Jump to content
Sign In to follow this  
mcdrye

McDRye tries BAT again..

352 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    I did a quick draft export to see how it looks ingame so far...

    The tree bit alongside the building is part of the lot (5x3) as it's not going to fit to fit in a 5x2. A peek of the nitelighting so far is in the 2nd pic, I like how it looks tucked in with the buildings, just how it would bein real life.

    CTest.jpg

    CTest2.jpg

    Share this post


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

    Hahaha I saw it at first and thought.......that looks terribly fuzzy!

    Then I read what you wrote and saw it was just a draft. Im not sure how you want it to be, but I think it should be more low wealth and dirty.....if this is what you want get rid of the green trees and add some trash cans or something and no matter what I think you should change the base texture...its to Hight Wealth!

    Well goodluck and can not wait to see more.

    Oh yeah nightlights look amazing!!!

    Share this post


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

    I agree with jasoncw, it would be better as a non-corner w2w. also the first pic seems to have different track textures on the bend than on the straight potions (black vertical lines). Don't forget about the sidewalk out front, it needs to be a cream color with weathering. Lot editor texture should be $$pavement (i forget texture id ATM sry) One final criticism is that the blue awning looks....too blue. Maybe a little rust around the edges? Fuzziness?? could this just be you doing a low quality export? great model and idea! i like it a lot!

    -sean

    Share this post


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

    Quick update : I'm currently working on widening the station so it would fit more snugly in a 5x3 lot

    Share this post


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

    Photo update! I've widened the station, whadda you think of it so far now?

    CS.jpg

    Share this post


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

    Excellent!

    Just curious how the lods are on this building?  Are you using lods that are just a copy of the model, or are you optimizing the lods to fit the building but with a low poly count?  Or do you have a simple lod setup (6 to 25 poly's) and are just manually removing the offending underground parts from the render output via reader (since you are masking the underground parts via photo-shop)?

    The rails around the building would require some tight lods to be able to hide or mask the underground tunnel so be careful with the poly-count on the lods... too high will tax the game severly.

    Share this post


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

    this is excellent !! it looks very nice and can't wait to put it into my city center !


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

    Share this post


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

    The widened version looks very good, but i don't think it can fit well on a corner.If you want to do a corner lot, you may need to work a bit on one of the sides of the station, but you're on the right path.Anyway, it's better than the previous one, and  i'm really curious to know what you will do now.

    Share this post


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

    Thanks for the comments!

    autoVino: I'm currently using a 59 poly LOD, I modeled the tunnels in a way that they cannot be seen in 3 views, it's approx only at that small length of wall between the two tunnels that gives away the ugly underbelly. I would like to edit it away but FiSHMan doesn't seem to work in Vista (are there alternatives?)

    Francis90b: This model isn't intended for a corner lot, the station is loosely based on a mixture of Aldgate and Barbican stations in London where it is situated between buildings.

    At the moment I'm adding the little details etc

    Share this post


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

    I don't know the station of aldgate and barbican, and neither i know how they fit with neighbour buildings.If you aren't going to release it as a corner lot, are you sure that the diagonal corners can blend well with the other buildings?

    Share this post


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

    This is based off of the way shadows are developed in the game. The only way to remove these is to make sure that the image rendered does not extend below the lods, otherwise the game attempts to draw the shadow backwards. I posted information in this in the 3ds max troubleshooting thread.

    Unfortunately the only way I know of manually editing output files is either through the reader and assorted tools (with photo editor and fsh editor) or directly editing output which is only available for 3ds max because of how the converter works.

    There is software out there on the internet that allows for editing of fsh files, but I don't know if it will work on vista.

    Share this post


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

    AutoVino had very precisely explained the problem with "reverse" shadowing.

    I can add only that if you do it with GMAX and have no control of intermediate pictures (BMPs), or render settings then your only option is to convert FSHs back to BMPs with FSHTool (it does work in Vista but you would need to use command line in CMD window. Edit BMPs and then do back conversion into FSHs.

    Actually all you need to edit is Alphas, as it is them that are used to make a shadow in game.

    Share this post


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

    Hey SimFox I found a program called fshED that handles FSH files fine. The problem is some FSH files (specifically zoom 5) have no alphas (maybe Im looking in the wrong place), and where I've edited them fine the stupid shadow still appears ingame.

    Share this post


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

    well, if shadow is still there that means only one thing - you think that you edited them , when in fact you didn't. May be something went wrong and changes you've made didn't get saved. Or may be this fshED doesn't fully support SC4 FSHs - this may explain how come there are not alphas - totally impossible thing...

    As I don't have access to this piece of software - looked around but all download links seem to be dead, and I can't see your SC4Model file can't same more than that. If, however things change I could take a closer look at it...

    Share this post


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

    That would be very kind of you SimFox! What I mean with some alphas is that they are not shown in reader, I must be doing something wrong...

    Here is fshEd for curiosity purposes http://www.mediafire.com/file/0mwz4ujlylq/fshEd.zip

    And here is the SC4Model file http://www.mediafire.com/file/zzmciuqkgz2/ChurchwayStation3a-0x5ad0e817_0x79351b99_0x30000 - Copy.zip

    Share this post


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

    That file was my second try at exporting as I didnt back up the first file I messed up hehe. Maybe its because of the draft quality?

    edit: I've just exported in low quality mode and the alphas are still missing...

    Share this post


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

    the new, wider version looks even better than the old one which was great already... amazed I am ^^


    k1v7e2y.jpg

    Share this post


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

    Welcome back Ryan!

    The station you are making is fantastic!

    Very few points to improve:

    - As many said, a four-rail trackage (together with some electric equipment) would look more realistic (though not very much with a "simcity feel").

    - LODs wouldn't necessarily be underground, unless you want to have visible running trains, which I doubt if it's feasible. NOB from Japan has managed it, but it was for El-rail/GLR automata, and using special techniques (eg laying water pipes under the station). But it's really unknown if subway trains will be visible in overgound (normal) view, even with special LODs, and all the above said techniques engaged.

    - Maybe the track layout is a bit unrealistic, ie two double tracks, with the one having no platform. This could be changed maybe.

    Otherwise excellent work.

    I would like to add that I greatly appreciate your work. And of course, I can't forget your help with the special "narrow" LU station model for RTMT (Road-top Mass Transit). Not only you provided an escellent and much needed model, but this was later modified (by me), to make new, more generic (without the roundel) subway stations out of it, I really appreciate this!

    I no longer develop any stuff for RTMT, however version 4 is already under development (by other members this time), If you are interested in this (they always need good-looking additional BAT models) you can take a look at the RTMT Place on sc4devotion.

    All the Best!

    Share this post


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

    Just a quick update, I've added more detail such as 4th rails and redid the evacuation platform. Here are some pictures of details you won't normally see up close 41.gif

    Untitled-11.jpg

    And finally the latest render

    Untitled-5.jpgUntitled-3.jpg

    Share this post


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

    No I'm messing with the Thumbnail Cam in gmax.

    I have managed to import the model into Max without textures (importing the model with texture co-ords caused Max to run out of memory and crash) and tried exporting so that I could edit the bmp's (all had alphas! hehe) before BAT4MAX made them into FSH files. I managed to eliminate the boxy shadows by editing the alphas as you suggested but I'm having trouble with the actual building showing.

    Parts of other Simcity buildings keep showing instead so I tried merging into new scenes and trying again but I did it 3 times and got the same. I'll try again at some point

    Share this post


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

    There are few reasons why this may happen. And given that this building isn't too big it may be easier to manually fix it in reader - simply assign proper textures to the slabs of s3d. Alternatively re-export the LODs from GMAX and export again with this new SC4Modle file.

    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