Jump to content
Parisian

nybt-forum-threads Parisian Factory for NYBT

546 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    in some pics, it seems like the building colour look more "brownbrick" and others like those of Simfox's website where it's clearly orange.

    Share this post


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

    To be honest I've only managed to count 31 floors - 26 in the tower itself and then 5 in the base (4 functional and the ground floor). I know that it is mentioned that it is 32 storey, but it may be so that there is one technical floor at that Mechanical penthouse as well.

    The garden side I think you would have to simply invent... I don't think it is realistic to find any pictures of it and ultimately it doesn't matter that much as in 99% of times it'll be hidden by other buildings.

    For the the scale you don't really need Simcity... Just tell us the sizes - overall dimensions of the building - it's width, length, floor height and some such.

    As for color... that is a tricky one. Often it is very difficult to judge color from Photographs, cause photo is not reality. the data in it has been processed many times over and sometimes without any input from a human being. Generally to gage true or something close to it color you would need a good picture with something identifiably white in it to level white balance - it will take you close to natural hue of your object. then you would need to estimate it true brightness - photos can distort that one quite a bit too...

    What I personally can say about color is that it is most definitely brown, that said brown and orange is a same very color (as log as a color hue is concerned - 30 degree on a color wheel - midpoint between red and yellow (0 and 60 degrees). So the main difference is a brightness. However often colors deemed orange tend to lean more towards yellow and brown towards red. Your color (on the last model, on the other hand, is not brown anymore. it had tipped over the 0 degree point and has hue of around 350 degrees (taken from the sunny side). So, it is red tat leans toward purple (330) I think you should get back towards 20-80 interval.

    I would like once more urge you to present full sized zoom5 preview renders, rather than these tinny things on which it is exceedingly difficult to see any detail, let alone gage their size and some such. Also don't compress them so badly - all the detail is lost in JPEG noise. Done like that it's defit the very purpose you're doing it for.

    Share this post


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

    looks good, but i cant say enough cause renders are not very good, could you please make a zoom 5 render so we can take a better view of the building. i will be waiting for them

    Share this post


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

    I'm afraid you did, and in quite a major way. May I ask how did you come up with these numbers?

    Google Earth gives these:

    0509d344555e.jpg

    e4d64148595a.jpg

    1b314855b3f0.jpg

    So as you can see this is true "Pencil Tower" that could find itself at home in Hong Kong! As for the height... well with any imaginable stretch factor included it would never really be 203 m tall either. I couldn't find it right away on Emporis (it very well may not be at all...) but an educated guess would be 31 x 3m + 1m (for the taller lobby at GF) + 3,5x3m (for the penthouse on the top) = 104,5m

    8117d46b13dd.jpg

    That is a "raw" hight estimate based on a typical (for residential buildings of that period and class) floor hight of 2,75m (9 feet) and the ceiling thickness of 0,25m. With the 1.33 stretch to eliminate squashing effect you would get something like 139 m (normal floor height 4m). As you can see far cry form 203m you have currently. You may make the lobby floor a bit taller (well actually all floors of the base a bit taller, say by 1 meter each), but otherwise you really better stick with the these numbers.

    PS

    forgot to say these numbers are quite odd in terms of SC4 universe. the width of 10-10,5 meters mens the building is narrower than 1 tile. This poses the question how to deal with it. To make it true size and leave some alleyway on the lot or to scale it to feel the entire lot width? This is the reason I've asked about the size in the first place, to know what is your decision on that subject. I just was so surprised to hear you dimensions that I've forgotten about it for a moment...

    Share this post


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

    Hmm... alleyways make a lot of sense for recreations. In the future someone may want to BAT a neighboring building and then your BAT could be placed correctly w2w with it. If you change all the dimensions then it not only throws off the intended look of the building, but also prevents it from fitting correctly once someone makes the surrounding buildings. A single building may not fit nicely in a SC4 lot but generally entire blocks do, thus there has been talk of starting a block project on a different Manhattan block... hint, hint 2.gif

    Share this post


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

    Well, I think my building is too high, and maybe a little bit too large. There is some functionnalities in Gmax I don't know very well yet. Especially the scale tools.

    I noticed (compared with the others SC4 building) that one tile can include a 3 floors. That's my reference. In this case I made the same, But if I reduce the height of building, it will look very very small in simcity and to small compared to neighbourhood buildings.

    In the game, and especially with all NY building which have been upload on the STEX, a NY block is considered as a 4 tiles in the game. street 1 tile, block 4 tiles, street 1 tile etc etc... My building look so large to include a church on the right side, and another large building on the left.

    How can I correct it?

    Share this post


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

    I'm not sure what you're trying to say, but gmax is in meters and if you're doing a recreation, you should stick to the RL dimensions, THEN worry about scaling up (only on the z-axis, of course). As far as the block thing goes, I'm not saying you need to make the entire block, just maintain the RL dimensions so that someone could recreate that block is they wanted to. Just fyi, that particular block would fit nicely on 4x8 tiles in simcity, while your building should fit on a 1x2 lot.

    By the way, here's the emporis page of your building: http://www.emporis.com/application/?nav=building&lng=3&id=114739

    The actual height of your building is 88.7 meters and it's 32 floors.

    Share this post


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

    I ve rescaled it, and now, I think i l m very close to the reality. But I still don't know how :

    First : render with more details without uploading it directly

    second : Check the RL (in which menu could I find that?)

    Is it possible to recsale only the Z axis without changing the other sides? Like stretching the building?

    Share this post


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

    Yep, it's very easy to scale an object on only one axis. Just click on the scale button and hold for a second, a drop menu should appear that lets you scale non-uniformly. You should select the second option from that menu, then just select all the objects you want to scale. Finally, just select the axis you wish to scale. That's it.

    Share this post


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

    HEY THANKS PBGV103 !!!!! 9.gif

    I m rendering the building. Let me show you the detailed building, maybe I will need to rescale it in the height axis, but after that, I will face the problem of the sims scale next to the building (SC4 is definetly a hard game ^^)

    sliverbuilding.jpg

    Share this post


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

    You still have both overall sizes and proportions very much out of wack

    1c280cab8170.jpg

    as you can see the space between windows (vertical) at the narrowest point is half size if the hight of the window at the same point, now look at your model - see the major difference? On the opposite side the height of the window is equal to the height of the space between them.

    I'd say you better of by re-modeling it and learning in a process how to do it right from the start, model to size. This project is not to big to be to complex to manage, no it is too small for the difference go un-noticed.

    I would recommend , as a learning process to do everything to RL size, including the width of the building eg make it 10,5m wide, and not 16. To keep it simple set your floor height to 3m I believe it will look good.

    Share this post


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

    Ok I will change the window, but it's already like a stair if you look at it precisely. And the scale, of course it's better to make the real scale, but in SImcity , we can notice that everything look smaller in term of building, and look my building scale compared with the others, and especially the sims... I m affraid to dimish it because it will look too small to be real. Don't you think?

    Share this post


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

    Personally, I thought it was fine, and all it needed was some texture work. I wouldn't say you have to start over on it, you can work with what you got.

    Share this post


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

    it's a 30X14X166 meters. I know the height is too much... If I diminish it, it will be like very packed and floors maybe will look too much small in term of height... I don't know really, this building is a real headache!

    Share this post


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

    I think it is what it is. If you model the building accurately + the vertical scaling, it will be accurately represented in the game. If it looks like the floors are packed in too much, it's because that's how it is in real life.


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

    Share this post


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

    That one reason why I do hate about scaling, I hope you can fix this issue. By the wayIt looks great.


    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


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

    whoa, 166m??!! thats wayyy too much, I'd either start from scratch or try scaling everything down to the RL dimensions. THEN you could scale up the height about 133% right noe your model's height is over 200% the actuall building's height! Your floors are obviously much higher than the ESB's and those two story houses could fit inside the first floor of your model!

    Share this post


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

    I ve rescaled the building, I think now it's ok. And I m making the little embassy next to the tower. And the church too. In the end, it's will be a 2X3 lot.

    Share this post


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

    ahah guy, is it ironic... ? 3.gif Anyway, yeah, before uploading something, I want to upload something with quality, under the label NYBT. Not *****s like some of Simtropolis members upload 15.gif

    Share this post


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

    Originally posted by: ilikehotdogsalot

    Looks good! Can you reupload the W hotel though, it says the file is being processed...quote>

    yeah I will do it, as soon as I have recovered my files from an outer boot.

    Share this post


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

    HELP : I ve some problems to have the nitelite. I ve re-installed the SC4 Deluxe edition, and updated my game with the SKU2 Update (Europe). But I don't know where I can get the nitelite fix cuz it doesn't work!

    Share this post


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

    Parisian heres some questions.

    Does any of the custom built buildings night lights work? Or is it just your buildings night lights not working. Why I have ask you those questions because I think I had the same problem. Another thing, I suppose you have already type in the word nitelite where the object name is for your night lights to work.


    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

    Share this post


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

    Hey Aaron! No unfortunately, it concerns buildings which come from Simtropolis or whatever website plus mine. Default SC4 buildings like the Empire State Building for instance work perfectly... That's very strange, because the first time I had downloaded the update, I didn't have this problem.

    But you mean that you can't nitelite buildings you create? That's strange... To light a window, you just need to write "nite_window1" on the object you want to turn into a glass. I m still not that good in term of niteliting but I m processing like this and it works. Hope it will help you. But for outer lights, I ve some difficulties to understand how it functions really. Target light, omni light .. etc... is a mystery for me 15.gif

    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


    ×

    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