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I don't remember the exact reason but I think most of us scale the models by 133% (It also helps me keep a lot of details that would otherwise be lost)

scalesc4.png

5erzN9J.jpg

SimCity 4 does not use real-world measurements.

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1 hour ago, mattb325 said:

Looks like a NY Wall to Wall prop pack is in the works, after all.....:whatevs:

This is the one next door to the previous BAT

9lhttjP.jpg

xUWQaej.png

 

 

*:thumb:

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wasn't the 133% scale intended to be used on buildings and not props?

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

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It was mainly intended to keep proportions realistic. For example, if you were to model a clock tower and kept the scale at 100% for all three spatial axes, the clock face would end up as a horizontal oval shape rather than the circle that it actually is because the perspective in SC4 causes a visual squishing effect. Likewise, a perfect cube rendered at 100% all around would end up like a cuboid that's as deep as it is wide, but not quite as tall.

When compensating for this effect by scaling the model at 100% on the X axis, 100% on the Y axis and 133% on the Z axis, you can ensure that a cube in 3dsmax will actually end up as a cube in game, and a circle on any vertical surface (such as a clock face, a porthole on a ship, a circular window on a building, or a wheel of a car) will actually look like a circle and not like an oval.

Prop or building doesn't really matter because it's interchangeable anyway - you could take any building and turn it into a prop, or vice versa. It's all a bunch of FSH textures showing a pre-rendered model painted over an invisible S3D LOD shell, ultimately.

Thing is, stuff like this becomes more noticeable with bigger structures. When your slender skyscraper with tall windows ends up looking somewhat stocky and squashed and having square windows, you immediately see that something is off somehow. A car, for example, isn't that tall anyway at game scale, so the squishing effect isn't nearly as noticeable. This may be how the impression "useful for buildings, but not for props" was created - typically, smaller ancillary objects are modeled as props, and the big central structure as building. As outlined in the previous paragraph, however, this is merely the most frequent case but by no means a hard techical rule.

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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To be honest, I have never faced that problem. I only scale the models by 133% at all angles to preserve details that would otherwise be lost or look weird and also to make them look more in line with the height of the sims, cars, trees, Roads, etc

builtest.jpg

If you want you can download the building here (.FBX Format):

https://1drv.ms/u/s!AizKPlOWj9nmgR5PlmV5r8S8mR8r?e=w8rOXa

 

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1 hour ago, RRetail said:

Untitled2.jpg.65d67cb66f60e8eecb24b52dbdbb9b05.jpgUntitled.jpg.aa9c5935c4c9f01d332133f3a7c573a6.jpg

Almost done! Big thanks to @kingofsimcity for another set of new textures.

Can’t wair

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22 hours ago, Goldman Sachs said:

To be honest, I have never faced that problem.

Theoretically, exporting a perfect cube with a perfect circle on each face should be enough to illustrate the phenomenon. With everything left to 100% (or scaled uniformly along all three axes), you should see the squashing effect in game, i.e. the circle on top should still look circular, but the circles on the walls should look squashed.

The approach to counter this phenomenon and the exact amount of compensation have been subject to lengthy debates, some of which you can find here, here, and here, for example

While some of the articles are really excellent and well-founded in the analysis part, my personal stance is that going too deeply into these matters and debating about fractional digits is a slippery slope that can end in religious wars if you are not careful. *:P It's good to know that the effect exists, but ultimately it's your model and your decision in what way it looks best.

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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47 minutes ago, mattb325 said:

2nd building down for the NY prop pack.....

ldSoflQ.png

 

This will call for another downloading binge. RIP my downloads folder! :P

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2 hours ago, mattb325 said:

2nd building down for the NY prop pack.....

ldSoflQ.png

 

Love this, and the other NYC building...really awesome!

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6 hours ago, Simmer2 said:

SM2 Markham Train Station Coming soon to a railway near you. Just have a few odds and ends to complete.
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2asBQ5D.jpg

Simmer2

very nice!

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6 hours ago, mattb325 said:

2nd building down for the NY prop pack.....

ldSoflQ.png

 

wow, i like this

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Quaryaba City State !

Looking for some city gameplay away from SimCity 4, CSKL didn´t inspire me with loading times meeting that of SimCity 4. City State something like exploration economic model, Sandbox for now as SimCity 4, build cities with different credentials !

JPzOTqW.jpg

This looks like a reasonable map. Some larger area at the edges and middle and lots of water around, interesting set out !

Sincerely yours,

kschmidt

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