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Hi Feinbold. I also love your newest asset in the middle Europe series.  I have a few buildings I would like to suggest. They are Dutch but not in that typical red brick style which is common in 19th century buildings. These buildings could well stand in outher european countries in my opinion. I realise it is quite a lot. I'm sorry for that. Most would be great for commercial buildings and some may not be usable at all, but perhaps you like one or two of them.

https://www.google.nl/maps/@52.082178,4.2941618,3a,75y,284.31h,93.52t/data=!3m6!1e1!3m4!1sH2OSEb6lLYPtRbDJU2Cijw!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0906316,4.3111918,3a,75y,266.51h,106.11t/data=!3m6!1e1!3m4!1shtHRcmbKDUoIzzekdKzuLg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0912741,4.3106523,3a,75y,270.36h,111.34t/data=!3m6!1e1!3m4!1sg6d1I_kCNiCAvnB8bacjEg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0894893,4.3061996,3a,75y,57.65h,104.6t/data=!3m6!1e1!3m4!1sUymmZyPaixcobT6DaiuHBw!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0876708,4.303255,3a,60y,339.78h,92.34t/data=!3m6!1e1!3m4!1sudJNz8K4WaiE1JzGktd9gA!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0870615,4.3012708,3a,71.9y,328.7h,96.78t/data=!3m6!1e1!3m4!1sGFp1o9JDfzXTzHLDSO54iQ!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0859885,4.3018234,3a,75y,236.48h,107.83t/data=!3m6!1e1!3m4!1sNrjJNbNcfylfNRqulT_3Cg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.081609,4.3101739,3a,75y,175.76h,104.46t/data=!3m6!1e1!3m4!1sSmzG9A9rAPl5cjSEvC8P2A!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0837424,4.3136262,3a,81.9y,297.97h,109.18t/data=!3m6!1e1!3m4!1sHMfQ95ueS2eZ84ucik90Sg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0802129,4.3100512,3a,75y,275.97h,89.33t/data=!3m6!1e1!3m4!1ssrJnzBYMAKd3TyFnfBXy_g!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.079347,4.3048352,3a,75y,99.37h,103.67t/data=!3m6!1e1!3m4!1sv7B_b8JP8xchq09THeKbJg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0809964,4.3088777,3a,75y,238.67h,108.32t/data=!3m6!1e1!3m4!1s1uiGrbPT0cyQTLWQ0B61yg!2e0!7i13312!8i6656?hl=nl

https://www.google.nl/maps/@52.0784265,4.3136923,3a,60y,207.39h,103.23t/data=!3m6!1e1!3m4!1snlpZ28Bo5p0CCwJEHRKMqg!2e0!7i13312!8i6656?hl=nl

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The color variations on your last asset are very nicely done, it fits in perfectly and looks beautiful :thumb:

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    Long time no post here, though I released about 50 (mostly reused) buildings since my last post, including many eurobuildings and a few brooklyn buildings:

    at4Md84.jpg

    NsOpJP2.jpg

    I also did some "research" on semitransparent materials (a few month ago)... well lets call this adventure semisuccessfull:

    ulpBIvk.jpg

    The alpha chess pattern is actually much smaller, but this effect (forgot the name) kicks in and kinda ruins it (its a 1024² pattern with each pixel beiing either visible or not) Also the ingame texture compression kicks in very early, especially in the editor, so it looks solid really quickly. In an actual city, with 400% it may look better, still not worth more time though.

     

     

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    lol

    I tried the exact same thing when trying to come up with semi-transparent stuff. It would look ok if the game had infinite anti-aliasing and no mipmapping or something.

    Only 2 shaders I found that are semitransparent:

    Custom/Props/Decal/Blend - although they need to be on solid ground so not useful in terms of creating glass or something.

    Custom/Particles/Additive (Soft) - as the name suggests it's additive, so it would be useful for creating lighting effects, but not glass.

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    Ronyx rhymes with electronics...  

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    2 hours ago, Ronyx69 said:

    Custom/Particles/Additive (Soft) - as the name suggests it's additive, so it would be useful for creating lighting effects, but not glass.

    Being the total modeling newbie that I am, I am just wondering: would it be possible to use particle effects inside assets and make it visible from the outside. For example to give the impression of indoor activity (very subtle like candles or the glow of a TV set, or less so like the interior of a casino/bar/restaurant, or bright like a blast furnace)?

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    10 minutes ago, Judazzz said:

    Being the total modeling newbie that I am, I am just wondering: would it be possible to use particle effects inside assets and make it visible from the outside. For example to give the impression of indoor activity (very subtle like candles or the glow of a TV set, or less so like the interior of a casino/bar/restaurant, or bright like a blast furnace)?

    Yeah, you can put it on a prop and make whatever. If you want to see it inside your buildings, the windows would need to be holes basically though.

    Here's how the shader looks: https://imgur.com/a/U20Jk

    It doesn't use any other maps, just the diffuse, black means invisible and white means full glow.

    It's literally additive.

    It's also 2 sided, so you see both sides of a face.

    And it blends softly on the edges with other objects.

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    Ronyx rhymes with electronics...  

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    Very interesting to know, would be nice to make a couple of balconies out of it.

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    On 31.1.2017 at 0:06 PM, Ronyx69 said:

    Yeah, you can put it on a prop and make whatever. If you want to see it inside your buildings, the windows would need to be holes basically though.

    Here's how the shader looks: https://imgur.com/a/U20Jk

    It doesn't use any other maps, just the diffuse, black means invisible and white means full glow.

    It's literally additive.

    It's also 2 sided, so you see both sides of a face.

    And it blends softly on the edges with other objects.

    Wow this is really interesting, not usable for big glass survaces or facade elements but I guess one could create pretty nice effects using this as a storfront in front of modeled stores. It glows, but thats not really a problem if you pic a darker blueish or greyish color right?

    I think if you colorcorrect the interior to make it darker than the acutal building, that could actually give the look of a storefront. Minus the reflection effect though.

    Can you explain me how to activate this shader? Would love to test this storefront idea :D

     

     

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    51 minutes ago, Feindbold said:

    Wow this is really interesting, not usable for big glass survaces or facade elements but I guess one could create pretty nice effects using this as a storfront in front of modeled stores. It glows, but thats not really a problem if you pic a darker blueish or greyish color right?

    I think if you colorcorrect the interior to make it darker than the acutal building, that could actually give the look of a storefront. Minus the reflection effect though.

    Can you explain me how to activate this shader? Would love to test this storefront idea :D

     

     

    This is a really good idea.

    You could add this storefront to shops, and it would be offer better quality and full color, and would be transparent to see the reflective window behind it.

    Only thing it would always be on, but that doesn't seem like a problem.

    In asset editor for props:

    var shader = Shader.Find("Custom/Particles/Additive (Soft)");
    var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo;
    if(asset.m_material != null) asset.m_material.shader = shader;
    if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;

     

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    Ronyx rhymes with electronics...  

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    I think Simtropolis has some problems with imgur, when I copied the shots in, suddently I could only write with a heavy delay and after posting, the screenshots were gone, had to upload via simtropolis.

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    Hmm weird, really like the effect! How does the prop look like?

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    I think you should make the interior itself way darker, and then balance the additive prop in such a way it looks like a window reflection during the day, and interior illumination during the night.

    It already looks pretty cool but i think the darker interior would really sell the effect.

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    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    Because of a small kitchen accident, I couldn´t really model anything in the past 2-3 days, so I began to rework the brooklyn buildings into high residential. Did some minor fixes to a few of them, like adding more complicated specular maps and colormaps or fixing diffuse maps. Also I reused a few commcial buildings as residential buildings to increase variety. There are 10 buildings on Level 1, 21 buildings on Level 2 and 11 buildings on Level 3 atm (didnt add the 4 story buildings so far)

    I copied the setstructure from central europe to get better variety:

    2 story: L1
    3 story: L2, L3
    4 story: L3, L4
    5 story: L4, L5
    6 story+ : L5

    Also from now on, instead of the vanilla trees, I will use MrMaison´s trees. So far I choose 3 of these, the live oak tree, the young norfolk island pine and the white birch. I may add another 2-3 trees + mostlikely the Lantana.

    This is the variety of L2, 21 buildings so far:

    20170209000301_1.thumb.jpg.44c243a62df2faef3a268ec8c730ee5b.jpg

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    Why plot them on High Res? IMO they are not really high residential. If you want some variation you can still plot some low residential, within the high residential.

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    I could do that for the lower buildings yes, but I think with the existing 4 story buildings, I really maxed out density and hight for low residential. There will be no replacements, just an additonal set/theme. I feel like with this configuration, I can fit 2 story buildings at L1, but also fit 10 story buildings at L5, which results in a more dynamic city growth.

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    IMO lvl 1 high res should start at atleast with 4-5 stories. 

    Lvl 1 4-5 stories.
    Lvl 2 5-6 stories.
    Lvl 3 6-8 stories
    lvl 4 9 stories + low/medium wealth
    Lvl 5 10 stories +

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    I agree mostly, but we are badly missing a real medium density and im trying to recreate that. Also I came to the conclusion that zones should not allways be about the hight, but also about actuall density. In Berlin for example, most 5 story areas from around 1900 are far far more dense than the 8-15 story areas from the 70s.

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    Yeah, medium density really is missing. I think your setup for high density sounds good and I'd love to have them for high density too. With some creative zoning that'll let us achieve something closer to medium density. And with mods which tweek the amount of residents high density will prob work better. And loving the new trees in there! :thumb:

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    Adding more levels and seperating wealth from level would help. That way, medium density would be immediately unlocked as soon as dense zones are unlocked but high density won't grow until the city is bigger. Maybe a completely green and clean high tech L4 industry could be enacted the same way (because the levels correspond to wealth when it comes to generic industry). Does anyone know how to start?


    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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    On 10.2.2017 at 2:01 AM, OcramsRzr said:

    Adding more levels and seperating wealth from level would help. That way, medium density would be immediately unlocked as soon as dense zones are unlocked but high density won't grow until the city is bigger. Maybe a completely green and clean high tech L4 industry could be enacted the same way (because the levels correspond to wealth when it comes to generic industry). Does anyone know how to start?

    No idea, sorry :/

    I have reworked all buildings released so far (and 4 unreleased) wich results in a set with 75 high residential buildings, I made a gif about the growthstrukture (keep in mind the variety in L4 and especially in L5 is very low for now) I cant wait to upload all this stuff :dead::

    tenements.gif.4dd2af8adcfac9ef0c8a1aa529c0250d.gif

    On 11.2.2017 at 11:06 PM, The rock the motard said:

    I think it's a good a adustment for the brooklyn theme. And by the way, do you plan to add some brand new buildings too ? 

    Yes, I will model mostly oldlaw tenements (known as dumbbell tenements aswell) from now on.

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    That was more of a joke to be honest :D, releasing 75 (with high commercial more like 100) assets is really frustratingly monotonous. Creating all the thumbnails, taking screenshots, copypaste the description, connect all customprops to the asset and a few more steps... everything times 100. I might take all the thumbnail screenshots in one rush and than upload the buildings on a 5 per day shedule or something like that.

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    Man I don't envy you, @Feindbold But can't you create asset bundles? Like per wealth level, or with one of each wealth level? I suspect most people will be subbing in bulk anyways (although I personally only sub to your new models, because having the same model 4 or 5 times doesn't serve much of a purpose for city painters like me - I mainly care about building diversity, not about having full sets of all wealth levels).

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    Mh yes, thats actually not a bad idea... bundle duplicates would roughly half the amount of work! And as all these buildings (execpt for two 5 story buildings) are technical reuploads/lots, I could probably stick to 2 pictures each, one 640² night picture for the thumbnail and one normal daylight picture for the workshoppage.

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    Render does look pretty good I have to agree, but kinda depends on how it looks ingame. I would also suggest putting a bit of specular on the front.

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