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bixel

Bixel's Hong Kong Residential CitiesXL Re-Creations.

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  • Original Poster
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    Maybe we should join forces for this? A new team...

    CCC Team (Custom City Creators) Team

    CCXL Team (Custom CitiesXL) Team

    UK/HK Team (kinda obvious...)

    NEXT Team (the Next generation Team)

    NDEXHK Team (don't try to pronounce)...

    I think we kinda need to get rid of the BAT monikor... since it no longer really means anything


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Well I'm surprised what you have here Bixel. I wish I had 3dsmax and a good modeler as you. But that will never happen for me alas.

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    I'm officially excited now. The prospect of making totally 3D custom content... it blows my mind. Pity is that we're gonna have to start from scratch with out collection of HK buildings as most of our current models are far to complex.

    CCXL has a nice ring to it.

    Btw, for Dirk, I think this forum should be called CXL Custom Content, not CXL Creating Buildings??


     

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    I would say CCXL would be a nice umbrella name.

    But then you could have the HK Team , NDEX Team. Basically keep the names but establish them under the CCXL Banner.


    Pick English for the CJ Forum Edition | Pick Sierrastarin for the CJ Section of the Site

    the new kingdom of SIERRASTARE | La SIERRASTARINTA Del Zonta Newe

    UPDATED: December 28 2011 | UPDÀTÉ: 28 de Decémbre 2011

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    I can't wait for this and i'm glad that we may have HK buildings in CitiesXL

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  • Original Poster
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    Well my main computer is down! Motherboard broke. But I've been hankering to get creative and I am using an older - slower computer to try and get some stuff done. I decided to use one of Hong Kong's Residential Towers as a test bed on the process of getting a model textured, and exported properly for Cities XL.

    Basically I modelled a rough draft of the building in detail mode - (not terribly high detail since this is a test). This type of modelling is super brute force method of just making blocks texturing them and moving on. After the bits and modularized parts of the main tower was completed and textured - I went about creating some textures straight off the building parts itself. To do this I simply rendered from the viewports - cut and paste in photoshop and made a texture. I sued scanline - advanced lighting, and a single skylight since I wanted the shadows to be pretty ambient.

    After I had made textures for each module part of the building I slowly began constructing the tower from meshes and apply my new rendered textured when possible. The result is a significantly lower poly model - texture to make it look decently high detailed.

    towertest1.jpg

    its not the best - the textures were made in a bit of a hurry - so it does look a little boring and cartoony. However my main goal seems to have worked - I got "baked" in style shadows on the parts of the building, some decent geometry - and from a moderate distance it looks like we have a lot of detail. - But most of that is fake - its just a flat texture.

    towertest2.jpg

    for instance here - at closer inspection - you can see where the AC Units are really quite flat.. there is still some geometry here and some nifty extrusions. I made this Tower almost exactly like the real one >> http://en.wikipedia.org/wiki/South_Horizons

    However even after all my mesh editing to get the face (poly) count down. I am still waaay over budget. The original detailed model is in the realm of 320,000 polys. This particular model is just 8000. Yet in this render here - we can see my problem...

    towertest3.jpg

    I was desperately trying to maintain the Tower's detail as much as possible. A little too much it looks like. You can see where some improvements can be made - and the realization I made is. We are just going to have to balance very carefully our desired realism vs. the practicality of the model. I am going to have to adjust parts of this to make it yet even more flatter - hopefully with some better texture tricks it will still look decent. However many of those extruded ledge you see here must be removed.

    Keep in mind this is only a test, I am still learning on the best way to get these buildings textured nicely, we are also missing our spec, and normal maps as well. The windows are going to be particularly tricky, my plan is to make this exture map alpha channeled, all these white windows will be completely transparent. I will have a 2nd Mesh - directly behind the frames that will have a large detailed texture to be used as the windows/glass and the nightlighting. So basically the finished product should be 5 textures (Main Diffuse, Main Spec, Main Normal, Windows, and NightWindows) and 2 meshes (the Building, the Windows).


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    his work is great and very good look at it would be great to have his building in one of my cities  for Cities Xl

    keep up the great work

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  • Original Poster
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    poly budget was conveyed to me at 6000, but this could change... I have a feeling it might get reduced - initially I set for myself a poly budget of 2000 and I barely scraped by on a earlier test tower. Skyscrapers are by far the easiest to do - their simple boxes make hardly a dent in the budget... its the details and the floor structure of the residentials that really push it.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Impressive work Bixel 4.gif

    I should be able to provide all of you more details and specs for custom content relatively soon. I'm looking forward to see more.

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    Well all or most CXL buildings are made in 3dsmax like the video showed. So you pretty much have to buy or own 3dsmax to create buildings and such.

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  • Original Poster
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    Thanks, Mathew_MC. I gave my self a footprint for a texture diffuse map of 1024x1024. Most of the newer games, UT3, Crysis, etc.. use these texture sizes. So far I have only filled up about 60% of that map, so I may be able to increase the resolution on some of the texture mapping as I progress. I will start work on the base and roof soon - which I suspect will take up the rest of it.

    I am hoping MC uses some sort of shared props between buildings.. I've noticed trees and other objects are shared across this collection of lots, if so I could devote some extra time on creating AC and Roof props that can be instanced from the same model, that way the game engine is only loading the model once and then instancing it during game play.. this will be able to prevent higher poly count (on a specific building) and any extra texture loading - which is the most essential factor. The memory allocated to textures is still in my mind impressively low in most graphic hardware (you would be astounded what little memory they allocated for this in a ps3). So because of this if the roof props and AC units details are separate from the building - this means that the texture those parts are using is only loaded once.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Hi guys,

    We should come back to you in the coming weeks with at least a document for you to start playing with building creation for Cities XL 2.gif

    You should find in it all the technical details.

    As far as I know, we only have an exporter for 3dsmax right now but our developers made the export/import process so that it uses an XML based intermediary state. This means that if a developer may want to create an exporter for another 3d modeling software, he should be able to do so. 2.gif

    We'll have to go deeper into this later.

    Cheers,

    Philippe

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    That is an excellent building! Hopefully MC's document will include recommended polygon limits. What 3D modeling program do you use? Many people use Blender because it is free. Do you have something better?


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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  • Original Poster
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    Blender is a great way to go. I use 3ds max right now - I may use Blender and or Maya in the future depending on the project. Sorry I haven't much progress on this of late - my computer is still broke and I have been busy with stuff. But I will start a portfolio/blog website soon. It will have most (80%) of my simcity 4 work documented, work I did for UT3 and other games. Plus articles and tutorials.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    WHAT!?

    Why wasn't I notified about this! So how does this work? Have you cracked open the Cities XL files to see what our file name extension(s) are?

    This is really great! Pioneers of the Cities XL age! 9.gif


    We, stardust, are the oddest observers of self (a.k.a. the universe).

    I'm just a group of atoms typing this.

    What do I know?

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    Perhaps it's to early for this, but if MC comes through, some tapered lots with park textures and trees and shrub of the perimeter to act as cammo on those really tough sloping lots would be nice.  TIA.44.gif

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  • Original Poster
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    OK I am back!

    39.gif

    new Motherboard, new vid card, and everything is working. Now I can get back my projects, working on some buildings, working on CitiesXL, and my portfolio.

    40.gif Celebration Time!!! 40.gif


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Originally posted by: dasilva

    Hi guys,

    We should come back to you in the coming weeks with at least a document for you to start playing with building creation for Cities XL

    You should find in it all the technical details.

    As far as I know, we only have an exporter for 3dsmax right now but our developers made the export/import process so that it uses an XML based intermediary state. This means that if a developer may want to create an exporter for another 3d modeling software, he should be able to do so.

    We'll have to go deeper into this later.

    Cheers,

    Philippe

    quote>

    Hey Philippe...   your few weeks is up.   2.gif

    We have a eager bunch of custom content creators here just itching to make stuff for this game...

    What's the story here MC?

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    Very nice job. I actually work in Maya but also have 3DS Max available. I'm waiting on the documentation for modding so I can start playing. I thought I saw something in the demo download about it, but I can't find anything on the full dvd version.

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    Like is the custom content going to be free for all of use like an exchange of some sort? Or we got to give you the files and what-not, personally it should be like this:

    PO people: Gets all content since you can go to people's cities and it might be invisible due the fact they haven't downloaded that building. -----> No need for an exchange

    SP people: Gets to download any choice of custom content due to the fact no-one is going to your cities. ------> Exchange needed

    ---------

    Just give us the modeling tools like something like SC4's BAT tool and an exporter / importer tool and we can create more models faster than the people who has 3dsmax and we're all set!

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  • Original Poster
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    well Im behind MCs decision. If the model is not up to spec - then it shouldn't be used until it gets improved and then matches the professional work. Once the model is approved it could be automatically added to the content when the player logs in. Modding wise - I think there should be an option for the player to make a mod file of the building if he/she wants to use it differently - meaning the model doesnt change but the way the building is used can be different for the solo player. Perhaps a Lot - Exchange could be created... Only files that tell how the building is used can be uploaded.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Jeesh....bixel...how can you have all this time on your hands...i wish i could be just like you!

    I never knew that CXL would allow custom plugins like SC4...crap now this is making me rethink not getting the Limited Edition...although the lack of mass transit is still bothering me

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