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Droric

Droric's BATs

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This is how you want to animate the banner. ?

 

http://www.youtube.com/watch?v=JfMYkXP29dw

 

Using a plane with a single texture standard - STD you can do between 20 and 30 variations ... the time on video is 5 seconds, but it can well be longer. 

 

It is also possible to compose for shutters as cited before although I think due to the size it is a work of doubtful result thus for another effect maybe the form used for graffiti  would  most appropriate.

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The model is looking good. I don't think its too dirty, but it is too.. gritty...? The paint on the reference looks like heavy industrial machinery grade paint, with fairly high gloss. Your material at the moment looks more like matte.. don't know.. sandpaper maybe? It looks porous and textured, rather than thick and glossy. Its probably just a case of bumping up the reflections and gloss, and if you have a bump map, I don't think it should, or it should be a larger noise pattern to give it undulation, rather than small and gritty texturing.

 

Hope that helps :)

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t .... As for the ad images, well, it's not absolutely necessary to put real ads there, not only they are changed too often anyway, there is also a technical reason that could make real ads not even desirable: given the very little available space and the poor quality of the graphics it would be really hard to view any detail there.

 

Not necessarily but certainly requires in a little more work to simulate the real thing in such a small space. 

 

Just out of curiosity make a retouched in images  used on post to the Droric and already notice a reasonable difference then as soon as reasonably possible to upgrade the video 

 

iMAGES 

Certainly not is possible read what is written on the posters but also there is already too much ... just remember that the video was done with sizeof 5.

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Very nice! And enough detail is visible indeed! How was this done? A planar model next to the main one or instead baked into it? What remains to be done is the night models (I don't think the same model will be looking good at night). Also I think it would much more spectacular if the ads were sliding, rather than changing instantly.

 

I would also suggest that you contact the RTMT Team on SC4D to let them know. Maybe they could include them into RTMT.

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I can't seem to find where I can get information on making RKT4 exemplars.  Is there a post somewhere that my search isn't turning up?

 

Ask and you shall receive ... Some sparse information.

 

https://www.sc4devotion.com/forums/index.php?topic=13978.0

 

https://www.sc4devotion.com/forums/index.php?topic=4789.msg162006#msg162006

 

https://www.sc4devotion.com/forums/index.php?topic=2873.0

 

Hope that helps  :)

 

Very nice! And enough detail is visible indeed! How was this done? A planar model next to the main one or instead baked into it? What remains to be done is the night models (I don't think the same model will be looking good at night). Also I think it would much more spectacular if the ads were sliding, rather than changing instantly.

 

I would also suggest that you contact the RTMT Team on SC4D to let them know. Maybe they could include them into RTMT.

I agree ... it would be pretty simple to roll one over the other vertically or horizontally to obtain this impact but it would decrease to only a few variations within the same textura.standard as you well know .

The case of texture night it's simple if chosen a unique good texture certainly would have a good night effect and this would simplify things for this case

filme+4.jpg

As for RTMT ... think Droric should have a preference to do it as he thought of it first and in case of the stations fail to materialize then is available for the interested.

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    Thanks for everyone's posts.  I am will need to look into the animated signs again.  I have a quick render update to add for the Oil Bouy. I am still working on the modeling and not focused on the materials yet.

     

     

    aXrmjd2.png

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    Very unique.  Are you going to model what is below the waterline too?  Many water mods are semi transparent, so It might look funny if there is nothing below the surface.  

     

    EDIT:  actually, after looking closer at some of the materials, it doesn't look like you would need much:

     

    mooring3.jpg

     

    Maybe the tethering ropes and a few hoses...  


    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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    Technically from what I've seen in pictures and diagrams the ring portion on the bottom of the model technically is supposed to be under water (anchors connect to the ring).  The bottom just sort of ends since it feeds lines that run to the oil well or rig it's connected to.  I will probably stretch the model up a bit and put the ring section in the water.  I will render out a preview of what it might look like.

     

    88634373.png

    (Note: I think my modeling is better than whoever they paid to do this image  :rofl: )

     

     

     

    Sunken in water.

    VGuoGiA.png

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    (Note: I think my modeling is better than whoever they paid to do this image  :rofl: )

    Yeah, well... that ship looks pretty miserable. :lost:


    -=| 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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    ...  I am will need to look into the animated signs again. 

     

     

    Soon....?

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    T Wrecks:  Agreed!

     

    Urban Constanta:   I like alot of the ideas you have in the BAT request post.  I think I may try something else you requested as well :)

     

    NCGAIO:   Hopefully soon I just need to get back into the groove.

     

    vester_DK:  Thanks for the comments.  Love your trains as well!

     

    My Bouy doesn't want to sink into the water :(   It will only submerge either all the way or partially.  I am attempting to use cogeo's model tweaker to move it up and down to get it just right.  Has anyone else experienced this with water lots before?  Also unsure if I can remove the shadow that ends up underwater.  This is the first time I have attempted to sink a model into water so perhaps I am doing this wrong.

     

    Attempts at submerging part of the building...

    m2A0yEe.png The closest I can actually get to partially submerged.  I can seem to submerge the hoses just fine though...

     

    Raised up a bit ...

    cJ6RNdc.png

     

    On the surface - I think this looks good but really the ring should be submerged.

    VWBy0uR.png

     

     

    Any final comments on the model and materials are welcome.  I didn't put much more time into the material since at Z5 I don't think you would see much anyways.

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    NCGAIO: Hopefully soon I just need to get back into the groove.

     

    >.<  Well in fact this's not any idea when it would be, is not it? 

     

    Then I hope so  does not get upset with me if pass the animation to another project. ok? 

     

     

    :read:  - to its problems with BAT read these

     

    Making Lots that Float on Water

    - editing lots for water

    How to Float Your Boat

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    To make the model floating independent of the depth, make it a building, not prop. By default buildings do cast shadows, and I'm wondering why you want to remove it, as it is indeed realistic. The square one most probably comes from another model, the building's "null" or 'transparent" model maybe? If you make the bldg exemplar using the buoy model, this should be fixed as well. Anyway, to disable the shadow for the main (building) exemplar's model, add the No Shadows property.

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    To make the model floating independent of the depth, make it a building, not prop. By default buildings do cast shadows, and I'm wondering why you want to remove it, as it is indeed realistic. The square one most probably comes from another model, the building's "null" or 'transparent" model maybe? If you make the bldg exemplar using the buoy model, this should be fixed as well. Anyway, to disable the shadow for the main (building) exemplar's model, add the No Shadows property.

     

    It currently is a building and not a prop.  I exported it from BAT4MAX then created a plop lot based on an elementary school (just a habit so I know where to find it in the menu).  Is my method for testing the building causing issues perhaps?  Is there another way I should be creating my bldg exemplar?

     

    I wanted to remove the shadow since underwater a sharp shadow like that would be unlikely due to particles in the water and light diffraction.  I suppose there would always be a shadow it just depends on how spread out and diffused it is depending on the depth and water composition.  If the general consensus is I should keep it in since other water lots have them then I think I will leave them in.

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    It currently is a building and not a prop.  I exported it from BAT4MAX then created a plop lot based on an elementary school (just a habit so I know where to find it in the menu).  Is my method for testing the building causing issues perhaps?  Is there another way I should be creating my bldg exemplar?

    Again ...

    :read:  - to its problems with BAT read these

     

    Making Lots that Float on Water

    - editing lots for water

    How to Float Your Boat.

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    Thanks NCGAIO but none of those deal with Z-fighting issues and the water.  I already know how to add water tiles to the lot and allow it to be floating over the surface as seen in my screenshots.  I want to submerge it partially underwater but then I have the issues I was stating before.

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    I separated the model into two pieces.  One piece for below water and one piece for above water.  Is it possible to put 2 buildings on a lot so they both are at sea level?  Or is it possible to make the prop float (searching turned up only floating building exemplars).

     

    Thanks in advance!

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    Thanks NCGAIO but none of those deal with Z-fighting issues and the water.  I already know how to add water tiles to the lot and allow it to be floating over the surface as seen in my screenshots.  I want to submerge it partially underwater but then I have the issues I was stating before.

     

    z - fighting ??? 

     

    If you really read all tutos then seems not understood very well! 

     

    Not to stretch the matter inside  here a hint of something similar to what you want to do.

     

    tabi+submarine+SS.jpg

     

    download  in LEXand follow the development of models and lots primarily with what says the PEG's tutorial

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    Thanks NCGAIO but none of those deal with Z-fighting issues and the water.  I already know how to add water tiles to the lot and allow it to be floating over the surface as seen in my screenshots.  I want to submerge it partially underwater but then I have the issues I was stating before.

     

    z - fighting ??? 

     

    If you really read all tutos then seems not understood very well! 

     

    Not to stretch the matter inside  here a hint of something similar to what you want to do.

     

     

    I thought this was a z-fighting issue but after reading the PEG tutorial which I admittedly didn't not read as NCGAIO pointed out correctly :)  I thought the link was bad when I clicked it then it dawned on me that the simpeg site requires you to be logged in to view links.  Thanks NCGAIO for the links as the Simpeg one seems to be exactly what I need.

     

     

    Z-fighting is explained in this post.

    https://www.sc4devotion.com/forums/index.php?topic=14332.0

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    I thought the link was bad when I clicked it then it dawned on me that the simpeg site requires you to be logged in to view links.  Thanks NCGAIO for the links as the Simpeg one seems to be exactly what I need....

     My fault really have not mentioned but was because a most know that tutos and downloads generally require a Login.

    hope that helps. :thumb: 

      

    Z-fighting is explained in this post.

    https://www.sc4devotion.com/forums/index.php?topic=14332.0

    In fact it was a reference to said problem of the post and not a doubt.

    Specific explanations of Z-fighting are better here

    wiki/Z-fighting

    /wiki/Depth_buffer

     

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    I made tight LODs and was able to sink the model into the water like I had originally planned.  Here are a couple shots of it ingame.

     

    BbZBcUJ.png

     

    b3Ziapb.png

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    I have completed my Oil Bouy and uploaded it to the STEX.  Enjoy!

     

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