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beebs

Beebs' BAT Workshop

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    Do excuse the double post..

    Unless anyone has any further suggestions, I think this puppy is nearly finished.. I'm a little undecided about the lighting still.. does anyone else think the color is awfully yellow? Anyways, I'm hoping to make this transit enabled, so if anyone knows how and would like to help me out.. 4.gif3.gif

    bus12.jpg

    Thanks everyone for the advice and tips once again on this one. 4.gif

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    Actually, I don't think the night lighting is too yellow, I think it is too green. Also, in general I think the night lighting is a little dim.

    For transit enabling, after you make the lot in the Lot Editor, you can transit enable that lot in SC4 Tool. If you don't already have SC4Tool, you can find a link to download it in Andreas Roth's signature.


    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    Originally posted by: Jasoncw

    Also, in general I think the night lighting is a little dim.quote>

    The windows are meant to be tinted, so to me the lighting should a little dimmer than through a "normal" window.. out of curiosity though how would increase the brightness of the lights? Thats one thing I wasn't able to figure out.

    I'll try poking the color a smidge towards the red side of yellow and see what that does..

    gn_leugim- Thanks 9.gif

    Busses are supposed to go in and drive to the appropriate stall.. I'm honestly not sure what the best way to transit enable it would be.. or if you can specify busses only. I guess I haven't put too much thought into it. 3.gif

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    The "Intensity" (which at default is "1") is how, well, intense, the light is.

    When you transit enable something you can choose what type of network to transit enable for. So you can have a street go into your lot at a certain tile, or a road, or train tracks, etc.

    How it functions would be done through the Lot Editor/Plugin Manager/Reader. In the Plugin Manager, you would drag and drop your .SC4Model into the Bus Station category. Then in the Lot Editor you would open up a bus station lot, and you would design your lot and save it. At this point, it would function exactly as the default bus station would, except it would have the numbers you chose in the Plugin Manager instead of Maxis's bus station.

    I believe that for bus stations, only pedestrians can enter, and only buses can leave. In the Reader, you could edit this so that, for example, cars could enter as well (as if it were a park and ride).

    in SC4Tool you could transit enable something, but transit enabling is only visual, I don't think it has any other purposes.

    To get buses to move around inside the lot itself (say, drive in and park in one of the stalls) would require custom pathing, which is something I don't know anything about except that it's complicated, lol.


    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    Originally posted by: Jasoncw

    The "Intensity" (which at default is "1") is how, well, intense, the light is.

    When you transit enable something you can choose what type of network to transit enable for. So you can have a street go into your lot at a certain tile, or a road, or train tracks, etc.

    How it functions would be done through the Lot Editor/Plugin Manager/Reader. In the Plugin Manager, you would drag and drop your .SC4Model into the Bus Station category. Then in the Lot Editor you would open up a bus station lot, and you would design your lot and save it. At this point, it would function exactly as the default bus station would, except it would have the numbers you chose in the Plugin Manager instead of Maxis's bus station.

    I believe that for bus stations, only pedestrians can enter, and only buses can leave. In the Reader, you could edit this so that, for example, cars could enter as well (as if it were a park and ride).

    in SC4Tool you could transit enable something, but transit enabling is only visual, I don't think it has any other purposes.

    To get buses to move around inside the lot itself (say, drive in and park in one of the stalls) would require custom pathing, which is something I don't know anything about except that it's complicated, lol.quote>

    Ahh okay that all makes sense I think.. do you know if there are any guides anywhere regarding all this stuff?

    yeah custom pathing would be nice, but I don't think it's entirely necessary.. I could always just drop a few bus props inside the station, I suppose...

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    Well I had a go at lotting this sucker..

    transitd.jpg

    A few custom textures with some maxis stuff later, I don't think I did too horrible.. Regardless, I think DTP is going to make a (much) improved version when he has time. I can see a few areas where the textures are a little wonky and I'll need to patch up, but overall I'm quite pleased with what I've turned up.. it's my first honest attempt at lotting. 3.gif

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    Seeing it in context of the game brings up some sizing/scaling issues. The window that is size of the bus, for instance... The door that is in design a simple single door yet it is taller then a bus and virtually as wide as one. Also parapet seem to be the size of the bus. I think the whole thing should be scaled down by about 30-50 percent...

    The Lot, on the other hand, I think is quite good. I like that it steers clear of overly cartoonish barby-land look...

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    I like it, esp the base part, its really different.  The lotting needs more flowers 9.gif Just kidding, I am horrible at lotting.  I forgot you BATted, you are quite good.


    Visit my joint CJ

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    *Super bump*

    Well, I figured I'd have another go at BATting.. so here's what we've got so far!

    apartment1.jpg

    I can see already that the scaling is wonky... a little mushed down, but that's easily fixable. And my roof isn't centered (already fixed). Any comments/critiques so far?

    In regards to my previous in-progress stuff.. the transit center is probably scrapped.. I'm using it in my CJ, but I don't think I'll go any further with it. I hope to release that bi-level at some point, just have to figure out where it went...

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    Originally posted by: beebs

    Well I had a go at lotting this sucker..

    transitd.jpg

    A few custom textures with some maxis stuff later, I don't think I did too horrible.. Regardless, I think DTP is going to make a (much) improved version when he has time. I can see a few areas where the textures are a little wonky and I'll need to patch up, but overall I'm quite pleased with what I've turned up.. it's my first honest attempt at lotting.

    quote>

    Are you still working on this bus transit center?? by, putting it at the right scale??

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    apartment4.jpg

    I'm becoming a fan of these apartment buildings. There may be more in my future. 3.gif

    Could use a bit of advice.. the building I'm loosely modelling this after has white strips across it between floors, as I've put in.. now I know that I should pick an off-white color, but I'm wondering if this is too yellow? I'm not using a texture either, as I figure it's unneccessary for a part that should just be a single color.

    supercity124: It's sitting on my PC, and I'm using that version in my CJ, but I have no plans to release it. Perhaps in the future. 4.gif

    Jasoncw: Glad to be back, jason! Any advice you have on this guy is appreciated.. it's my first real "go" at something beyond two floors. 3.gif

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    Apologies for the double post.. run into a bit of snag. See image below

    apartment5.jpg

    One side of the roof shows up fine.. but as you can see on the bottom, the other doesn't want to cooperate. The settings are identical for both UVW maps, and it does look fine in the preview viewport in gmax. Is it just a glitch that will actually render fine in-game?

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    Yikes.

    Lets assume that there is nothing wrong with the object and try playing with the mapping. Click the opbject> select the + next to UVW map> select gizmo> use rotate tool to make the faces of the "box" UVW map parallel to the object.

    As for the model itself, Coming along nicely from what I can tell. The textures could still use a good deal of work though. The shingles, for example, should be much smaller, subtle, and have less contrast. To illustrate what I mean, spa's wonderful boxes:

    halifaxbox2windowsdone.jpg

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