Jump to content
Sign In to follow this  
SimHoTToDDy

SimHoTToDDy BATs

696 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

^ They were public housing, and were not adequately funded or maintained. There were stories about seniors being trapped on the upper floors because the elevators were broken or the stairwells being entirely filled with garbage. They may not be a total loss. A cluster of 3 of these exact type of towers were resurrected from a similar state into senior housing and got major upgrades. At the time these were built, they were considered some of the best housing in the city with spacious units and sweeping views of the city..

After the city closed the property, scrappers stole the barbed wire fencing, and then the windows. The property is completely accessible to everyone. Not even the cops would stop when they saw a group of us with cameras. The inside is ridiculously eerie. Smoke detectors on a dying run chirp to one another from floor to floor You always think there is someone floors above you with the wind blowing thing around.

They will eventually be demolished, so no one is really doing much to keep people out.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Someone really needs to stop me, I keep getting distracted with new shiny things and I forget about what I need to finish. For example, until yesterday I completely forgot about the Pripiat long block that is almost done only remembering when I was flipping though my thread on SCpolska (which I haven't touched in ages). 3.gif

    Anyway, this time I was distracted some models from other games, I blame Mcdrye 17.gif

    A little game called Fallout 3 has some lovely models (with a lot of complete geometry, not too many blank sides), and even better textures. After a few hours of accumulating the appropriate software for conversions, I was able to come up with this in no time at all.

    School_chunk01_perspective.jpg?t=1244488

    And that is with no texture adjustments aside from affixing the bump maps (which I learned how to do just recently too) The model translates to this for SC4:

    School_chunk01.jpg

    Its a bit yellow/green, but nothing I can't fix. We have always needed some good destroyed buildings in game 11.gif

    We will return to your scheduled programming... eventually.

    Share this post


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

    I see you're hard at work making beautiful things for our cities... 3.gif

    Seriously though, that's pretty cool! And I definitely think we need more grit in SC4.

    That reminds me... why haven't I received the Douglass models yet?! lol

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well, Jason isn't done with them I don't think, partly because I messed up the LODs and need to re-export them (those pesky open corners). Perhaps I'll do that tomorrow... Jeze I'm lazy. 3.gif

    Oh, while I'm here I might as well ask how to get alpha maps working in Mental ray. The opacity slot that you would use in scanline isn't there and none of the other slots seem to work. Some of the things I have googeled point toward "doesn't work" but then again, the context was different. Worst comes to worst I just dig out my old light rigs and don't use MR, either that or do the little extra modeling that the maps save me.

    I'm new to the whole procedure, so I might just be missing something.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    We have nighlights for you, in png

    SHT_Pripiat_long_block_V1_2008_n-2.png?t

    I am having some trouble getting spotlights to work though. I'm using a template simfox posted in this thread a few pages back and since I have been using it, I have been unable to get any spot to shot up in my renders. Forexample, this one is right next to the left stair tower:

    agony.jpg?t=1245647856

    is there somthing in the modify tab that is not right (there are a few mr related things in there)? If I try this in a new scene ( ie. not the template) they work like a charm, but as soon as I use the template, I get....nothing. This is really annoying because I would like to light up the enterances and some things on the roof. And I really don't want to use scanline... thats the whole reason I want through the trouble of exporting this to max 2008.

    Anyway, this is just about done. Thoughts?

    -Todd

    Share this post


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

    Try using the photometric lights and play around with the settings, they seem to work better with the photographic exposure.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    30.gif  No dice so far. I tried NOT using the template too but, every time I introduced mental ray, any working lights stopped showing any signs of life. Its not that I need something that works better, I need something that works AT ALL.

    Anyway, guess what is back from the dead!?!

    Pripiat_one_r1-1.jpg?t=1245742744

    In max 2008 and ready to roll, it is my 3rd real BAT! Don't mind the textures, the roof especially, I just slapped on the ones I had from the long block to get an idea of how it will match. A little tweaking is needed and a little modeling here and there, but most of the work has been done previously. Oh, and while I'm at it, this is what it looked like before in 2009:

    shtonepripiatr07southov9.jpg

    Looks like I might have a few things done shortly.

    Share this post


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

    Hm.. odd.. this is me talking about your problem...

    Anyway give a try to these templates: http://rapidshare.com/files/247677396/truNite_templates.zip

    These are complete templates, they contain own rig. In normal operation scripts (both preview and export should recognize it and not try to stick another in. But if for some reason you see something odd then check if it has been done... To do that go to File -> X-ref scene. If you see there another one just delete/remove it.

    Zip contains 2 scene one set to the Maxis default night illumination levels and hues. Used as is (together with all other settings) both give very close approximation.

    Although there are no clearly defined shadows the light is directional. Meaning that you model wouldn't look flat. Sides exposed to the light source (located in the same place as the one in the day rig) will be brighter an those turned away from it will be darker. In addition to that there are very soft and barely noticeable area shadows. Not to strong to look unrealistic, but strong enough to enhance shape definition and provide realistic darkening in the crevices and narrow spots.

    here is an illustration of the example resembling one of your bats:

    ccebdf75e69a.jpg

    maxis

    and here is a dark version:

    d61ca1c10124.jpg

    Share this post


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

    Looks great, very realistic textures. For the roof texture, would you be able to use the one you used in the 2009 version? that looked pretty good.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    You really are a saint Simfox 6.gif. Not only do I get a great night scene, but what ever setting you changed with that lets me use lights again (both regular and MR lights). Also tested self illuminated textures, which now illuminate the scene and function properly as well (jeze, what was wrong with my MR?). You are a real lifesaver.

    Kryptowhite: I could, but I think I would need to change it around so much that it really wouldn't be the same texture. But I kinda agree, a solid concrete type roof might look really good. My whole idea was to make it blend with the other blocks as well as possible (they are right next to each other in real life). Thanks for stopping by!

    Share this post


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

    I hope you can resume your semi-abandoned Camden warehouse as well...2.gif

    Anyway, i can't wait to download all of your upcoming projects.Every time i come there, i have nothing to say except that everything you're doing is wonderful 3.gif !

    Share this post


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

    All of your projects are wonderful, but it's about time you started finishing some of them up 2.gif

    -Pingangster


    Never explain, never complain.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Francis, thats probably the last thing in max 2009 that I haven't converted yet. I suppose it was rather nice (small too), maybe I'll put some time into it after I wrap these few things up (shouldn't be long, exports willing). Thanks by the way 3.gif

    Thanks Pingangster I have been trying to do that for some time now, I might actually have *counts in head* 3 projects that are wihtin a stone's throw of being finished.

    Gn_leugim: Really? I like debris, too bad I haven't had the chance to use them in game yet. That time will come for my CJ at one point or another 3.gif

    Here are some updated night views of the long block, I have to say that they look better in so many ways, especially the glow of the self illuminated textures.

    SHT_Pripiat_long_block_V1_2008_n-3.png

    SHT_Pripiat_long_block_V1_2008_n3.png

    Share this post


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

    Looks done to me 4.gif

    Share this post


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

    Wow Todd, that last block is great !


    I'll take a quiet life... A handshake of carbon monoxide.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Hi everyone!

    I just exported Production Steel and the Pripiat long block and the are ready to be shipped off to Jason & Nofunk Inc.

    I'm just having one of these type mismatch problems on the long block:

    triangletowerrenderingelv1.jpg

    I was reading the thread Cockatoo posed a few pages back and it says to just renumber the IDs for the fsh files... But didn't really show how or what exactly was being chnged. Seems simple enough, but there is a lot of stuff in the reader that im not about to play with. By the way, no obvious problems in Reader, this error only happens in game.

    Share this post


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

    Hi mate, the only thing i do when i get that problem is to remove some of the latest bats from the plug-in folder and render again,,,,works every time


    simtropoliussignature.jpg

    RSP is now on FACEBOOK

    Share this post


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

    Originally posted by: SimHoTToDDy

    Someone really needs to stop me, I keep getting distracted with new shiny things and I forget about what I need to finish. For example, until yesterday I completely forgot about the Pripiat long block that is almost done only remembering when I was flipping though my thread on SCpolska (which I haven't touched in ages).

    Anyway, this time I was distracted some models from other games, I blame Mcdrye 17.gif

    A little game called Fallout 3 has some lovely models (with a lot of complete geometry, not too many blank sides), and even better textures. After a few hours of accumulating the appropriate software for conversions, I was able to come up with this in no time at all.

    School_chunk01_perspective.jpg?t=1244488

    And that is with no texture adjustments aside from affixing the bump maps (which I learned how to do just recently too) The model translates to this for SC4:

    School_chunk01.jpg

    Its a bit yellow/green, but nothing I can't fix. We have always needed some good destroyed buildings in game 11.gif

    We will return to your scheduled programming... eventually.

    quote>

    DUDE!

    that's genius, I love it.

    Oh and Fallout's pretty good too 2.gif

    Share this post


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

    Besides what's already been suggested, I have found it helpful to merge everything into a blank screen and then save it with a new name when errors like this show up. I never ever render with anything in my plugins folder. I use to and before I started emptying it out before I did a render I use to get all sorts of errors like this one. I would give it a try. It seemed to be the source of my early woes way back when.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Well, I got all that mismatch stuff worked out for now. Thanks folks 3.gif

    While I wait to figure out what to do with the lights on MY warehouse, I made this (I'm proud of myself, only took me an hour or two 9.gif)

    Rowhouse_HD-1.jpg

    HD and SD. There will be about 6 of them on a 2x2 or 2x1 for both R$ or CS$ I think, so these should be a lot of fun to grow 3.gif

    And yes, I'm going to make quite a few variations just like the ones IRL. I was at a loss as to what to start today, but I pass these on my way to work every day, so I had to make them!

    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  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    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