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    Both of you, thanks for the comments, as always it is appreciated. Maarten, would it be useful for me to start creating 1x1 L1, L2, L3 and L4 pieces for diag and ortho ERHW? Do I just need to make sure they can be placed on the same tile as a 1x1 ERHW piece?


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    Well, you could go for the Blue Lightning Method: make two models for each of them: one with supports, and one without supports (for crossings and such). If I'm right, the T21s for supports are already within the RHW mod. You need to copy them and override them with your own stuff. Also, keep in mind that the minimal clearance between two decks is 5m, and the deck is 1m thick, leaving an additional maximum construction height of only 1.5m, which is thicker than most overpasses in Real Life ;)

     

    If you'd like some T21 tutorials, you can check out these two ;)

    https://www.sc4devotion.com/forums/index.php?topic=70.0

    https://www.sc4devotion.com/forums/index.php?topic=7049.0

     

    So, let's first start with the Orthogonal models and the Diagonal models. Complex stuff can be done later ;)

     

    Best,

    Maarten ;)


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    In my opinion there really isn't a need for the bungalow to be in HD, its a lovely little BAT but the details aren't so intricate that you need to zoom right in, and those HD zoom 5 renders look horrid, which is what most players have the camera set to...each to their own but just seems a bit silly...the best BATers around all manage to work successfully in SD.

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  • Original Poster
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    In my opinion there really isn't a need for the bungalow to be in HD, its a lovely little BAT but the details aren't so intricate that you need to zoom right in, and those HD zoom 5 renders look horrid, which is what most players have the camera set to...each to their own but just seems a bit silly...the best BATers around all manage to work successfully in SD.

     

    Meh, well, some of the best BATters around have said they'd like to see this in HD. That includes people on three other forums besides these as well. I'll probably do both eventually.

     

    Well, you could go for the Blue Lightning Method: make two models for each of them: one with supports, and one without supports (for crossings and such). If I'm right, the T21s for supports are already within the RHW mod. You need to copy them and override them with your own stuff. Also, keep in mind that the minimal clearance between two decks is 5m, and the deck is 1m thick, leaving an additional maximum construction height of only 1.5m, which is thicker than most overpasses in Real Life ;)

     

    If you'd like some T21 tutorials, you can check out these two ;)

    https://www.sc4devotion.com/forums/index.php?topic=70.0

    https://www.sc4devotion.com/forums/index.php?topic=7049.0

     

    So, let's first start with the Orthogonal models and the Diagonal models. Complex stuff can be done later ;)

     

    Best,

    Maarten ;)

     

    One thing I was wondering about is if it would be possible to do a modeled texture for the road deck, so I could use bump maps and something besides the typical RHW asphalt. It would be done in a similar method to the overpass in my roundabout interchange where tight LODs are used so vehicles display correctly above them. The texture would be something like this:

     

    http://goo.gl/maps/zfqOb

     

    Just imagine if you darkened both the road and overpass textures so the road one would be as dark as RHW, and the overpass would be of an older bitumen or asphalt style, like this:

     

    Asphalt-Road-Surface-1833200.jpg

     

    Go look back at those sunken highways I posted a while ago to see what I mean.


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    That seems to be possible, but you may want to separate this road surface from the rest of the model to allow more slope-friendlyness. Especially diagonals are very sensitive to slope-related glitches.

    Actually, try to experiment first with T21s with only using the new road deck. Let's see how it turns out and you can also try to understand the basics of T21s that way without getting through too much modeling trouble in the process ;)

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  • Original Poster
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    Back to those houses now:

     

    8afcd25076087ea983fcb7780c3415b4bd6ccb07

     

    It's sort of rough; I need to clean up a few edges, but this is the best solution I've found for to alleviate the issue of a horizontal valley.

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    That's a neat solution.  It looks very tasty so far


    You know you're Working Class when your TV set is bigger than your Bookcase

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  • Original Poster
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    I think the tiling on the roof is a bit too much. Having many tiles on the roof makes the other stuuf look overscaled. Everything else looks nice though

     

    Explain what you mean please, I don't believe I understand. Houses have a lot of shingles if that's what you are talking about.


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    I think the tiling on the roof is a bit too much. Having many tiles on the roof makes the other stuuf look overscaled. Everything else looks nice though

     

    Explain what you mean please, I don't believe I understand. Houses have a lot of shingles if that's what you are talking about.

     

     

    I think skyscraper's right - the tiles could do with being overscaled or more indistinct. They're maybe a bit sharper than you'd expect. It might not be realistic but as someone said to me before, it's how it looks...

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    The roof tiles look fine to me.  However the guttering and downpipes are missing, although I assume they are in the pipeline to be modelled.  Also there would be some form of lead flashing around the newly-modelled window gable.

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    You know you're Working Class when your TV set is bigger than your Bookcase

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    The shingles of this house look very much like the ones on my house look like from a satellite pic....in other words...they look right for a suburban US home.

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  • Original Poster
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    Here's a quick "mock-up" of what you can expect for the highway T21: 

     

    8afcd2507681627d4f46d2e196ac2391e0615f42

     

    Obviously the textures will be changed, this is just a quick render of what to expect.

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    Back to those houses now:

     

    8afcd25076087ea983fcb7780c3415b4bd6ccb07

     

    It's sort of rough; I need to clean up a few edges, but this is the best solution I've found for to alleviate the issue of a horizontal valley.

    I think the roof of the house looks a little plain as I watched your previous house BATs in game. Maybe you will add a chimney on it?


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  • Original Poster
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    I just realized... that's a 4 car garage >.> Why so many cars?

     

    Nah, those are just wider single-car doors. they are the same dimensions as the ones on our house. Each would fit about one car, and two thirds of another.


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    how decadent ;-) Nah, I really like the house, I guess that's just like Blackforest cherry cake: decadent but great :D

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  • Original Poster
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    In regards to basement windows, which seem to be a hot topic within a number of my BAT threads around the interwebs, I'll be adding windows to the sides of the building at the first-floor level. This building will be slope compatible, so basement windows will be seen below-ground a fair bit. As for other details, here's what I've done today:
     
    8afcd25076c6690d1a055c105def406fe6c61306
     
    The above image is SD, zoom five. The following is also zoom five, but HD:
     
    8afcd2507643320d9b20e3a4b1a2093eba1d04d4
     
    Another HD show, now at zoom six:
     
    8afcd25076758d74d7d12ce653b60389eae31d45
     
    Here's the same scene from western perspective:
     
    8afcd250760184b5bfaa832d7c5fe5dc7517d9b7
     
    Finally, I'll leave you with a night shot:
     
    8afcd25076f90b0e3534b47ae36aba57bc894ddf
     
    Enjoy! Remember, I'm still looking for opinions regarding HD vs SD, especially now that I've altered several details quite significantly.
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    Idk, it looks better the way it was before, now it looks like if it is still under construction or something



    you could keep that smooth curved wood, and still add those small woden aprts that you added just above the garage door, it will look great, anyway you can still make two versions avaible to download that would be even better.


    .....

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  • Original Poster
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    Thank you everyone for your comments. As always, it's appreciated, especially on matters concerning notions such as HD vs SD. Heeding your advice and given the general consensus, I'm leaning towards HD as the primary render. A heads up for a number of you who've been inquiring about new details, the houses are based on a neo-crafstman style. Here's one example among many:
     
    rhom%201.jpg
     
    It's more so a fusion between neo-craftsman, which is up and coming; modern, and a bit of the distinctly American, suburban brick house. In other news, below is another project I've been working on. If you're fairly perceptive, you may notice parallels between this project and another one from months ago that people have asked me to restart.
     
    concrete_l1rhw-4_test01.jpg
     
    Courtesy of Maarten's excellent modding skills, I've been able to put some of these props in a T21 style. :D
     
    8afcd25076a7450cb394ebd417385d4622ef798d
     
    Hopefully we'll be able to add some T21s to the overpass and column pieces, as well as diagonals.
     
    8afcd25076396f72b8fc9f037b4ed52de85f7671
     
    Enjoy!
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    Hooray.  Your grungy Highway has been resurrected.  I have been waiting for this....nice one.  Will there be Euro textures?


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  • Original Poster
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    Hooray.  Your grungy Highway has been resurrected.  I have been waiting for this....nice one.  Will there be Euro textures?

    Chances are the highway barriers/overpass props and the overlaying roadsurface prop will be separate, so yes,you can expect Euro textures down the road.

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    That's so cool.  Cheers for bringing back this beauty


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  • Original Poster
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    Thanks for the kind words everyone!

     

    8afcd25076f448974095bf7d7ead7de22a8acc7a

     

    It's really starting to come together!

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    Wow, looks great! :golly:

     

    Is it me or my monitor, or do the pillars have a greenish hue to them? Oh, and one question about the "black middle stripes": Are these supposed to represent old middle stripes that were removed and replaced by new ones in a slightly different position?

     

    It also looks like there are some slight alignment issues left, meaning that the seams between individual tiles are visible from certain perspectives. I guess this will be some tedious fine-tuning...

     

    However, I really like the overall look! It's so realistic you can almost feel the rough surface, and a welcome change of pace compared to many rather utopian add-ons. Well, for me at least. ;)


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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    The green is fairly common on very old highways in the US, especially in the northeast.  I assume the original build-out in the 40s/50s decided to use this green color...it used to be everywhere unfortunately.  Thankfully they use varying colors today, so that green is disappearing some as stuff gets re-built/repaired.

     

    As far as the seams go....concrete highways in the southern US states leave between 1/3 and 1/2 of an inch every 100 feet or so for heat expansion.  I don't know if that is what he's angling for here, but its certainly something very typical here.  Clunk-Clunk.  Clunk-Clunk.  That's the sound it makes.  Very annoying....but those concrete highways last 40+ years as opposed to asphalt which don't even last 5 sometimes in the heat.

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    Jaredh is exactly right.  They are Expansion Joints.


    You know you're Working Class when your TV set is bigger than your Bookcase

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  • Original Poster
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    Thanks for the comments everyone, it's greatly appreciated! As for he green pillars, don't complain to me, complain to the NAM team. :P I haven't added my own pillars to the T21 yet, these are the ones that come with the "stock" RHW addon. As for the black stripes, those are contrast markings used on lightly coloured road surface to differentiate white from grey. Furthermore, those seams are indeed expansion joints. However, given that this is only the first iteration of this mod, I may just remodel the joints.


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    This is looking very promising. Can't wait to see how it progresses. :D


    I'll be back one day.

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