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On 2021-06-09 at 5:02 AM, korver said:

Some views from Santiago - showcasing some of the new BATs, custom lots, terrain mods, and overall progress on the recreation I've made lately. More from my recent CJ update here.

3i4FQJl.jpg

 

(*:thumb:, but, ah, all those wonderful buildings we'll never get....*;) )

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Come and visit. We got home made cookies. http://community.simtropolis.com/journals/journal/5386-pr-crastinas-travels-sc4/

By the way, we also have cookies at Tariely's Little Shop of Relots (and Lots)

 

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I know. Its enough to make me consider hacking into the dude's system. *:D

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10 hours ago, mattb325 said:

When I was asked for some height variations on apartments that I showed recently, it got me thinking about all of the folks who rely on batters for new content and how they are basically at the whim of those batters....and it prompted me to test something out, which didn't turn out too shabby.

Modular, D.I.Y. skyscrapers.

It's something that I don't believe has been done before.

I made 3 separate building pieces of a fictional, international style skyscraper: a 5-floor base, a 5-floor middle and a 5-floor top piece...all shown here in an expanded form in the lot editor.

SEsUlP8.jpg

From these three pieces, a user can assemble their own skyscraper: feasibly anywhere from 10 floors to 100+ floors. The height variation is achieved by stacking multiple middle sections together. So the above picture becomes these:

y39Yyiy.jpg

InKsPoj.jpg

rLmFyuJ.jpg

hGN0VSf.jpg

Now of course, because it uses just three pieces, one of which is repeated ad infinitum, there will be repetition and it isn't absolutely seamless - but do remember some of the misalignment you see in the pictures is due to the way SC4 chops up images and displays them and this phenomenon also happens on regular buildings -  but if people like this sort of thing, I can  translate it to other types of skyscrapers rather than the bland, ubiquitous, internationalist style box.....

What a wonderful idea!

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1 hour ago, tariely said:

(*:thumb:, but, ah, all those wonderful buildings we'll never get....*;) )

Almost every building in that picture are available. *;)

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

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14 hours ago, mattb325 said:

When I was asked for some height variations on apartments that I showed recently, it got me thinking about all of the folks who rely on batters for new content and how they are basically at the whim of those batters....and it prompted me to test something out, which didn't turn out too shabby.

Modular, D.I.Y. skyscrapers.

It's something that I don't believe has been done before.

I made 3 separate building pieces of a fictional, international style skyscraper: a 5-floor base, a 5-floor middle and a 5-floor top piece...all shown here in an expanded form in the lot editor.

SEsUlP8.jpg

From these three pieces, a user can assemble their own skyscraper: feasibly anywhere from 10 floors to 100+ floors. The height variation is achieved by stacking multiple middle sections together. So the above picture becomes these:

 

Now of course, because it uses just three pieces, one of which is repeated ad infinitum, there will be repetition and it isn't absolutely seamless - but do remember some of the misalignment you see in the pictures is due to the way SC4 chops up images and displays them and this phenomenon also happens on regular buildings -  but if people like this sort of thing, I can  translate it to other types of skyscrapers rather than the bland, ubiquitous, internationalist style box.....

This is modernism at is finest! Modularity is one of the key principles of a design thought to be easily replicable everywhere.

Now, about the repetition patterns, I guess an option would be to make 2 or 3 middle modules with subtle variations and use them as prop families.

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matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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5 hours ago, tariely said:

(*:thumb:, but, ah, all those wonderful buildings we'll never get....*;) )

Several of those I can recognise from the STEX or the LEX. They match the city wonderfully, but aren't reproductions of the real buildings.

And I think I've said it before, but if you want to recreate South American cities in SimCity, Eastern European BATs are an almost perfect match.


matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

"Let us be scientists and as such, remember always that the purpose of politics
is not freedom, nor authority, nor is any principle of abstract character,
but it is to meet the social needs of man and the development of the society"

— Valentín Letelier, 1895

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Currently: Viewing Topic: Show us What you're Working On
 
14 hours ago, mattb325 said:

When I was asked for some height variations on apartments that I showed recently, it got me thinking about all of the folks who rely on batters for new content and how they are basically at the whim of those batters....and it prompted me to test something out, which didn't turn out too shabby.

Modular, D.I.Y. skyscrapers.

It's something that I don't believe has been done before.

I made 3 separate building pieces of a fictional, international style skyscraper: a 5-floor base, a 5-floor middle and a 5-floor top piece...all shown here in an expanded form in the lot editor.

SEsUlP8.jpg

From these three pieces, a user can assemble their own skyscraper: feasibly anywhere from 10 floors to 100+ floors. The height variation is achieved by stacking multiple middle sections together. So the above picture becomes these:

y39Yyiy.jpg

InKsPoj.jpg

rLmFyuJ.jpg

hGN0VSf.jpg

Now of course, because it uses just three pieces, one of which is repeated ad infinitum, there will be repetition and it isn't absolutely seamless - but do remember some of the misalignment you see in the pictures is due to the way SC4 chops up images and displays them and this phenomenon also happens on regular buildings -  but if people like this sort of thing, I can  translate it to other types of skyscrapers rather than the bland, ubiquitous, internationalist style box.....

What a great BAT but more importantly what an incredibly great idea that turned out so well!!! Thanks mate :)

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3 hours ago, matias93 said:

Now, about the repetition patterns, I guess an option would be to make 2 or 3 middle modules with subtle variations and use them as prop families

Would this technique allow the creation of 'identical' buildings with differing nightlights?

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36 minutes ago, davide1983it said:

i don't know if make  5x6 with a garden in front of Skyscraper

Any chance of a version that is tight to the edges of the lot (4x4 maybe) just so it can fit in denser looking areas?

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3 hours ago, Whte_rbt said:

Any chance of a version that is tight to the edges of the lot (4x4 maybe) just so it can fit in denser looking areas?

i will work for 4x4 ;.)

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22 hours ago, mattb325 said:

When I was asked for some height variations on apartments that I showed recently, it got me thinking about all of the folks who rely on batters for new content and how they are basically at the whim of those batters....and it prompted me to test something out, which didn't turn out too shabby.

Modular, D.I.Y. skyscrapers.

It's something that I don't believe has been done before.

I made 3 separate building pieces of a fictional, international style skyscraper: a 5-floor base, a 5-floor middle and a 5-floor top piece...all shown here in an expanded form in the lot editor.

SEsUlP8.jpg

From these three pieces, a user can assemble their own skyscraper: feasibly anywhere from 10 floors to 100+ floors. The height variation is achieved by stacking multiple middle sections together. So the above picture becomes these:

y39Yyiy.jpg

InKsPoj.jpg

rLmFyuJ.jpg

hGN0VSf.jpg

Now of course, because it uses just three pieces, one of which is repeated ad infinitum, there will be repetition and it isn't absolutely seamless - but do remember some of the misalignment you see in the pictures is due to the way SC4 chops up images and displays them and this phenomenon also happens on regular buildings -  but if people like this sort of thing, I can  translate it to other types of skyscrapers rather than the bland, ubiquitous, internationalist style box.....

O.M.G !!!

It appears that "blizzards" bring on "brain-storms" !!  *:rofl:

Is there NO distortion when the map is rotated ??? 

I've had some problems with "stacked" props and "elevated" props -- they tend to move around when the lot image is rotated in EDITOR.

What did you do RIGHT -- that I have been doing WRONG?

But I agree -- it is a stroke of genius! *:thumb:

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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@BartonThinks

Yo, guy --

I came to the same conclusion about the LOD's and realized some props would work even with the "dancing effect".  I just have to reject the situations where it does not work.  And I had a sneaking suspicion that Matt's method of rendering had made it possible.

But, I DO appreciate the logical explanation.  It's nice to hear it from someone with a higher skill level than mine! *:thumb:

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In Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed.  But they produced Michael Angelo, Leonardo Da Vinci, and The Renaissance.

In Switzerland, they had brotherly love and five hundred years of peace.  And what did that produce?

The cuckoo clock !

(Harry Lime to Holly Martins...Graham Greene's THE THIRD MAN...1949)

************************************************************************************************************************

"History is but a pack of tricks we play upon the dead." --- Voltaire

************************************************************************************************************************

Visit my City Journal -- https://community.simtropolis.com/journals/entry/26547-introduction/

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7 hours ago, Girafe said:

I have added 4m versions of the fences into this pack: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3192

But I am doubtful about their quality as they are so small and will disappear in most of the zooms. Redundancy could be high too.

That is very kind of you, and I look forward to testing them out!

Edit: Hey @Girafe, I can safely say that the 4m fences look great! They're perfect for filling in small areas or extending the length of the original fences, and they look fantastic in-game!

The redundancies aren't especially noticeable outside of the tin fence. In any case, I'm planning to reserve these fences for small areas and/or lots that only grow on slopes, where the repetition will be less noticeable. I didn't have any issues viewing the props in different zooms (with one exception).

There were two very minor issues that I noticed, but I'm not sure they're anything actually worth worrying about...

  • The occupancy size for "Grfe_wood_fence_B_4m_2" has a depth of 0.6 (compared to 0.1 on most of the other fences), so it needs a bit of finessing in the lot editor to get it lined up with the original fence prop or the edge of a lot.
  • There's a new style of fence with angled slats ("Grfe_wood_fence_D_4m_1"), which I like quite a bit. However, in one rotation, the angled slats are aligned almost perfectly with the viewing angle, which makes the slats appear very thin. This makes them somewhat indistinct in some situations (e.g., if there isn't enough contrast between the slats and whatever is behind them) and certain zoom levels (the slats look almost non-existent in Zoom 4). I took a couple screenshots to demonstrate, if it helps at all. This fence looks more like a $$ or $$$ fence to my eyes, so I wasn't planning on using it for this set of lots.

In any case, they're minor issues. I'm a big fan of the new fences, and I'm very grateful you took the time to include them. The dependency list for the HD lots just got a little bit longer. *:)

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🚜 Get well soon, Cori! 🚜

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On 6/10/2021 at 2:12 AM, mattb325 said:

When I was asked for some height variations on apartments that I showed recently, it got me thinking about all of the folks who rely on batters for new content and how they are basically at the whim of those batters....and it prompted me to test something out, which didn't turn out too shabby.

Modular, D.I.Y. skyscrapers.

It's something that I don't believe has been done before.

I made 3 separate building pieces of a fictional, international style skyscraper: a 5-floor base, a 5-floor middle and a 5-floor top piece...all shown here in an expanded form in the lot editor.

SEsUlP8.jpg

From these three pieces, a user can assemble their own skyscraper: feasibly anywhere from 10 floors to 100+ floors. The height variation is achieved by stacking multiple middle sections together. So the above picture becomes these:

y39Yyiy.jpg

InKsPoj.jpg

rLmFyuJ.jpg

hGN0VSf.jpg

Now of course, because it uses just three pieces, one of which is repeated ad infinitum, there will be repetition and it isn't absolutely seamless - but do remember some of the misalignment you see in the pictures is due to the way SC4 chops up images and displays them and this phenomenon also happens on regular buildings -  but if people like this sort of thing, I can  translate it to other types of skyscrapers rather than the bland, ubiquitous, internationalist style box.....

Brilliant! 

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12 hours ago, BartonThinks said:

That is very kind of you, and I look forward to testing them out!

Edit: Hey @Girafe, I can safely say that the 4m fences look great! They're perfect for filling in small areas or extending the length of the original fences, and they look fantastic in-game!

The redundancies aren't especially noticeable outside of the tin fence. In any case, I'm planning to reserve these fences for small areas and/or lots that only grow on slopes, where the repetition will be less noticeable. I didn't have any issues viewing the props in different zooms (with one exception).

There were two very minor issues that I noticed, but I'm not sure they're anything actually worth worrying about...

  • The occupancy size for "Grfe_wood_fence_B_4m_2" has a depth of 0.6 (compared to 0.1 on most of the other fences), so it needs a bit of finessing in the lot editor to get it lined up with the original fence prop or the edge of a lot.
  • There's a new style of fence with angled slats ("Grfe_wood_fence_D_4m_1"), which I like quite a bit. However, in one rotation, the angled slats are aligned almost perfectly with the viewing angle, which makes the slats appear very thin. This makes them somewhat indistinct in some situations (e.g., if there isn't enough contrast between the slats and whatever is behind them) and certain zoom levels (the slats look almost non-existent in Zoom 4). I took a couple screenshots to demonstrate, if it helps at all. This fence looks more like a $$ or $$$ fence to my eyes, so I wasn't planning on using it for this set of lots.

In any case, they're minor issues. I'm a big fan of the new fences, and I'm very grateful you took the time to include them. The dependency list for the HD lots just got a little bit longer. *:)

Thanks for the feedback.

Fence B LODs were not tight compared to others, it's fixed now. Regarding fence D, it's much trickier and the issue is related to the design and rendered angle of the slats as you said.

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The Floraler

This is the end, hold your breath and count to ten, feel the earth move, and then...

* * * * * * * * * * * * * * * * * * * * * * * *

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