Jump to content
Sign In to follow this  
TimeMaster

simmars-forum-threads Rewards And Parks Workshop

285 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I put more rewards from Tim ingame:

Hydrology Research Center (resident trigger: 33,000)

hydrology.jpg

Farmers Market (resident trigger 10,000)

farmersmarket.jpg

Weather Station (resident trigger: 5,000)

weatherstation.jpg

(post 1000, yahoo!)

EDIT:  Resident Trigger numbers as of now:

5.0000        Weather Station

10.000        Farmers market

20.000        Soccer Stadium

25.000        Large Elementary School

27.000        Aerodrome Stadium

30.000        Colony Administration Center

33.000        Hydrology Research Center

35.000        Mars Settlement Museum

40.000        Police Deluxe

45.000        Large Highschool

50.000        Prepo Inn

60.000        Plymouth Center for Colony Strategies

80.000        Nuclear Power Plant

Ideally there should be a steady progress of unlockable rewards as your colony grows, just like with the MAXIS rewards. Once we find out how to add additional conditions to the Reward LUA scripts, the resident number will not be the only condition required for a lot of the BATs. I'm posting in the SimMars Modding help thread in the Modd forum to try to get some help.

  • Like 1

My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Cool, but we've got tons of rewards and/or parks to add in too. Or is that just a few?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think this might work for the SimMars Communiation Center. It is based off GDI's Command Post in C&C3.

    CommCenter.jpg

    It's still a work in progress.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Very cool!!!

    Are you using any Specularity on your textures? I use 'ODMsky017' from the SimMars textures as a spec map to take the white glint off (makes the reflections orange instead). That way the metal can still be a natural grey or silver tone but the orange reflections give it a Mars 'flavor'.

    Also, could you do a larger version of the dish as a stand-alone so we can set up a Very Large Array antenna (like the one in Australia)?


    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Tim-I haven't used specularity maps yet. I am trying but it appears to just washout the lighted areas. If you could show me how you do it I'll see how that looks.

    As for the dish, it is a placeholder from the SimMars roof junk pack. I'm planning a different dish for the final version. I may scale that one up.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You know where the spec map goes, right? It's the button below the diffuse map. After you choose a map hit the little 'Show map in viewport' button just like the diffuse map then go back up to the parent and hit it again. Now set your specularity and glossiness using the spinners - for metal I may set both between 30 and 60, usually about equal values; for glass I set the spec at about 90 to 100 and the gloss between 1 and 10. This is going to vary from one texture to another depending on the diffuse map and the transparency (I usually set that about 75 it I'm going to light the interior and about 65 if it's unlit or self-illuminating). Adjust as needed but generally speaking, if you want more orange turn the glossiness down. I'ld post a screenshot but my working computer is rendering a skyscraper and will be for about 12 hours. Wish me well!!


    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Literally perfect, Crushed car, that is so beautiful! Wow. . .

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Shoji-sim--As I said before, I didn't make that satellite dish.

    I have now made my own dish for this building. Oh, and Tim, this is with specularity maps on the building textures.

    CommCenter-1.jpg

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I LOVE the new dish! Can you angle it up so that it feels more 'outward' looking?

    The spec still isn't 'reading' right. Seems a little too shiny on the walls. I've found when working in GMAX that if I adjust the textures I sometimes will lose the spec map (it says it's there, but it's NOT; it can help to Save and close the file, then reopen it). Maybe if you turn the glossiness down a little? Is it supposed to be concrete? Set the gloss around 1 - 5 and the spec maybe about 30 or even lower. Or don't! It really does look good. Another tip - select all your window objects and apply a single Box UVW mapping to the whole bunch at once - this spreads the sky map over all of them.

    Also, we need a door.


    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    the new dish is lovely! very cool

    please upload the file to the SMEX when finished.

    I wonder what could be the particular values for the comm center, I mean modding wise. As far as I understand there is either plaza or park funtion to boost commercial and residential respectively.

    Tim, did you upload the model you made one page back?


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I have uploaded the Communincations Post to the SMEX. Basically all that has changed is the angle of the dish, the addition of some "doors" and nightlights. On another note, I have uploaded the Howard-Bynum Holography BAT, Desc, and lots.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Andi - The arena is up on Mediafire along with several lots in a package marked SimMarsJun09.

    http://www.mediafire.com/?tenrozmmlqm

    Here is a link to new content marked Jul_7_09

    http://www.mediafire.com/?sharekey=a3bfc4b1ec8e3039d2db6fb9a8902bda

    It contains the new Mayor Statues and some new residentials.

    If you look in the Jun09 folder you'll see a set marked DaoHouse - dump the lots and re-lot as R$$ if you like; they are too slick for R$. In the Jul709 folder is a set marked LaPitaLoka and I don't think I put the models in there. Just dump that whole folder and I'll straighten them out and post them later this evening if the BAT ever lets me have my computer back. Also you'll see a new version of the iBot HQ - night lit and modded as a funtional landmark with jobs. Also the brand new Riot Room Casino (or at least part of it - it needs better props and lot); it is also functional landmark w/ jobs. Here's pics:

    GoldRush241.jpg

    GoldRush217.jpg

     

    I wanted to add that I was able to download Rene's BATs and they look really good, but I'm not seeing any night lights on the ploppables (haven't seen any of the growables yet).

    • Like 1

    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm always dying for more buildings. Nice work! Anyways, can you show me how did you made those disks things in the building? I really want to BAT an apartment block for it.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Wow that dish is really good. Also Tim please post those in BAT thread but they look really good anyway. 4.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Time - Aren't Landmarks and Casino part of THIS thread? As it is some of my earlier contributions are being superceded by better BATs from other folks and will have to be moved into other functions.  I kinda thought I should put them in the BAT Workshop thread too but I was already posting here to respond to A's question and they just sorta all got crammed in together.

    Evillions - Here's a short tutorial for you -

    https://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=108253&enterthread=y

    Tell me if you think it needs to be clearer.


    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Landmarks go to BAT, I think. But since Casinos are business deals that's ok.

    However the Mayor statues should stay. I will check them off.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Also, is that Private School Done or no?! I can't seem to remember if it is or not.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Here is a new set of civic/park lots - includes a small high school and museum.

    LittleElephantTown625.jpg

    LittleElephantTown646.jpg

    I shot them all together as a Grand Plaza but they are also shot separately on lots of their own. The idea was to bring more open space into the crowded downtown area.

    NewTerby3.jpg

    Here's the little high school, mostly underground and intended more as a plaza. And  - just for TimeMaster - a small hospital called Push Hands Tai Chi Center.

    Estancia56.jpg

    • Like 1

    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I Have Some BATs TO SHOW YOU 

    1.Observatory(I did'nt like to put a lens on a both telescopes)

    68774711.jpg

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Good model. But make it more complex and it needs better textures. And there's no need for the sign btw. Go into the BAT section of the fourms and you could check some pointers out there.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Finished! I change my Observatory (w / lens and textures).Oh I almost forgot some meshes 6.gif

    20093035.jpg 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nice, Ledah. I think the textures still need some work but I'm liking it so far. Also, if you'll scale the sign down a little it will fit better on that section of wall and still be readable. You might also try putting a roof plane in to help blend the domes with the lower structure. I would probably loose the spikes too, unless the observatory is supposed to have a military application. Have you considered putting the spikes on the bottom like pilings - that might be interesting.


    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I add 1 roof plane between the two telescopes, Some meshes and small spikes arrayed at both side of the building and i scale down the sign 43.gif

    observatory.jpg

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Right now, i'm working on a space elevator. I need to know whether the cable will extend beyond the edge of the screen, or be fading out.

    Ledah2445: Good start, but some detail showing the existance of heavy machinery might help.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Ledah-The obeservatory is looking good. However, I think you could lose the telescope. Most observatories have the telescope on the inside when not in use. Also the obeservatory's dome is usually solid and painted the same as the rest of the observatory.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think that's what Shoji is talking about too - only e's implying that the machinery is visible through the dome (maybe one of the domes is open ). A more modeled telescope and maybe a gangway with railing instead of the spikes. The door needs to be taller, too. And now the word fits on the wall, you should name it.

    Here is reshoot of Renedius Foundation - modded with jobs as ploppable Landmark: http://www.mediafire.com/?w1wjm0gu2lm

    RF1.jpg

    RF111.jpg

    Timemaster, you have to admit that Landmarks are in a different class than common BATs.  This one really is a Reward because the downtown took off when I plopped it. But most don't have jobs and function more as Parks.

    • Like 1

    06sSignature.png

    No I; no you; no 'why'.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I have a plan of doing of space elevator. Turn the elevator into automata (like space shuttle)

    Shoji: I also doing with my space elevator,observatory,and magneto_hydrodynamic power plant

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Ledah2445: I don't think we should change the elevator to automa, for two good reasons:

    1. We have only recently discovered how to set models as automa, and because evillions only knows how to make drivable vehicles. If it is a complete nightmare to make land vehicles, making something like the elevator would cost us a life support system.
    2. The lift only really has the ability to go up and down. Not a lot of fun...
    If you look back to the ENTIRE SimMars thread, I haven't done a single BAT (other than my attempt to the mining pit, which turns out to be a failure so I've given up on that 14.gif). I would like to have a shot at the elevator, and i'll leave the obsevatory and the MHD plant to you. 2.gif

    Tim: Nice job. That's an awful lot of glass, but if they're really powerful, their stuff is really powerful. 3.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I've got a good start now. Presenting you Elevator 50,000.

    Name: Elevator 50.000

    Purpose: Pending

    Dimensions:

        Width: 32m

        Depth: 32m

        Height: Very high

    Mayor Rating: +50

    Park Effect: -30, 10

    Landmark Effect: +40, 10

    Jobs:

        CS-$$: 15

        CS-$$$: 55

        CO-$$$: 20

        I-D: 15

        I-HT: 20

    Extra demand:

        R$: +3500

        R$$: +3000

        R$$$: +3000

        CS$: +3500

        CS$$: +2000

        CS$$$: +2000

        CO$$: +1000

        CO$$$: +1000

        I-M: +1000

        I-HT: +2500

        I-AG: +2000

    Unlocked:

        City Population: 500,000

        City Jobs: 25,000

        Region Population: 3M

    post-323759-12985107461756_thumb.png

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections