Jump to content

673 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Nice buildings! Those would also look cool in CSL. Is there a way to make SC4 buildings CSL buildings?

  • Like 1

"Time is a valuable thing

Watch it fly by as the pendulum swings

Watch it count down to the end of the day

The clock ticks life away"

Linkin Park - In The End

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Nice buildings! Those would also look cool in CSL. Is there a way to make SC4 buildings CSL buildings?

     

    Thank you :)

    Is not possible to transform SC4 buildings into CSL buildings, but the software I use both can be done. For example One Financial Square I'm doing to SC4, but is possible to export another version with the same model just to CSL, you know? I'm confused, I know :D

    I have CSL installed by Steam here, but I still don't know exactly how to export the models from 3ds Max to the game. If I learn it you can be sure I'll do it :)


    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Good to see you fixed that floor height issue up. The only thing you might want to change is the red circles areas. Keep in mind their "roofs", "the top", whatever you call it, is supposed to slightly lowered like you did with the rest of the small toppings

     

    7bf544d01effdb3083846dd361c70f8e.jpg

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    we're getting a new really nice building :party::D

    • Like 1

    I thought about this, and am still thinking about it because though I've thought about this, I still have more thinking to do as to stop thinking about it would mean not to think.

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think it's incredibly refreshing to see someone actually picking up requests. This looks staggeringly good so far. I can't wait for the final product! :D

    • Like 1


     1947 - 2016 

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Excellent Buildings JP ^_^

    • Like 1

    Check out My files by typing: Biwdc in the stex search.

    Check out My sc4 Site here:Biwdc Lot's Inc.(Sim City 4 Stuff)

    & New forums Here:http://biwdcforums.com

    Check out My Web Server Here:Biwdc Lot's Inc. Web Server,Biwdc Forums PHPBB

    Useful links:Get Your Maxis Files Here! -Mac-P.C,SC4 Devotion Maxis files! -P.C -Sim City.ea.com no longer exist so get the maxis files from the links to the left ^_^

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Philforhockey51 - Thank you :)

     

    __B - Nice to know you liking your own request :D

     

    BIWDC - Thank you :)

     

     

    I'm just rendering One Financial Square to daylight right now. I hope to do the night version next days and release it soon :)

    To take One Financial Square's place, I'm going to start Porthos buildings, from Eindhoven, Netherlands. I'm going to give attention to Rio 2016 Project in my winter vacation in july.

     

    ph1.jpg

     

    ph.jpg

    • Like 5

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @__B I don't know yet, you think so? Btw I never did residentials in Plugin Manager, I think I'll have to ask people which numbers fits the best with the building.

    @Toothless Stitch yea it remind me some NYC buildings. There are more pics:

    img0460border5px.jpgimg0462border9mk.jpgimg0463border6jw.jpgimg0491border6ow.jpg

     

    This weekend I started to do it. I make it as a 2x2 building, it's larger than it really is and due to this the back of the building has a dimension error in the space between the white wall and one of the windows. I won't fix that because besides I have to change all the building, it's not a big error and it woudn't be a fatal error in real life from an engineering point of view. Here is how it's looking so far in zoom 5:

    18691595120_34e4069528_o.png

    I've to fix the dark texture that is looking repetitive and also do the roof.

    About OFS, day version is exported and I'm working on the night version :)

     

    • Like 8

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I don't know how accurate the model in Google Earth is, but I do know it has crap textures. I can however see that the proportions are slightly different. It appears to be alittle bit thinner than yours. I don't want to be a zit on the nose, but I think this looks more like the pictures of the real thing proportionwise. Rest of it looks amazing though! (But when will one financial be ready? :D)

    450f2b2919.jpg


      Edited by __B  
    • Like 3


     1947 - 2016 

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I never know what to think about google earth models. Many of them are made by users, or are otherwise made by humans, and those are just as likely to be incorrect as whatever you have done. But other buildings are automatically made by computers and I trust those ones to be more accurate, or at least more consistent, but I don't know how accurate they really are. But I agree with _B that your proportions are off.

    • Like 1

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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you, guys, for observed, but last post I told I made it as 2x2 and due to this it looks larger. I did this because I like buildings fitting in the tiles, just like One Financial Square is almost a 4x4 building. I will not change the measures in Porthos, then maybe will be better to call it with another name and just say it will be inspired in Porthos.

    The measures and the roof:


    dC4O1co.jpg

    @__B: I'm still doing the lights on it and I'm ending the semester at the university, I think it will be available in july :)


    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I'm having problems with Self Illumination :( . I started the night version to OFS testing the lights in the base. As you can see in the image below, it's appearing just the color linked to Kelvin, but not the image I want to.

    WjeU8FM.png

     

    I think my configuration is ok:

    zqj9g1S.png

    fYO0DeA.png

    Someone could tell me what's wrong? I did just as I did before to Central Bank, for example.
    Thanks in advance.


      Edited by JP Schriefer  

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Is it a plane? As Jason said, does it hace a uvw map? If so, what mapping otion do you use? And are you sure you have the "show material" panel activated? it rather looks like a standard colour that comes with an object.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Yes, there's a UVW map to the base, the configurations I did:

    e4NMtBr.pngzoeykZP.png

    Show material panel you meaning that icon to show it in the viewport? If so, I tried activate it and deactivate it without success, but I think it's just to show in the viewport anyway. If you mean other thing I don't know what it is, can you tell me?


    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    So, something to check is that the plane of the planar uvw map is in the same alignment as the plane of your glass. In general I think it's better to use box uvw maps, especially because the glass is going to have multiple sides eventually. 

    But the main thing is that for "Channel" you have "Vertex Color Channel" selected, instead of "Map Channel 1". If you look back at your bitmap you can see that the "Mapping Type" is set to "Explicit Map Channel" and that that bitmap in particular is set to channel 1. So for a uvw map to have an affect on that bitmap you need to have that uvw map set to channel 1 as well. 

    If you have multiple bitmaps in a material (for example, if you have a bitmap for the normal day glass texture, and a bitmap for the self illumination nitelites, in the same material) you would set one bitmap to channel 1 and the other to channel 2, and then you'd have two separate uvw maps set to channel 1 and 2, to control the two bitmaps separately.

    • Like 1

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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Fixed!

    I changed it to box uvw maps and changed to Map Channel 1, but when I changed it, all the textures in the base become very weird, then in the material I changed to Vertex Color Channel as well and it worked. I don't know what exactly the vertex color do, but works.

    Thank you very much for helping me one more time, Jason!


      Edited by JP Schriefer  

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nothing should be set to vertex color, for sure. If changing things to use map channels causes problems then it's because you have other problems elsewhere that need to be fixed. It might be best to make sure everything in your materials is set to explicit map channel, and then if an object has bad uvw maps, either try to fix it and if you can't then just delete any offending uvw maps and remake them.

    • Like 1

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

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Nothing should be set to vertex color, for sure. If changing things to use map channels causes problems then it's because you have other problems elsewhere that need to be fixed. It might be best to make sure everything in your materials is set to explicit map channel, and then if an object has bad uvw maps, either try to fix it and if you can't then just delete any offending uvw maps and remake them.

    I found and fixed the error. When I put on Channel 1 the size of the textures were automatically changed for the same dimensions of objects and then messed it. Just put the same dimensions in picture settings and in UVW map and everything went well and I was able to switch to Channel 1. :)
    Now I have another question. I am exporting the 32 Old Slip right now and I wonder if I can use the same .sc4model file to the landmark and the commercial version. If this is possible I will save a lot of time. When I did the Central Bank of Brazil I had to export more than once the model and it was boring.
    Could you tell me if this is possible? Thanks in advance.


      Edited by JP Schriefer  

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    .SC4Model files are completely independent of other things. You can take the same .SC4Model file and modd it into whatever you'd like as many times as you'd like. 

    The exemplar that has the lot's game stats (occupants, power consumed, etc.)(this exemplar is contained within .SC4Desc files) has a property called Resource Key 1 (known as Res Key in other places) which references the building model that is associated with that exemplar. There are also exemplars for props. The lot itself (tile size, location of props and ground textures, ground slope, etc.)(this exemplar is contained within .SC4Lot files) is a different exemplar which references the other exemplar, and so it knows which building to display. 

    So you can have multiple .SC4Desc files that reference the same .SC4Model. But you can also have multiple .SC4Lots that reference the same .SC4Desc. The result is that you have several lots that share the same stats and use the same building as one another, and this is what Maxis did a lot. But in practice it's easier to make a new exemplar than it is to link a bunch together.

    So you only need to export 32 Old Slip once to create one .SC4Model. With this model you can make a ploppable and a growable and a landmark or whatever else. You can even make it into a mayor mode ploppable skyscraper.

    • Like 1

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

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

     

    32 Old Slip has been released! :)

    Here you go to download it: https://community.simtropolis.com/files/file/30704-32-old-slip-one-financial-square/

    DwLl80q.jpg

    Your BAT looks better than the building in real life. :golly:

     


      Edited by Hellken  
    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @9gruntsand1hammer: you welcome and thank you :)

    @Toothless Stitch: nice to know you like it, Toothless. I started to do your suggestion and soon I'll show something here :)

    @Hellken: hahaha don't know if it's good or bad, it should be looking like the real one :rofl:

     

    In the beggining of this year I started to do this building but just now I decided to start a project inside my thread. I think I'm going to name it The Don't Hate Maxis Buildings Anymore Project. Basically I'll try to do Maxis Building again, but with better quality, since a lot of people hate them D:

    Can someone guess which one is this? :D Suggestions to other Maxis Buildings are welcome.

    19991250540_ca5b6c34ec_o.png


      Edited by JP Schriefer  
    • Like 6

    Imagem

    "If you fall I'll be there"
                         -The Floor

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections