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un1

simmars-forum-threads un1's SimMars Creations

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My SimMars Stuff


More SimMars Parks (In BETA)

A Transit Slope Mod (Complete)

More SimMars Maps (Still In Making)

Enjoy,

-un1

NOTE: All attachements are in the SimMars exchange, fellow SimMars members. 2.gif


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Those look good, un1. Keep them coming! Which parks will be replaced with those?

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    SWAT-MEDIC - Thanks.

    TimeMaster - Thanks. I don't know... I just made a new park. 3.gif

    timcravey - The BAT I needed (which I made at the size of L=0.01 W=0.01 H=0.01) was to make the properties of it... Thanks.

    Small update,

    I made the icons. I redid it because I messed up on one of the properties. I am almost done, I say it will be done in a few minutes... So I am now going to call it, Complete.

    -un1


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    great models!

    just two minor things that need a bit adjustment: the glass should not be completely seethrough to counteract the intense sun on Mars. try dimming it with a redish or brownish tones. for the overall color palette it stands out too bright opposed to the Mars environment, can you try add some red, orange or brownish touch to some of the textures? I think particular for the bright ones it willo make most difference.

    if you look on real pictures taken on Mars you will see that everything has a red touch in the color.


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    andisart - Those aren't my models. timcravey made them, so I requested him to change them...


    New Mars Maps (No Where Near To Being Complete)

    I only have 1 map so far. Mars Delta...

    It actually looks like a delta doesn't it?

    Size: 4x5

    Mapping -  un1

    MarsDelta.jpg

    Enjoy,

    -un1


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    Posted:
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    Great map! Can you make the parks more utilitarian so we can use them in the modd please?

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    TimeMaster - Domes are allowed now.


    Update on the Parks.

    Parks33.jpg

    I changed the ground colour to red because the Green showed up out side of the BAT, and grass can't grow on Mars.

    I was thinking of making a Base Texture for it, but I need your opinion before I do that. 2.gif

    Enjoy,

    -un1


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    That's very nice just like it is for a backyard or patio. Maybe put a sandy overlay. Make a few ground textures and you could build a prop family for R$$$ that would greatly improve the variety in the residential neighborhoods. One stone or tile; grass; a pool maybe.


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    Good job on adding Mars colors into the spectrum!

    I think you can keep grass as well! It's an enclosed environment so it could well be just grown inside the building 2.gif

    As Tim said make different ones 4.gif

    Am I correct that this is seethrough glass through which you can see ingame props???

    If so, how does that work??


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    I have this info on transparent glass from Andreas from Swamper77,

    It's different to gmax tranparency settings, because if you place props under the dome and don't do this you can't see them. (Gmax transparency affects the render only)

    All it involves is some changes to how the materials are applied to the S3D models and these changes are done in the MATS tab of the model in the Reader.

    These are the settings that will need to be applied to each image for the S3D models that have transparent glass:

    Flags:

    x Alpha Test x Framebuffer Blending

    x Depth Test x Texturing

    x Backface Culling

    Alpha Func: Always

    Depth Func: Less Than or Equal

    Src Blend: Source Alpha

    Dest Blend: One Minus Source Alpha

    After making the changes to each model, hit the Apply button that is in the upper left corner of the S3D viewer before working on the next model.

    This only needs to be done for the models of the three closest zooms (2##, 3##, 4##). In other words, you only have 12 models to process, but each model has one or more images applied, based on the model size.quote>

    Also great work on the lots un1, I think I preferred the grass (playing/walking on rocks and dust doesn't seem right to me2.gif)

    Jonathan

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    All I did was shoot the dome with standard glass and a cutout in the base to show the base texture through. Nothing special except the spec is high (about 75), gloss is low (about 10), and the opacity is 71%. There is a diffuse map of splotchy gray (Sysdebug/metaltextures/metal06) and a specular map of SimMarsTextures/odmsky... Settings may vary from scene to scene depending on the orientation of the glass plane. It's not perfect but its funtional. Main problem is that SimCity doesn't display the same palette as GMAX, so some colors may just drop out between .gmax and the game.

    Also height of the covered space seems to affect visibilty of props. I have yet to get a tree under one.


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  • Original Poster
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    timcravey - Thanks, done. 2.gif

    andisart - timcravey made the BATs for me. Thanks.

    warrior - Thanks.

    timcravey - ...

    Lots are now uploaded at the exchange as a BETA.

    All SimMars members - They come with everything, but a few errors, that may occur so please download and test them, then report them.


    Comes with many versions to. 9.gif

    -Plain Grass

    -Beach

    -Pool

    -Parking Lot

    Here are a few pictures,

    DeepValley-Feb24001227233031.jpg

    (Note: The base texture has been fixed)

    DeepValley-Feb26001227233047.jpg

    (Note: The base texture has been fixed)

    DeepValley-Feb28001227233058.jpg


    Now, I am thinking of making filler lots for SimMars using older SimMars props, but that is in my mind.

    Enjoy, bunny.gif

    -un1


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    Hey, un1! I have more than a dozen maps from the new USGS maps for Mars but I'm currently under a lot of time constraints that prevent me from managing them into uploads - would you be interested in taking a look at them and putting them up for everyone? Images of the rendered regions are included.

    Files are here: http://www.mediafire.com/?sharekey=a3bfc4b1ec8e30398c9e7c56ba37815f843cab55079da863

    I think we should select the 3 or 4 best and include them in Beta3.


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  • Original Poster
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    Ok, I will get around to that, I am quite busy these days.


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    while playing and building cities I encountered some issues with the slope  mod.

    It seems that it only allows for shallow slope to be built, while it seems to block all steeper slopes.

    Is it possible to make it a bit more flexible?

    Also in some occasions I cannot built tracks/roads where it definietly should be possible (no steep slopes) but it doesn't work. Here a few examples with rail tracks, same problem occurs with roads. After removing the slope mod I was able to built

    slope.jpg


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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    Well it is a problem all slope mods have, I could fix it but then it would seem that it isn't even there.


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    ok I hear u.

    I'm askin is there a middle way? because the issues like the ones in the picture are really frustrating and seem to be not exactly related to any slopes but seem like bugs. Because there is no or not much slope in those scenes


    My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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