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CO2

Arabian architecture bating team

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Looks enough better i think! The only thing you just need to show us is the previe renders zoom 5! It looks like height and the whole scaling of it is a bit off, whats the dimensions of it? It is importand to tell us before you upload because if it is off it will look really odd in the game. It shouldnt be much bigger than 16x16m and how many m. each floor is? Answer so you can help out.

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This is a really step by step tutorial so you can understand how to make tv antennas. The roof still looks a bit empty so you should add some, oh and the plate you ve got there i think is too big, so make it smaller. I use max but its the same for gmax.

Step 1: Create a box like this and convert to an editable poly.

helpbx.png

Step 2: Click on the edge selection.

help1e.png

Step 3: Click to one of the height edges and then click Ring to get somethink like that (the 2nd picture).

help2og.png

help3m.png

Step 4: Click on the connect settings and make something like that.

help4n.png

Step 5: Once done click on the polygon selection and select one polygon like in the picture.

help5.png

Step 6: Extrude it and move it a bit down. The same for the other side but now you move up.

help6.png

help7.png

help8.png

Step 7: Select the polygon in the picture and then click on the inset settings. Play with the settings.

help9.png

Step 8: Extrude, do the same to the other side and creat polygons to the other sticks with exactly the same way. Like shown in the picture.

help10.png

Step 9: Extrude. There you go, your tv antenna. Dont forget to play with the settings. Its not hard, you will just need to be patient and read carefully the tutorial. Hope that helps.

help11.png

IN ORDER TO SEE THE EDGES PRESS F3 OR F4


  Edited by AlexandrosB13  
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    great! i'll do that, and maybe remove the satelite dish

    i don't know the real dimentions of the building, and as you see, i didnt make it identical

    here's the preview btw

    i'll make the windows on the last puicture bigger (i already done that after making the preview)

    poFrt.jpg?2724

    zW5aA.jpg?2239

    TvUJ8.jpg?2034

    i wish if the texture was whiter than that

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    In order to see whats the height of the building you can just count the 1x1 m grids from ground to top, or creat o box from the bottom of the building till the roof, like here:

    height.png

    About the solar ponals, just a small notice, you may want to add some sticks or something so again it doesnt look there is no gravity there. Like here:

    solarpanel.png

    I dont want to comment enough on texturing cause i am not the best at it, get advice from others that know better.

    In general i can say that you have improved enough since the uploads on stex.

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    btw, my gmax don't have the options that you showed me, but i managed to make an antenna, looks just like that one, and i added the sticks under the solar panels, and i maked the satellite dish smaller (i really like that satellite dish)and also the solar panels little smaller too, maked the windows little bigger in that last picture, and added another one in the ground floor

    and as for the hight of the building, it's 36.305, may look big, but i think it's suiteball, i think

    btw, how much is the height of the simcity 4 building's floor?

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    (btw, i'm exporting it to see how it looks on a lot, and if it's seize is suitebal for simcity4)

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    Oh, maybe yes. I have such a long time to use gmax and i dont remember all the options of it, i thought that editable poly options would be there at least.. anyway, since you found one its ok.

    30m? sounds much i think. I want to see how it will look in the game to be sure.. since you say you exported it.

    I am not sure about the height of maxis' buildings, and i am not sure if there is one, since you can see that many maxis buildings have different scale between them, so its hard to tell.

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    look what did i get after exporting it o.O

    L0DQM.jpg

    (i refited the LOD and reseted the cams and lights and maked the hall building into one gorup before i export it)

    anyway, at a smaller zoom, it looks ok, and the size is ok too, look at the tree on the side of the building

    xU9Sn.jpg


      Edited by CO2  

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    wait, i think i fixed it

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    When things get messed up like that, merge everything into a new scene and save it as a new file. Then, before you render, make sure your plugins folders is empty. Most the advice about this issue always focuses on merging into a new scene. I have found that emptying the plugins folder before rendering is the real fix.

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    When things get messed up like that, merge everything into a new scene and save it as a new file. Then, before you render, make sure your plugins folders is empty. Most the advice about this issue always focuses on merging into a new scene. I have found that emptying the plugins folder before rendering is the real fix.

    yeah i did that, and it worked, and i uploaded it too

    https://www.simtropolis.com/forum/files/file/26276-tunisian-traditional-appartement/

    but i'm going to update it to another smaller version

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    I think the scaling makes this BAT look weird in-game. Also, with middle eastern BATs I wonder if it is useful to make them W2W as many middle eastern cities have densely packed areas where all of the buildings are wall-to-wall.


    b8Op9dZ.jpg   ZSXO85l.jpg

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    I think the scaling makes this BAT look weird in-game. Also, with middle eastern BATs I wonder if it is useful to make them W2W as many middle eastern cities have densely packed areas where all of the buildings are wall-to-wall.

    I will update th bat, and it will be smaller, and wall to wall if you want to use it like that as you said, well, and nothing wrong with non wall to wall

    (and btw, it's not middle eastern, middle east ends on egypte borders, then comes arab maghreb, or the arab west :P )

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    i'm trying to export the new version, but it always had the same error, when i export it and put it on the lot, i see it, corrupted or polluted, looks very weird and bad

    anyway, when i open the model file, this is what i get, i used to ignore it and click continue and etc... but since there was no other problem, i would assume this is the problem

    Fx1h5.jpg

    what is it? i don't even have a texture with that name

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    well this means that an object in the scene has a material applied that is linked to that texture so you need to either change the texture or update the path linking to the texture. The easiest thing will be to find the texture in your computer and then when the message appear in gmax click browse and direct it to folder with the texture. You say you don't have a texture with that name did you merged a file into the scene?


    Don't forget to visit my BAT thread amigos!

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    well this means that an object in the scene has a material applied that is linked to that texture so you need to either change the texture or update the path linking to the texture. The easiest thing will be to find the texture in your computer and then when the message appear in gmax click browse and direct it to folder with the texture. You say you don't have a texture with that name did you merged a file into the scene?

    i murged the satelite dish, but that had no problem at the first original export

    anyway, i merged the hall model into a new scene, refited the lods and the cameras and lights and etc... but the problem is that texture error

    i didnt find that texture, so i will texture the model again ,and i hope it works, but the problem is, it was once exported right, this same model

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    gS5IP.jpg

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