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Cool_Z

Zed (Cool_Z) at it again... (my BATs)

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I guess there is a reason why Ozo updated only one of his old buildings ;). Looking good so far.

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    21 minutes ago, Turjan said:

    I guess there is a reason why Ozo updated only one of his old buildings ;). Looking good so far.

    There is much much worse... :ducky:

    This one is not that bad. At least the structure is very good.

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    4 minutes ago, Cool_Z said:

    There is much much worse... :ducky:

    This one is not that bad. At least the structure is very good.

    There is a reason though why I never used this specific building. It may have been the LOD. I used his other ones though, those with one rounded corner. If I remember correctly, the LOD wasn't that hot, either, but it was not that obvious because of the rather uniform color.

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    The lod on those is very bad too, but yeah it's less obvious.

     

    The auto LOD system has done more wrong than good. If people had been forced to make lods from the start we would have had less problems like this.

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    Uhh, very nice to see the window setup! Never done anything with that many windows, but can definately see how that would give good variation in nightlights :D 

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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    5 hours ago, Judazzz said:

    I remember this being one of the first skyscrapers in my town - it looked so freaking awesome back then!

    Same here. It was one of the first buildings I grabbed off the workshop day one. There was this, the Chirper HQ, the Hotel Astrum Palace, and the KBC Building. Those are the first ones I remember at the beginning.

    It's good to see Ozo's apartment building getting an update. He reappeared back at the end of last year and posted a new building, and updated one or two of his older buildings, but not this one for some reason.

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    IMO get rid of the top part, would look much more realisticand better, without it.

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    I wanted to keep the original shape as much as I could. (believe me, I wanted to cut it, or at least make it smaller... but in the end I kept it.).

     

    And btw youre not wrong,and this part is not my favorite at all.

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    Hmm, maybe instead of the dark machine floor, have something like a glass penthouse there? I think it's that big dark strip that makes it stick out that much at the moment. You can still keep the smaller height of the window space (compared to the original). At the moment, the strip makes the whole piece less weighty, but the dark color adds the weight back in.

    Or have a single window strip (or single windows/doors) below the dark strip.

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    18 minutes ago, Cool_Z said:

    Hmmm...

     

    No :kitty:

    Bull's-eyes? :D

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    Aaaaaaaand one more...

     

    As I just said to MrMaison, at the moment I feel half Indiana Jones, half Bob the builder...

    V6d1C6A.jpg

    http://steamcommunity.com/sharedfiles/filedetails/?id=643034042

     

     

    And part Dora the explorer because I'm looking at russian and japanese assets... and even some without any thumbnails (part Daredevil ?).

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    Cripes that's some tempo you've got going on there!

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    Is this you, Zed?
    tumblr_mx7fnfzx8x1t1c4iho1_400.gif
    Because you're on fire!!! :D 

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    The Old Style Office was another one of the first buildings I got off the workshop, but I ditched it a while after AD when it became clear that the creator had abandoned it. Thanks for updating it.

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    Awesome, awesome, awesome!!! Coincidentally yesterday I was pondering whether I should delete the old one from my city due to the lack of night lights and rather poor LOD, but I decided to wait until I'd find a suitable replacement building in the Workshop. Looks like that search is over in less than 24 hours! :D

    Once again thank you very much for all your hard work, Zed - making C:SL better, one building at a time!

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    2 hours ago, Cool_Z said:

    Dang, I can't take a look at it right now, but how much pain did this one give you? I'm not at all flexible with workflows, and one look at the mesh and UV map made me throw my hands up with this one; if I need to do a full-on rebuild I'd rather start from scratch with something that speaks to me a bit more :uhm:

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    5 minutes ago, Koesj said:

    Dang, I can't take a look at it right now, but how much pain did this one give you? I'm not at all flexible with workflows, and one look at the mesh and UV map made me throw my hands up with this one; if I need to do a full-on rebuild I'd rather start from scratch with something that speaks to me a bit more :uhm:

    I almost moved everything in the uvmap, I reduced the size of things that were using too much of it, then I tripled the number of mapped windows. Oh and I made the texture symmetrical so I could mirror some of them.

    Some parts were actually mapped over more than the width of the map... I let it in place since it would have needed adding tris, and it was not ana ctual problem.

    Yeah it was a bit hard ! :kitty:

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    I hope you redo the ploppable Keymark as well.

    Though are they the same size? If so, then maybe it won't be necessary to do both. I treat unique growables like these like unique buildings and only let them spawn once. I could just place the growable one where my ploppable one was if they're the same plot size.

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    5 hours ago, Matthias King said:

    I hope you redo the ploppable Keymark as well.

    Though are they the same size? If so, then maybe it won't be necessary to do both. I treat unique growables like these like unique buildings and only let them spawn once. I could just place the growable one where my ploppable one was if they're the same plot size.

    Yes, they're the same size.

     

    I see what you mean !

    It would be great to have a mod (ot an ingame feature) to tell the game to stop growing a certain building.

    When you have one (or several, some buildings make nice looking little groups) you could pick one of them and check a ""max number attained" box.

    You could still add more by using the eyedropper, in case you need it.

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    A checkbox like that (or one that simply tags a growable as unique) would be nice, although now that PloppableRICO is slowly gaining momentum, the question is how relevant such options would be. The reason people used to release two versions, a growable and ploppable, is because until PloppableRICO it was impossible to combine multiple features/behaviors in one building. Now that it is possible to have ploppables behave as growables (in that they hold jobs, house people, etc), this whole discussion may become a moot point. The only thing is that we can only hope that asset builders will update their unique assets to make them RICO-compatible (or someone takes up the task do do it for them).

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