've re-made the hedges in a more simplistic, less demanding way, and added a simple lighting scheme.  

    Dome of Discovery (Click to enlarge to full zoom 5 resolution):

    19max2010.jpg

    19max2010night.jpg

    Same applies here... I've replaced the complicated plant models with more simplistic versions (no alpha opacity maps).  It cuts render times down drastically, but looks a bit more cartoonish.  That's not such a problem as the new plant models look more in line with the various flora props made by Maxis and others.  Then there's the lighting.  Again I've gone for a simplistic scheme.  Now that I've cut the plants down to size, the render times of the night scene aren't too obscene.  

    I'm not sure about the roof lighting.  Is it too much?  The original building didn't have an illuminated roof as far as I can tell from the few photographs available, but I thought that would look like too much of a black hole in the game, particularly in darknite. 

    The light cast by the lamp posts might be too strong too, noticeable most around the seating area. 

    Overall I'm quite satisfied with where both scenes are at now.  I won't be attempting anything as complicated as this for a while.  I'm going back to basics as soon as these are out of the way.  I need to learn more before I attempt another project quite like this.  I've already picked out a few small commercial buildings similar to the one I released a while ago.  They're far more appropriate for my skill level... and attention span 9.gif

     

     

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    Yeah very good to see you back and working on these 2 great models, I love the Dome..

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    Great to see you back, it is worth restating that this is very impressive work. The only error that catches my eye at the moment is how dark the bushes look. It would be best to compare them in a in game shot, but I'm pretty sure they will look much too black.

    Otherwise, exceptional job.

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    TowerDude: Thanks!

    Sgt Pepper: Thanks.  I went into hibernation, but I'm back now.

    gutterclub: Thanks.

    SimHoTToDDy: Thanks.  You're right.  I've lightened them up a bit, and they look much better in game now.  It also highlighted that the plaza texture was quite a way off as well.  I also toned down the lights on the plaza. 

    Jasoncw: He he, I hope it worked ok.  I don't use growable commercials at all so I didn't really test it for as long as I should have!  I'll be making more buildings like that one in the coming weeks/months.

    on the Dome... I've just spent over three hours exporting the night view and got it into the game only to find that there was a sneaky little direct light hidden on one of my scene's layers!  It shone a bright blob onto the dome's roof, ruining the view.  I was a bit miffed.  The light has been there for months, but it never showed up on preview renders so I soon forgot it was there at all! The export procedure must have turned it on... Is this normal?  I presume so as I remember it happening before.  Scene management is one area that I need to focus on a little bit.  I make a terrible mess as I go! 

    Anyway.  I'm going to call it a day on the main models now.  I will declare them finished, otherwise I'll never get them onto the STEX, and as I said before, they're holding me back.  I have a few props to make for the lot... those pesky holes left by the Dome's circular plaza will need filling with something that gives it some continuity...  but no parking lot.  

    Hopefully now I'm reaching the end of this project I'll be able to allow myself to concentrate on new ventures.  

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    Update

    Until I can get my problem fixed with the Dome's night view I'm going to finish off another project that was well on the way to getting finished before I went missing several months ago.  

    Colwick Woods Court:

    03_01.jpg

    03_02.jpg  

    Since the last update on this building I've added roof junk and props on the balconies, changed the roof texture and experimented with glass materials in the windows.  It's not exactly a wall of glass on this building, so I could have got away with plain textures, but I wanted to get some practice in before I start a few commercial buildings. 

    There's one obvious error in these pictures (there may be more I haven't spotted 9.gif)... Right at the top, where the railings peek over the edge of the roof, the ground plane that's used for windows seems to have rendered through the railing.  I used an alpha transparency map on the railings, so I guess there's something happening with that.  Is there any way to stop this from happening or should I switch to modeled railings instead? 

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    Oh ah oh, these look great.


    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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    Yep!  You'll have to model the railings.  The ground plane is invisible, but the railings aren't. 

    And you can see how to make underground areas.  If you make the underground part invisible to the camera, and create a transparent material and object, the transparent material will reveal the invisible (in this case underground) areas.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    love these blocks, especially the little Jamaican and English flags flying out on the balconies...should do a World Cup version with loads of england flags or a timed proprs version to have loads of flags every 4 years. but on second thoughts after our performances at this years world cup, it might be best to keep it down to the one you already have..

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    So glad to see you back BATing and that gorgeous dome making a comeback!

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    Aaron Graham: Thanks!

    Jasoncw: Done.  I've always wondered how that was done... now it seems I've accidentally stumbled upon the method!  Thanks for the info.

    gutterclub: Thanks.   Yeah I don't think it's a great time to be flying the flag really!  The guy/gal in this building has been flying it for at least 18 months though... they must be nationalists!  It's one of the details I've taken directly from the real life building. 

    fabricio83tst: Thanks! 

    Utvaw: Thanks, It feels good to be back.  I'm glad you like the Dome... I hope it makes it to the STEX one day 9.gif

    Not much has changed, but here's an update.  I've added some lights.  I just have the ground floor lights to do...

    04W-MN.jpg04W-DN.jpg

    ...And I've been preparing a lot design for it too.  Lotting is not my strong point.  I don't really enjoy trawling through all the dependency files struggling to find textures and props.... So I made my own.  So far there's some custom overlays, a scummed up version of a Maxis base texture and a row of garages prop.  The roof on the prop might be a bit ark for the game.  It's a supposed to be a heavily worn, corrugated concrete covered in moss.  Let me know what you think.

    03IG04.jpg

    03IG03.jpg

    I might make a smaller lot for those that think this is too much, but it's more or less a copy of the real life lot.  All I've really done is square off all the funny angles.  Oh, and more props are going to be added 9.gif  I just can't decide what type of flora to use just yet... or whose fences. 

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    I know how you feel about lotting. It's looking good though. So far all I'd have to suggest for the lotting is that you use the $$ or $ grass. I personally like the $$ grass the best, since it just looks like normal grass. After all, grass is grass.

    Also, for lots over 6x6 I think you need to do special modding. From my understanding it's not difficult, but takes some doing.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    I love the garage block! FYI, garyreggae has made some, quite a while ago. I liked them so much that I added them on my old low-wealth mega lots, and for personal use I also lotted them as standalone items that can be plopped in various configurations.

    As for the textures, however, I think it would be better to go with what has already been made. I can understand that you don't like browsing through all that stuff, but if you make even more textures, you will contribute to that huge number of textures in the long run.
    I'd be willing to give it a shot and try my hands on a similar lot configuration using existing textures, but I won't have any time before mid next week.


    -=| 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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    Jasoncw: Yeah, when I started this building I completely forgot that there would need to be a lot made for it.  If I had remembered I probably wouldn't have made it, so I guess it's a good thing that I forgot really.   I get what you mean about the grass.  I tend to use the ultra green grass for most things as I find that grass is usually the same colour regardless of wealth, but you're probably right about changing it for wider release.

    I wasn't aware that large lots needed special modding.  I guess I should try and find out about that.  Luckily though I walked by the building again today and the council were clearing away lots of vegetation... it revealed a 6 foot iron fence that prevents the occupants from accessing the green area.  I could probably cut off two tiles of grass from that side and it would still be true to life.   It leaves a strange, inexplicable parcel of inaccessible green land though. 

    TWrecks: Thanks.  I've seen some similar garages before too.  I have your mega lots so I probably have them in my plugins!  Never mind. It was useful to practice making the corrugated concrete texture, and this one's a perfect fit for the lot depth.  

    Re textures, I understand what you're saying completely.  It's probably not a good idea to saturate people's  plugins with too many textures, especially if you're confident you can find something just as appropriate.  I'd be honored if you wanted to have a go at lotting it!  As I said above, I have a lot of your lot work already and love it! 

    Glenni: Wow, two kind offers to lot this building!  Again, I have and enjoy quite a lot of your stuff, including your collection of low wealth tower block lots.  If you want to have a go at making some lots too I'd be grateful!  I suppose there'd no harm in having a few different lot styles.  These buildings are often built in threes and fours (although this version stands alone outside of my window).  

    I always intended to make a few variations too, maybe including diagonals.  If I had a couple of nice lots to plonk them on then that would turn this into a more complete pack!   Let me know if you both still want to do it. 

    EDIT: In case anyone's interested, here's the building on Google maps... LINK

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    Colwick Woods Court Update

    I made a lot based on the real life lot and using the custom textures I made...

    04IIG07.jpg

    04IIG03.jpg 

    04IIG02.jpg

    04IIG01.jpg

    04IIG04.jpg

    04IIG05.jpg

    04IIG06.jpg

    This is the best that I can do myself lot-wise.  I feel it's important for me to try at least one lot myself 9.gif  How does it stand up? 

    I'm having second thoughts now about making variations of this.  I'm a little tired of seeing the unfinished files on my desktop now and I feel I need to wash my hands of it quickly. 

    On the Dome of Discovery; I have an export problem that I posted in the troubleshooting thread, but I may as well ask a specific question here too...

    Does anyone know where I can find out how to extract bitmaps from the SC4Model file so I can edit them in Photoshop and re-insert them?  Click the link to find out exactly why I need this info, but I just want to try something before I commit to another five hour export when there's a good chance the problem will just happen again.   

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    I really like this lot and it def has that old British Tower block feel, especially with the garages. I say release this bad boy

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    Looks wonderful on the lot you made. I'll definitely be hijacking those garages on some of my lots (if I ever get back to playing SC4). Hell, I wouldn't mind you only making a few garages like that just for some variety.

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    Well, so long as the lot doesn't stink I'm happy!  Thanks.  

    I guess I could make a couple of extra garages props as a hidden extra for the upload.  it's one of the simplest models I've ever exported... just a single box with extruded polys - sketchup stylee.  It wouldn't take me long to chop it up once or twice and change the textures.   

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    Well, you see, sometimes it is the simple things that we, as the community, forget we need. Everyone shoots for giant glittering towers and forgets the humble, boring details that many people take for granted. Hence, there are very few industrial buildings, "ugly" (normal) buildings, and certainly little things like garages with respect to the hundreds of skyscrapers.

    So, by that logic, you are doing us a great service 3.gif

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    So, by that logic, you are doing us a great servicequote>
     

    For queen and country old chap!...

    G01.jpg

    G02.jpg

    Not the most drastic of variations but I hope this is useful.  I'll include them as a small prop pack with the Colwick Woods Court upload.  I love Photoshop's 'adjustments; Hue/saturation' options 9.gif

    I'll declare Colwick Woods Court finished now then.   It just needs modding and testing and then I can release it.  If anyone wants to make some better lots for it once it's uploaded then they have my blessing.  Should be up in a few days if all goes to plan.

    Todd, I hear you in regard to the imbalance of buildings.  The reason I'm eager to get rid of CWC, Skylon and the Dome is so I can move on to start making a series of commercial fillers.  I already have a street in the city of Sheffield marked out and plan to make several of the boring, unimpressive buildings in and around that area.  The street in question is Furnival Gate.  I'm looking forward to getting started with it, but I need to get these hangups out of the way first!

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    ...I think the 'Colwick Woods Courts' was a very well done project, also like the big lot you've made with the garages

    ... looking forward to Glenni's take on lotting the apartments too... looking for its stex release

    Jack

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    I have been watching your thread for awhile and figured i'd put my 2 cents in. The roof textures on both the garages and building look good, may I suggest you do the same for the lighter wall on your building. Perhaps use a composite darker texture with either a noise, gradient or cellular mask. the base texture is very good, I just think it can be "dirtied" up a bit.

    All the best 48.gif

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    Jack_wilds: Thanks.  I'm glad you like it.

    artist: Thanks for the tips.  I've already exported, modded and given up on this version of the BAT, and I want to move on so I'm not going to open it up again to make changes.  I intend to make a couple of variations in the future though, so when I do I'll take on board what you said and try a few things with that texture.  I added stains and dirt in Photoshop, but it's only faint.  

    ___

    As I said, it's ready for uploading now.  Just a couple of images to make and it can go on the STEX.  

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