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Oh, those children! You leave them alone just a couple of days and when you return you find their stuff spread out all over the STEX ..

 

Thank you so much for all this artisanry and creativity so well united.

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Woah! Great works from you here! That round tower looks so extra and different, I love it! Rotterdam Harbour Village, fantastic release, congrats! It blends in so well with the game, stunnn-nninggg! *clapping-hand emojis*

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My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

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No worries if not but is there any chance of SD versions of the x2 new Japanese buildings? :)

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Cant wait to see more. 

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52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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Hi there!

Looks beautiful, it came along very well! Thank you very much!

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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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@art128 Nice! I really dig the night scene.

One thing that caught my eye is the repeating texture of the no-walk/boarding zone (the darker grey strip at the edge of the platform.) Other than that I think this looks great!

 

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3 hours ago, art128 said:

Thank you!

@Urban Vibravant I agree. I wasn't satisfied with the texture anyway so I will be doing a new export.

 

Here's the side platform. This will be rendered in ortho and diagonal version.1W5nttl.jpeg

 

These are brilliant! ... any chance that these will also be available as props? 😇 ... for the heavy-lotters amongst us 😉

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    2 hours ago, Krisman said:

    These are brilliant! ... any chance that these will also be available as props? 😇 ... for the heavy-lotters amongst us 😉

    Sure I can include props exemplars.

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

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    Hello,

    Sorry for the lack of update here, I got a bit sidetracked doing other things.

    Mostly because I'm stuck at the texturing stage.

    What I generally do for texturing big stuff like a platform or a roof is I take a large screenshot of the top view (Shaded) in 3dsmax so I know where things are (Hvac, pipes etc) and then create a large texture for that. This works fine for roofs and I can manage to avoid strong repetitive parts. However right now for the platforms I must admit that I'm a bit at a loss on how to do it.

    The reality is I'm not an expert, even my 3d models aren't really efficient or well made. And texturing is really the one thing I dread all the time when creating large or specific buildings.

    IRL I believe the platforms are made of granite slabs or something like that. Using textures found online leads to a lot of repetition.

     

    Does anyone have any resources I can use (tutorials etc) so I can learn to texture large parts without repetition?

    For information I'm using 3dsmax 2014 and Adobe Photoshop 2022. I'm open to learn other software if it's gonna help me achieve this goal (texturing software?)

     

     

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    I wouldn't know of a way for 3dsMax or most 3d programs in general, but working with the textures I have a few suggestions. For larger areas you could try adding a noise layer to the texture itself to introduce a little randomness. similarly a dirt or other texture that can help break up sections into smaller areas. they don't have to be strong and bold, just barely there but neough to hint to the eye that there's variation.
    Maybe if you need a 1-wide strip of tile for something, look for textures that are tiled themselves. An example:
    w3j8YaP.jpeg

    (ignoring the watermark), you get 4 rows of 4 tiles, which can be stitched into a 1x16 tile strip. Rotate the image and you get another 4 rows of 4, for another 1x16. you can mirror and flip tiles within that strip to break up the repetition, move tiles around.
     

    But if it helps anything, even if you don't feel like you're an expert, none of us really are. At every level we're all still learning stuff as we go along, learning new bits every time and applying that knowledge to the next project. And sometimes you just have to fake it until you make it. thats certainly how I feel with my automata mods sometimes. But I doubt anybody would be sat here looking at your work going "hmm, these are clearly done by someone who isn't an expert.", but i'm 100% sure people are sat here going "damn, this looks awesome! I can't wait to use it in my city."

     

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    Glad I'm not the only one who feels that way about their BATs and texturing.

    I found this website browsing through old BAT threads that might help with seamlessly tiling textures: https://www.imgonline.com.ua/eng/make-seamless-texture.php

    Also, I've had decent results with expanding a texture using Photoshop's generative expand feature. You would need to update PS to at least the 2024 version though.

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    On 4/24/2025 at 6:49 AM, art128 said:

    This works fine for roofs and I can manage to avoid strong repetitive parts. However right now for the platforms I must admit that I'm a bit at a loss on how to do it.

    When you're making your material, and you're selecting "Bitmap", instead of selecting Bitmap, select the "Tiles" map.

    In the Tile Map, under "Advanced Controls", you can either choose a color for the tiles, or you can choose a map for the tiles (like a Bitmap). A lot of the time for concrete pavers I just use a flat grey color or a noise map. "Color Variance" automatically creates variation in brightness between different tiles. The higher this is, the more contrast and definition and visible variation there will be, but it will also look more cartoonish (since in real life the stone material doesn't have that much variation). "Vertical Count" and "Horizontal Count" are just the number of tiles that this map is making. The maximum is 100. So for example, if you set them to 100, and gave the object a 100x100 meter uvw map, then each paver would be 1 meter square.

    For grout setup you can either choose a color or a texture. I pretty much always use very dark grey. And then there are the dimensions for the grout. I don't actually know what the units are for this number, but if you make your tile horizontal and vertical count to be really high, you'll have to make the grout gap value smaller.

    Like the Bitmap and many other maps, at the top there is a "Blur" value which is 1.0 by default. You can right click on the arrows to minimize it to 0.01 or you can manually type the number into the box. Leaving this value at 1.0 will make it look soft and blurry.

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    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    Thanks a lot for the advises. I will give it a try soon.

    In the meantime I started a little side project. I wanted to BAT this thing for a long time.

    Proportions are adjusted to fit better in the game. Otherwise the real world size would have been too small, even with 133%.

     

    fd7K6sj.jpeg

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

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    12 minutes ago, art128 said:

    Thanks a lot for the advises. I will give it a try soon.

    In the meantime I started a little side project. I wanted to BAT this thing for a long time.

    Proportions are adjusted to fit better in the game. Otherwise the real world size would have been too small, even with 133%.

     

    fd7K6sj.jpeg

    Oh the Japanese house that you showed me once... Great project!*:thumb:

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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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    On 2025/5/14 at 7:44 PM, art128 said:

    Thanks a lot for the advises. I will give it a try soon.

    In the meantime I started a little side project. I wanted to BAT this thing for a long time.

    Proportions are adjusted to fit better in the game. Otherwise the real world size would have been too small, even with 133%.

    fd7K6sj.jpeg

    Woo! Is this the "住吉の長屋"?

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    1 hour ago, art128 said:

    I quite like what I have

    Looks very pretty. Thanks! *:thumb:

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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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    On 2025/5/21 at 7:13 PM, art128 said:

    It sure is. Well an adapted version really.

    Splendid! It is really distinctive. I think it is one of the brutalist gems designed by Andou Tadao.

    I usually heard my professor talking about this building. It is considered an art while keeping it under the budget. It is a perfect balance.

    Well, actually Japan is not in my territory. Unless my member requests something from there, I am not often BAT something from there. But I wish you could do a great job on that house.

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    1 hour ago, art128 said:

    Thanks!

     

    Here's a ingame picture of the tram stop:

    7DoYVVl.jpeg

    qlHapZp.jpeg

    Can't wait for these to be released .... but maybe add some people on the platform as well?

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    By broken, do you just mean that the render for Z2 south is skewed? If so, I can probably fix that for you.

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    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    52 minutes ago, IDS2 said:

    By broken, do you just mean that the render for Z2 south is skewed? If so, I can probably fix that for you.

    Yeah it looks like that:

    qznKlt2.jpeg

    All other views are fine.

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    Oh yeah, that should totally be fixable. If you want, you can PM it to me and I'll quick fix it for you. For future reference, the gist is that you just need to open up the SC4model file in the reader and edit the vertices of the affected S3D file corresponding to Z2 south (this should be the one with the instance number 00030100). 

    What typically happens is that all of the u or v values will be either doubled or halved. It takes some trial and error, but if you just copy these values into a spreadsheet, you can transform them and copy them back and forth until it looks right.

    image.png.b393365b2cde773e767cf1a7b93dadfd.png

    Love the station by the way, that neon is beautiful.

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    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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