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JayStimson

JS Seawalls V2

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While I have a little time before skool starts again ....

This V2 set does not require a tile on land to place. However, for tech reasons that otherwise would prevent

having diagonal pieces, the cheat setsealevel is needed to place the pieces. After placing the pieces, save the city,

exit the city, and re-enter the city. The water returns and the seawalls are in place.

Here's a couple of pics of where I am so far ...

jsseawallsv202.jpg

The texturing needs a bit of work and the veritcal lines between the pieces will be removed for the final rendering.

An suggestions for alternate textures is appreciated. If you have a specific texture image, insert it in your reply and

I'll give it a try.

jsseawallsv203.jpg

Nice hole on the OC (outer corner) piece, eh ? lol

I'll have to re-do that piece and use an alternate approach. Should be easy.

That's it for now folks. Comments, suggestions are always welcome.


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i think they'd look better with some "wear and tear" on them, like weeds etc. nice textures though.


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    I agree Jim but like I said, I'm textured challenged.

    Otherwise ...

    All the pieces are done and seem to work fine in-game. Only 2 things left to do ....

    1. finalize the textures

    2. do the final rendering

    here are some latest pics:

    jsseawallsv204f.jpg

    The outer corner piece issue is fixed.

    jsseawallsv205.jpg

    The under bridge pieces are done.

    jsseawallsv206.jpg

    View from the other side.

    jsseawallsv207.jpg

    And the final detail. Although the texturing needs the touch of someone with a more artistic eye. They do seem to work well with the bridges. I'm pretty happy about that.

    Hope someone can provide me with a nicer texture image file soon so I can finish these and release them before skool starts again. The readme is even done and waiting.


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    I really like these and it will be a change from the Marrestt ones that everyone uses. This will be a great addition to the game!! Thanx

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    While I may not completely be able to help with the texture...not sure what you are trying to achieve , and I understand not wanting to do a set like your previous set....the main thing that set your previous set apart was that it was not as rigid looking, it curved. That is why I still use them more than Marrasts. I can't BAT so I'm in no position to critique...just an observation. As far as the textures , what do you have in mind?

    Also, sometime ago , the link to your highway walls got lost , and still from time to time there are  requests for them mainly your more complete Beta: (JS_HW_Walls_B3) Do you plan on releasing them or would you mind them being uploaded? I only ask since I know you were gone for a while and no one knew if you were coming back , and although I think I remeber you not being completely happy with certain aspects of them , they still are a great addition. Still use them in some cities 4.gif

    Jayson


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    Thanks for the comments. And I believe the thread for the highway walls still exists but I'm sure the link to the beta version zip is long gone. An old comcast account. However, I do still have the original zip file. I never released it because there didn't appear to be much interest. I was fairly happy with the highway walls other than the texture wasn't very well received and no one offered me a better one. I suppose I could do what I'm considering for these new seawalls (which I wanted to make specifically because they don't require a tile on land and thus you can run a road, street, or avenue right along side of them (the usual on the east coast of the US). So anyway, I may release both "as is" and if someone provides a better texture, I can always update it. Thanks again for the comments. Certainly something to consider.


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    Well , since I am not a BATter , this question is probably gonna come out wrong , but could you render the corners to be smoother , or is there a way to either render offset or change the S3D's once they are rendered? I agree with the approach..I also have used NOBs walls which are aligned the same way but are just textures , so they have many limitations!

    As far as the textures , it all depends on what look you are shooting for. Maybe darken them slightly and add a mossy look in areas? Maybe a dirty white-ish to show the years of salt water spray? Use a larger texture so the repetition is not as noticeable. Like I said , I don't know what you are shooting for.

    Also , since I dont do any modeling , have you looked at Mas sans JRP project? JRP%20CoreLogPack_02.jpg

    A lot of what he did I think you also are shooting for!

    Jayson


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    Hey, those seawalls are looking fantastic !! I will be using it for sure in one of my city ! !


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

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    Hey JaySimson, what's that grass texture you have? Where'd you get that - it's nice.

    Also I'm happy to help you with texturing your projects if you like - I'm sure there's a lot I could learn from you and I'd be more than happy to help you too?


    Do it right or you've wasted your time.

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    I debated whether or not to make at least the Outer Corner piece rounded so I decided rather that choose I'd make both. There will be a squared version and a rounded version for this one piece. Rounding the turning pieces (ortho to diag inner and outer) may also happen ... I'm still debating with myself ... but probably not. We'll see.

    CSGdesign: I'm guessing the grass texture you're asking about is the terrain. It's the CP Columbus terrain Mod. And also, as far as helping with the texturing ... I always accept help. PM me your email address and I'll send you the texture I'd really like to use along with some notes. Thanks.

    sithlrd98: I'm not familiar with the Mas sans JRP project and could find it in the BAT open discussion forum. Do you have a link ?


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    sithlrd98: Thanks. I thought it might be on SC4devotion.

    Here's the latest update:

    jsseawallsv208.jpg

    Obviously, the rounded outer corner piece is done. Both versions will be in the set.

    What remains:

    1. Texturing .... still waiting for replies from a couple of people. Especially JBSimio who did the custom UI and sound for the V1 set.

    2. I'm considering adding drain pipes on a couple of the pieces for more detail appeal. Anyone has any thoughts on this feel free to share. Always open to ideas.

    3. Right now the set is at the top of the park menu right under the standard maxis lots. I was considering putting them in the landmarks menu but mine is already so long. Suggestions ?

    And of course ... all other related comments are welcome.

    Texture Image:

    screenhunter10.th.jpg        screenhunter11.jpg

    preview render with texture modified by fukuda. much better.


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    Yeah, a lot of the development stuff is over there, and Mass' JRP is very well done (I still wish that the water was not part of the model so they could be seawall) oh well! The new corners are much nicer! It gives it such a more complete look (IMO), and hope you can get some texture ideas. Looking good!

    Jayson


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    Looks fine to me.. I like the approach you have taken and its another nice set to add to the collection! Great work there! And I love that its a "no land" set.. I hate the "standard" that requires some "road" or "path" or whatever around the seawall that never seems to quite blend into what you are trying to do..

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    Just saw the updates.... I like them . Looks real good, I like the transition on the texture!


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    For those who may be interested:

    I just signed a lease this morning on a new apartment so I'll be indisposed until next week. (I hate moving)

    The V2 Seawalls should be released sometime next week ... prolly toward the end of the week.

    Wish me luck.


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    I'm back. Finally moved in, almost everything has found its place. Hopefully I start the final renders tomorrow.


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    Posted:
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    No offense, but how does this help you? it's not like a hurricane is gonna come..........

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    Really nice seawalls! i cant wait until their released 16.gif

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    Yes. It has been forever.

    None the less, I'm back briefly.

    I've abandoned the V2 seawalls (at least temporarily) due to the facts:

    1. Developing the right  texture was a lot harder than I thought it would be. (it usually is).

    2. When setting sea level to allow placement of the V2 walls, (remember, they have no walkways on shore), all bridges and tunnels get destroyed.

    I may come back and finish them anyway since to me it's worth rebuilding tunnels and bridges to have seawalls that don't require a tile on shore thus allowing

    roads and avenues to run along side of them. A big plus to me.

    So here's what I am working on first.

    A V3 using the original seawalls and applying a new (and much better IMO) texture. Concrete seems to be the preference (reasonable to me).

    I finally found a set of 4 concrete textures (the same ones I used in the latest train trestles) and was able to consolidate (and line up) all 4 into one continuous texture.

    This will allow me (using the uvm gizmo) to create a prop family (and old idea I got from SG) for the ortho and diag pieces that will allow for a seamless (and non-repeating pattern) on those long stretches of wall. Of course, you may have to bulldoze and re-plop a few times to get the texture edges to match perfectly, but it should work well. I'll include more details on this later (and in the readme of course).

    For now here's an in-game pic of  the first piece (the outer corner).

    jsseawallsv3outercorner.jpg

    jsseawallsv3outercorner.jpg

    The only change I am sure I will make (as of now) is to make the brick pattern on the on-shore walkway tile smaller.

    It didn't look oversized in gmax but then that's why we always check things in-game.

    Otherwise, it's pretty much what I was looking to accomplish.

    I'll try and do a few more pieces (the simpler ones) this weekend and post them here.

    As always, comments are always welcome.

    - JS


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     Whao ! Can't believe this is the first time I've ever seen this thread. I use sea walls in every city I build

    almost. And that last texture you just showed is amazing. I can use content like this all the time! I am not

    one to really ask much for texture knowledge. However I would like to make one suggestion or Idea if you will...

    Pipes, Is there any way to add rusty or Industrial pipes to these walls? That would give it that hard core industrial

    look 4.gif.

    Anyway your work looks awesome !

    Sincerely,

    DOY

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    Not sure what you mean by "adding pipes" but some of the pieces will have drains (drainage pipes). Is that what you mean ?

    And of course the drains won't be shiny. We don't want to ruin the grungy look. More than likely they'll be concrete pipes (different texture of course) with rusty metal grating.

    Glad you like the look. Thanks for the comments.


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    jsseawallsv32x.jpg

    Here you can start to see why the use of prop families is needed. You can clearly see where the pieces meet. Not exactly realistic. Notice the brick size on the walkway is smaller. Looks better I think.

    I'm waiting to here back from Barbyw on some prop family IDs. I'll provide another update after I make the first set of family props and show how you can re-plop until the wall looks seamless and continuous (like RL).

    BTW, that PEG Haunted House is pretty cool don't you think. In my next life I hope to have that much talent.


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    Great final texture! These will be a fantastic addition! I do have one simple critique though. Like your other seawalls, the only thing that bugs me is the maxis trees. And one request is that if you do use maxis trees if you don't add plam trees that would be great, Just because most environments don't match palm trees. Looking forward to seeing these in the game. Thats just my two cents.

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    Posted:
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    Originally posted by: JayStimson

    Not sure what you mean by "adding pipes" but some of the pieces will have drains (drainage pipes). Is that what you mean ?

    And of course the drains won't be shiny. We don't want to ruin the grungy look. More than likely they'll be concrete pipes (different texture of course) with rusty metal grating.

    Glad you like the look. Thanks for the comments.quote>

     Yes , Sorry I should have explained myself better. I meant Drainage Pipes. And having them look rusty sounds like

    a Great idea ! 1.gif

    Sincerely,

    DOY

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    I'm afraid that texture is total overkill. Anything with such a level of contrast and "clarity" makes the game and particular model looking like a tiny toy. Dirt is fine but what you have there is totally over the top. Look at any real life photos (not specially edited for the effect) or at, say Maxis roads and see how the variation /dirt is handled.

    Another weak point of your texture (the strong contrast clearly defined details) is that repetition will be painfully obvious. Mute and scale down everything g(in texture).

    As for the modeling I think the rounded corner should be handled in a bit different way. Imho you need some degree of curvature also at the tom. The way it is all pinched into a point looks a bit artificial...

    But kudos for sticking with the project - one could never have too much variaety!

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    SimFox: I suppose the contrast is a bit high. Simply enough to reduce. I assume you mean "top" rather than "tom". Does look a bit pointed (like a dunce cap) now that you mention it. Perhaps an extended rounded observation area to provide rounded with rounded unless you have a better idea.

    Jamonbread: I use the maxis prop families 77 and 78 which I don't believe contain any palm trees. There is also a no-palms modd that I use.

    Duke of York: I thought that's what you meant.


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