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2 hours ago, Barroco Hispano said:

Unfortunately, it would be a nightmare as some buildings would look smaller or larger than others. ^_^

Ah, you're underestimating us! After all, S3D modelling is the real nightmare! 

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1 hour ago, Krisman said:

Time to buy a car ... (and sneakers *;))

4OwZ1s9.png

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I love that dual-network tunnel!

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3 hours ago, Barroco Hispano said:

@justforfun @Kel9509Unfortunately, it would be a nightmare as some buildings would look smaller or larger than others. ^_^

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One Canada Square

1. I'm confused... This is what the building looks like with real-world dimensions at zoom 4:

image.png.caf9ca6f3e7fdba66f26de463a8a01a5.png

2. Here's what it looks like with real-world dimensions on the X and Y axis and 133% on the Z axis:

image.png.c7d3cb96a22d188fc4fd0584bed7c103.png

 

3. Here's what it looks like with the 133% scale on X, Y & Z axis:

image.png.577a3834bcf53931293ac969580ae717.png

As always, nothing I have was modeled with SimCity 4 dimensions in mind, they are simply models with realistic dimensions that I want to reuse in SimCity 4.. Which one should I choose for this building? 1 & 2 have a 5x6 footprint in the game, the third has a 6x8 footprint (People are used to small buildings and overscaled props so it would look disproportionately large with the rest of the BAT's xD).

 

 

To me #2 looks best-suited for the SC4 environment out of these three. I think a lot of people scale only the Z axis by 133%, I know I almost always use real-world X and Y dimensions and then have each story be about 4~5 meters (bc can't estimate height on Google Maps etc) and the resulting buildings seem to line up reasonably well with other people's.

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Agree, #2 would be best. Nice choice of building and cool to see you doing a modern skyscraper

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10 hours ago, kaimai said:

I think a lot of people scale only the Z axis by 133%, I know I almost always use real-world X and Y dimensions and then have each story be about 4~5 meters

Indeed! As we know, increasing the height by 33% is meant to counterbalance the high pitch of the standard game camera. 4-5 meters per floor is what I do too. 

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Man, you're nailing the textures!

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

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2 hours ago, Wallibuk said:

03.jpg.8791aa3be50250df73b09d84b28824ca.jpg04.jpg.c90cb4597d42732b79ff8cc0ea36dc22.jpg

Great textures. Love your work, whether brazilin favelas, slovakian buildngs or logistic centers 

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On 2/16/2025 at 4:52 PM, Barroco Hispano said:

@justforfun @Kel9509Unfortunately, it would be a nightmare as some buildings would look smaller or larger than others. ^_^

----------------------------------------------------------------------

One Canada Square

1. I'm confused... This is what the building looks like with real-world dimensions at zoom 4:

image.png.caf9ca6f3e7fdba66f26de463a8a01a5.png

2. Here's what it looks like with real-world dimensions on the X and Y axis and 133% on the Z axis:

image.png.c7d3cb96a22d188fc4fd0584bed7c103.png

 

3. Here's what it looks like with the 133% scale on X, Y & Z axis:

image.png.577a3834bcf53931293ac969580ae717.png

As always, nothing I have was modeled with SimCity 4 dimensions in mind, they are simply models with realistic dimensions that I want to reuse in SimCity 4.. Which one should I choose for this building? 1 & 2 have a 5x6 footprint in the game, the third has a 6x8 footprint (People are used to small buildings and overscaled props so it would look disproportionately large with the rest of the BAT's xD).

Z axis = 133%

image.png.2ed56aa7a59c83e94f02dbf06a1ecebd.png

X Y Z = Real- World/133% scale.

image.png.e57727f5a0e1cb041b291f1d201d0fa7.png

 

 

I guess the best way to say is seeing it in context, in the game. Otherwise it's quite hard to get an idea of its relative size.

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

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1 hour ago, Barroco Hispano said:

The building is quite low poly and relies on a diffuse texture so don't expect a beautiful glass material xD (If you use 3dsmax and want to make a much more detailed version, send me a DM and I will send you the 3d file).

Difference between option 3 and 2 (2 is the one I will release, 3 is for my personal use).

image.png.e389fb340f5340d6bf4e5228ac71b52d.png

The building is so big that BAT4MAX wouldn't let me export the whole thing so I had to split it into 2. The downside is that at the farther zooms, you see distortion in the crop area.

image.png.213ad810244e1073442f272355357824.pngimage.png.bbfdb5fe4fdc7429858e42c1ba52b2a8.png

 

 

Amazing!!!

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3 hours ago, simmering said:

Using Modular Docks to create a small railyard:

image.png.82d0994e03984d1672e3a3017ee817a1.png

image.png.c85d7937aae06eb8d4d63a51028fcf96.png

image.png.2b9877a4feb3d780cc520b4a44575434.png

image.png.bc6a276844db2bbeac09ef55b23ed2af.png

GOOD FOR YOU, Mate -- !! *:thumb: *:thumb: *:thumb:

"Re-purposing" is your friend......*;)

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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)

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I upgraded my RCI DLL Query to incorporate @Null 45's new variables that show the Actual Jobs in a building, as well as Travel Jobs for industrial lots.  Now people can really tell how many low-wealth employees work at each building, for instance.

I've also updated the styles available, with a new bold Horizontal style, a slightly smaller but slightly wider bold Vertical style, and legacy choices as well.  

Tooltips explain the Census Drives for Actual Jobs, both for vanilla games as well as CAM games.  (PS: @Ulisse Wolf if these change in CAM 2.5 please let me know).

67b6c81144755_RCIDLLQueryv3.0C-IndustrialBuilding-WithStyles1.jpg.7146360dd224784855e992c1568203b1.jpg

67b6c82391c1c_RCIDLLQueryv3.0A-CommercialBuilding.jpg.e3b92db0afe598dcfecc2fbb1d92850f.jpg

Download it here:

 

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49 minutes ago, justforfun said:

The next commercial corner is modelled after "The Railway Tavern" in Bromley, South-East London:

Models47.jpg.95ddfc6c2fbe492cc356dca3a1c1294e.jpg

Yes, please, I think we need more taverns and buildings with outdoor seating in general. This one is also gorgeous.

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Check out Isla Bonita!

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57 minutes ago, justforfun said:

The next commercial corner is modelled after "The Railway Tavern" in Bromley, South-East London:

Models47.jpg.95ddfc6c2fbe492cc356dca3a1c1294e.jpg

These types of diag-ortho corner pubs are so frequent in the UK. There is one near to me in Henley. It would be great to see more variety of these buildigns... Then it would be awesome if someone picked up the project of turning them into BATs... Where are you @Raymond7cn????

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I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

Now I'm part of the NAM Team and the RTMT Team.
I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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23 minutes ago, Tyberius06 said:

Then it would be awesome if someone picked up the project of turning them into BATs.

Unless you are a purist, trust me S3Ds can get along well with BATs. I use them together all the time. Anyway, the current project is a pack of commercial corners all with some diagonal side or odd shape. Stay tuned! *:)

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