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Great buildings! I downloaded them all!

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Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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Yes. This. This is excellent to see. Some good quality, American style big city wall to walls.  Excellent attention to detail, too.  I have just barely started dabbling in C:SL building modding myself, just started last night. You're biting off more than I can personally chew for my first try, but more power to you. it looks like you've got the hang of it, for sure. I think my first building released on the STEX will be something modest like a low wealth car wash or a pawn shop or something.

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Well done, some excellent style & detail in those buildings. Reminds me of some of the great NYBT content for SC4, but now in a new game & dimension! :thumb:

 

 

Hey :), i made some Tenements and Apartmentbuildings, and as the Workshop is a mess (and I dont have the permission to upload them on Stex, guess a moderator needs to give me that permission), i thought about sharing them here too. All buildings are W2W.


One suggestion I can think of:

 

What type of file were you attempting to upload? Currently on the STEX, it lists the supported file types as:

 

bmp, dat, hqx, jpeg, jpg, rar, sc4, SC4Desc, SC4Lot, SC4M, zip

 

If you attempted to upload any other file, a "you aren't permitted to upload this kind of file" error will show up.

 

As you can tell, most of these are files commonly used by SimCity 4, along with a few image formats. So as it stands, the options for Skylines content are to use compressed archives (zip / rar). Compressing the files is also really the preferred option, as this conserves bandwidth for both the site and people downloading.

 

The best universal format is zip, which can be opened natively on Windows, Mac & Linux systems. On the other hand, rar files have better compression, although you may need a 3rd party utility to open them. So you'll basically need to add the building's files inside a zip or rar, and then upload it using the black button, on the submissions page.

 

Then once you've added screenshots, a file name & description, it should (in theory) accept the submission. ;)

 

 

If this doesn't work, I'll forward your issues to an admin, who can look into checking your permissions.


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    Thank you for your positive feedback, it really motivates to do more :)

    And thank you Cyclone, that was my Problem :D Just started uploading them.

    As I watch the good old Ghostbusters Movie right now, guess what coming next :rofl:

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    Great job on these buildings. Some of the better ones that I've seen so far.

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    Those look great!

    --Ocram


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    More ideas for American tenement buildings (from one of the more underappreciated and attractive neighborhoods in the US) - 

     

     

     

    http://www.3cdc.org/files/2013/02/Over-the-Rhine-Now.jpg

    http://urbanohio.com/SWOhio/Cincinnati/Neighborhoods/OTR2/OverTheRhine56.jpg

    http://ims.lib.miamioh.edu/ims201d/marcumac/wp-content/uploads/sites/13/2014/03/JMWolf-8483-1.jpg

     

    Like what you are doing so far!

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    Very nice, I feel like the textures could be cleaned up for the sake of clarity though. Maybe use bump mapping too? (can that be done?)

     

    Man I wish I had a computer that could run this game.

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    This is absolutely the best stuff in the workshop so far, I was blown away when I first saw the 151 CP building and placed it in my city. The lack of realistic looking buildings is the only thing I'm really missing right now in transitioning from SC4 and it's great that we're getting buildings like this already. Can't wait to see what you make next. 

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    @ shydude: Thank you :) hm there is bumpmapping, i use normalmaps (with prefix "_n") if you look at my first building (the 6-story), you can see I made the normalmap even a little bit too strong. The real problem is, that the ingame engine oversaturate a lot. somehow, this oversaturation makes Textures apear worse than they actually are, and with my first few buildings, i didnt really "fight" the oversaturation, here is an example:

    The Ghostbusters Firehouse before i changed the saturation:
    ingamel7ug1.jpg

    After i lowered the saturation by a lot:
    test27qu8e.jpg

    If you look at the frontfascade, it looks sharper, even though i just changed the saturation.

    @ aable: Thank you too, yes exactly, the lack of realistic Buildings was allmost the only flaw I had with this game. Im so happy they made these very well working import functions :)

    And btw, do you notice the Firetruck leaving the Building :D it fits with the door (didnt plan that and expect that the Firetrucks spawn on the Street, was a nice suprise :rofl: )

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    Incredible stuff Feinbold, thank you very much for sharing these! 

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    Interesting, toning down the saturation does help but they still look like photographs pasted on the buildings, I think redoing the textures completely (with the photographs as a basis) without the blurry imperfections and unnecessary details of the photographs would make the buildings much more readable and cuter pro-quality. Also, now that i notice the normal maps, I see that they seem to be interpreting dark details as holes so that might also need some work.

     

    But I have to give you credit because back in the SC4 days, almost no one attempted Beaux Arts architecture. This seems like the start of something new, keep up the good work. :thumb:

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    Looks great, One thing I think you need to add is more roof details, like a few pipes ect, other wise keep of the good work. I also think the texture could be a little better, maybe there's a way to layer your textures with other high quality texture to bring out the texture.  :thumb:

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    Very nice models! I didn't download them yet but i will soon.

     

    Question: Are all your windows modeled? (pushed in) The front looks modeled but the side windows look flat in the pictures. Other than that, I love the style (I'm from NYC) and want this to make up most of my inner city buildings. Thanks for making these.

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    very nice, can't wait for more rowhouse varieties.  Your models all look great

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    Just curious, what are you using to create these buildings? Blender? 3DMax?


    Software developer. University of Houston. CBRE.

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    Interesting, toning down the saturation does help but they still look like photographs pasted on the buildings, I think redoing the textures completely (with the photographs as a basis) without the blurry imperfections and unnecessary details of the photographs would make the buildings much more readable and cuter pro-quality. Also, now that i notice the normal maps, I see that they seem to be interpreting dark details as holes so that might also need some work.

     

    But I have to give you credit because back in the SC4 days, almost no one attempted Beaux Arts architecture. This seems like the start of something new, keep up the good work. :thumb:

    You are right, the textures limit the qualitiy of my buildings, but right now, i cant improve them by much, as my sourcequality is kinda limited. Heres a documentation of my workflow on my last building:

    I see a nice building on Googleearths 3d Imagery:

    workflow1yhj8v.jpg

    I create a texturemap (i use 512x512 to keep the filesizes low, but thats limiting the qualitiy aswell):

    _15fuso.png

    Put that thing into game:

    5566655pl8j.jpg

    While there are areas with extremly detailed 3d imagery on Google earth (Baltimore or Grand Rapid for example) sadly NY has a lot of 2nd and 3rd generation 3d imagery, wish is just enough for what i do right now, experimenting, sharing and improving. Thats why im so happy about your comments, as they help me to improve :)

    Looks great, One thing I think you need to add is more roof details, like a few pipes ect, other wise keep of the good work. I also think the texture could be a little better, maybe there's a way to layer your textures with other high quality texture to bring out the texture.  :thumb:

    Thank you :) Do you mean, replacing brown places on that texture with better bricks or replacing the windows and so on? Thats sounds like a nice idea. I will look into that, but i cant promise much, as im not exactly a photoshop mastermind ( in fact, i even did my specularmaps with Paint 8) )

    Very nice models! I didn't download them yet but i will soon.

     

    Question: Are all your windows modeled? (pushed in) The front looks modeled but the side windows look flat in the pictures. Other than that, I love the style (I'm from NYC) and want this to make up most of my inner city buildings. Thanks for making these.

    For now (except the Ghostbuster Firestation), I extruded only streetfacing Facades. I try to stay around 1000 Polys, at least until someone knows the average polycount of the vanillabuildings.

    Wow, a lot of Text, i hope its somehow understandable, my grammar is awful :D

    EDIT: Oh sry Micah, i forgot about your question, im using a mixture, model and textures in Sketchup and LOD UV Map and export in 3ds Max.

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    I think the sources have enough quality to show what is going on but they have unnecessary detail like shading and shadows that would better be left to the normal maps. For Example: I have taken this texture:

    RUdKr3E.png

    And simplified it as

    J9Hr7fC.png

    And made a height map for it.

    gLh6bra.png

    and converted that to a normal map

    5nhdmXg.png

    I'm not sure how the lighting in the game will make it look, but it looks decent in this preview.

    4cT8jIN.jpg

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    After reading your workflow, here's the google earth link for the neighborhood I showed before (though its somewhat outdated- lots of stuff that's been restored or new infill isn't there - this is a rapidly gentrifying neighborhood).  I have it centered on the Germania building which is probably my favorite building in Cincinnati, hope the models are usable, there's lots of cool stuff here for the style you like:

     

    https://www.google.com/maps/place/Cincinnati,+OH/@39.1083923,-84.5123404,94a,20y,270h,41.73t/data=!3m1!1e3!4m2!3m1!1s0x884051b1de3821f9:0x69fb7e8be4c09317

     

    IRL Photo:

    http://urbanup.net/wp-content/uploads/2015/01/20141123-_DSC4253.jpg

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    @ shydude: thanks for your work, i put it on the building, for testing. its looks nice, but a little bit too clean for my taste, i kinda like the imperfections of phototextures :P I dont have the time know, but i will post you a picture of your textures ingame, probably tomorrow.

    I tried to find a good compromise between your style, and my very first pure phototextures. On my newest building, a 11 story Level 3 Office (maybe only Level 2 im not sure about that yet) I photoshopped most of the imperfections, while trying to remain that dirty look:

    screenwsuum.jpg

    I didn´t touch the beige parts of the building yet (the building is from Kansas City btw.)
    altneut1ul8.jpg
    Thanks for the link to Cincinnati neilworms, i looked a bit into that, but it thems like most of this 3d imagery is a little bit too blury :(. Take a look at Rapid Grand for example, thats the quality i´m interested in :D.

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    Yeah, I like to do a bit a clean style myself that was probably an extreme example but making details like the windows have crisp edges will make make the normal maps a lot easier to make, at least that's what I think, that was actually my first time messing with normal maps, it's fun.

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    Here is, what i´m working on right now. I use 1024² textures instead of 512², but this time .jpegs. This means I have 4 times more pixel, while cutting the filesize in half. I also lowered my overall details to stay under 1k tris. The model is finished and has 706 triangles (but i will ad a watertower for another 256 tris soon). Its going to be a Level 2 or Level 3 Shop. (No reflectionmaps and bumpmaps applied jet):

    shoprendrelvovv.jpg

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    Here is, what i´m working on right now. I use 1024² textures instead of 512², but this time .jpegs. This means I have 4 times more pixel, while cutting the filesize in half.:

     

    The asset editor recompresses the textures when you import, so the final asset filesize will be higher. And the game will have to handle a heavier texture in the end.

     

    But for detailed texture like this you should be working with 1024 textures anyway.

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    Here is, what i´m working on right now. I use 1024² textures instead of 512², but this time .jpegs. This means I have 4 times more pixel, while cutting the filesize in half.:

     

    The asset editor recompresses the textures when you import, so the final asset filesize will be higher. And the game will have to handle a heavier texture in the end.

     

    But for detailed texture like this you should be working with 1024 textures anyway.

     

     

    Mh it thems so, but there is something interesting about filesizes: for this Buidling I used only .jpegs, the combined filesize of all maps used (diffuse, specular, normal and color) is only 600kb.

    -When I make this building into a Firestation, the asset will be around 5mb.

    -When I make it into a residental, the asset will be around 1,4mb

    -When I make it into a Shop (what i did) the asset is around 2,5mb.

    At least every building I created so far, (regardless of the combiened filesize of its textures) thems to fit this pattern (I usually put them as a firestation into the game, to check the LOD). Just curious, do you have comparable filesizes on your buildings?

     

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