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Wouldn't you be able to make it overhang by changing the pivot? That way you can avoid the hole.

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LOL, now that's something you don't see every day! Reminds me of...

185p94po7phgyjpg.jpg

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This does demonstrate an interesting idea to create your own large buildings with different parts....

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Wow, those all look great!!! The Urban metro station is a good idea and very nicely executed and we really lacked an urban school.  If it's not too much trouble, could you maybe make a 4 floor fire escape that you can tile? I think it's a very neat prop. Would be incredibly usefull for some of the larger classics.

 

They really castrated the Pabst building, such a shame. :ooh: Dimension wise I think it's a bit wider. Going to be pain to texture that from black and white photo's. The upper floor looks like a light brown/ grey brick, while the lower part is probably white terra cotta tiles. Gonna be a polymonster if you want to do right.

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I didn't expect that people would use the script to switch from terrain shader to normal shader...

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    Wow, those all look great!!! The Urban metro station is a good idea and very nicely executed and we really lacked an urban school.  If it's not too much trouble, could you maybe make a 4 floor fire escape that you can tile? I think it's a very neat prop. Would be incredibly usefull for some of the larger classics.

     

    They really castrated the Pabst building, such a shame. :ooh: Dimension wise I think it's a bit wider. Going to be pain to texture that from black and white photo's. The upper floor looks like a light brown/ grey brick, while the lower part is probably white terra cotta tiles. Gonna be a polymonster if you want to do right.

    Thank you, good eye!. Its hard to measure the short side, the long front is based on the surrounding streets around 35 meter + addional 4 meter who are set back. According to the long front, the small side should be anything between 17 and 18 meter. I changed it to 15, that way the building is still 2x5 tiles and 100% w2w and would also fit my grid. But nothing is set in stone yet, if the building is finished and it looks ood that way, I can play around with the scaling. I might scale it to 19 meter, with one 1m to the front tile border and a 4 meter alley on the backside, might need to change it into a 3x6 then. Though for now I like the Idea of a 2x5 building.

    These tileable fire escapes are a very good idea, I think I do a 4 story one and a 1 story one, together with the existing one wich has the ladder, any amount of stories should be possible.

    Jeah, 3 fully modelled sides and so many details, I guess it will be between 5k and 10k triangles, maybe more.

    I didn't expect that people would use the script to switch from terrain shader to normal shader...

    I was desperatly waiting for something like that :D that terrain shader was driving me crazy.

     



     

     


      Edited by Feindbold  

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    A 3x6 building is more easy to use, because it is compatible with all of your buildings (and mine) : Brooklyn Theme allows you to create 6 tiles-deep blocks, as you have a lot of Xx3 tiles buildings.

    5 tiles-deep blocks seems a bit harder to use if you want to create a grid city.

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    Mh jeah you are right, maybe I just scale the whole building up, the height of the stories is on the same level as my brooklyn buildings right now, but it should be probably 20% higher anyway, as this isnt some ordinary tenement building.


      Edited by Feindbold  

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    Of course these are just some fast ideas and very extreme and futuristic (or distopian :rofl:) aswell, but it might be usefull for one or two "clicks" deep parking garages, stuff like that:

    2dP7UEi.jpg

    I know you've got your hands full with your Brooklyn assets, but I'd love some ploppable "walls" that emulate a sunken parking garage coming out of the side of a hill like that, so I could recreate something similar to this wall cutout at the Cityplace condos in Toronto:

     

    Untitled-1.jpg

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    LOL, now that's something you don't see every day! Reminds me of...

    185p94po7phgyjpg.jpg

     

    Ah... Fritz Lang. :D

    Fritz Lang indeed, he was way ahead of his time. "Metropolis" is simply mindblowing, I watched it on a movie screen a couple of  years ago, the effects are still very impressive. Also his first sound film "M" is a true masterpiece. One of my all time favorits.

     

    This does demonstrate an interesting idea to create your own large buildings with different parts....

    Jeah, I allready thought about ploppable big factory plants, made out of a few puzzle pieces. I even though about make them overhanging and "hollow" + creating an factory plant interior theme. But large overhanging buildings screw with the gameengine, as they often disappear on the edge of the screen.

     

    Well, back to some normal stuff. I finished some buildings, problaby going to release them today or tomorrow:

    Thx to
    boformer and his shader script, I was finally able to solve my problems with the urban subway station, now it wont deform on uneven terrain :thumb:

    qLRQMJc.jpg

    Finished the Police department:

    3Hj89Ni.jpg

    And also the urban elementary school:

    52otbxl.jpg

    Also a few growables:

    A 2x3 level corner:

    w8pHWHU.jpg

    A 1x4 level 4 row building:

    43e9Beu.jpg

    A 1x2 level 3 row building

    pz96d8l.jpg

    And another 2x4 level 4 row building:

    qEhyH81.jpg

     

    Finally uploaded/ set to public:
    http://steamcommunity.com/profiles/76561197978975775/myworkshopfiles/?appid=255710

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    Lovely! Was waiting over the weekend for this. Now I have to skip work :P Upvote and favorite for all of them. 

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    Lovely! Was waiting over the weekend for this. Now I have to skip work :P Upvote and favorite for all of them. 

    Thx, send me a friend invite on steam, for next time :D, they were set on "visible for friends only" for 4-5 days, because I had a cold and no ambition to do the descriptions :kitty:

    Very nice !!! All part of the Brooklyn theme ? Or not yet ? 

    They should be, I updated the brooklyn theme, but I had no time to actually test it.


      Edited by Feindbold  

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    Something different, a german building from roughly 1900, in pretty bad shape though:

    2x3 corner with roughly 1,9k triangles.

    owX519I.jpg

    MSFxtDM.jpg

    Even though it looks like it is rectangular, it is actually shaped like a little curve, but still w2w able

    btFWidf.jpg

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    What's the most difficult task for you:

    Modelling or texturing?

    I could easily provide german w2w textures for you.

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    That looks like a lovely corner building for European cities :thumb:.

    By the way, I was wondering why I missed your Brooklyn buildings in my feed. I noticed that their uploading date was nearly a week ago, which somehow makes them miss their moment in the spotlight. Let's hope that people find them anyway.

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    By the way, I was wondering why I missed your Brooklyn buildings in my feed. I noticed that their uploading date was nearly a week ago, which somehow makes them miss their moment in the spotlight. Let's hope that people find them anyway.

    Same here, I never saw the latest batch of buildings show up in my followed modders feed either. If it wasn't for Turjan's post, I was still impatiently waiting for the assets to appear. For some reason Feindbold is the only modder whose new uploads don't always show up in the feed - very odd...

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    I think that's because steam records the uploaddate, instead of the publishdate. It's a shame really. You miss out on quite a few downloads that way (if you care about that sort of thing).

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    I think that's because steam records the uploaddate, instead of the publishdate. It's a shame really. You miss out on quite a few downloads that way (if you care about that sort of thing).

    This! Its very annoying indeed, usually I upload assets and set them to private/friends right away, than I add descriptions and images and set them to public again. Sometimes there were a few days in between upload and actual "release". This time it was like 6 days or a bit more.  Sadly I just noticed yesterday, that your assets wont show up on first page again, if you set them to public, your assets will appear on page 6 or 7, depending on the time of the first upload upload... very stupid decision by steam/steam orkshop -.-

    Well from now on, I will prepare images and descriptions and release them right away :)

    What's the most difficult task for you:

    Modelling or texturing?

    I could easily provide german w2w textures for you.

    Usually I prefer modelling, but it is really a symbiosis kind of thing, I start with a facade and ad other stuff during the modellingprocess.
    But if you happen to have some nice textures/pictures of facades/roofs, im happy to use them.

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    I´m using the colormap to get some variation on the roofs. Hard to find the correct values for these typical orange rooftiles though, I think I will replace the very yellowish color by a darker brown/red one, but the other 3 are quiet fitting, at least for north and east germany.

    bOS2bjT.jpg

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    To be honest, I find each of the colors pretty realistic. I can imagine that the orangy-mustard colored roof may seem a bit off to some, but it doesn't strike me personally as unrealistic (having spent lots of time with my grandparents in Hannover when I was young - so I've seen a lot of these types of buildings and roofs throughout the years ;) )
    If you Google Image search for 'German tiled roof aerial' you'll find that pretty much the entire spectrum between red and orange is possible, with most roofs actually being some shade of orange rather than red.
    Perhaps making it a few tints more orange would help, making that color 'pop' a bit more - that would fix the only minor criticism I have in regard to that specific color: it's a bit bland, washed-out.

    Also, if you want to make the more accurate judgement, I think you'd have to test the current set of roof colors against a number of different facade colors: the current, somewhat drab grayish brown facade doesn't seem to play very nice with that orange color, whereas that exact same roof color make look much better in combination with a different facade color.

    Lastly, don't forget that biome, LUT and time of day (when day/night cycle is active) also affect colors. I suspect the screenshot is taken on a temperate map - my city is on a temperate map as well, probably in combination with a different LUT, and the graphics less subdued and nowhere near as blue as in your screenshot, so chances are that orange roof looks pretty different on my computer (probably a bit brighter and warmer).


      Edited by Judazzz  

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    Are these buildings some examples of your future production... or just a "couple of hours distraction" ?
     I'm a bit selfish. I want you in the us building team. :) What's next ? :D

    Yellow roofs are quite unusual, it's true. But it contrasts nicely with the grey facade !


      Edited by Attercap  

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    Really nice texturework, although I fear a bit about w2w compatibility with other european buildings with this one.


      Edited by Darf  

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    Really nice texturework, although I fear a bit about w2w compatibility with other european buildings with this one.

    Thx, well its just an uncommon shape, but still 100% w2w compatible^^:

    qTmljCa.jpg

    GNENvdz.jpg

    Are these buildings some examples of your future production... or just a "couple of hours distraction" ?
     I'm a bit selfish. I want you in the us building team. :) What's next ? :D

    Yellow roofs are quite unusual, it's true. But it contrasts nicely with the grey facade !

    Once in a while everyone needs some distraction ;). I might do a couple of eurobuildings, maybe even work on 2 themes simultaneously (euro theme would be smaller though, definitly not as complicated as brooklyn, more compareble to the vanilla euro buildings).

    To be honest, I find each of the colors pretty realistic. I can imagine that the orangy-mustard colored roof may seem a bit off to some, but it doesn't strike me personally as unrealistic (having spent lots of time with my grandparents in Hannover when I was young - so I've seen a lot of these types of buildings and roofs throughout the years ;) )
    If you Google Image search for 'German tiled roof aerial' you'll find that pretty much the entire spectrum between red and orange is possible, with most roofs actually being some shade of orange rather than red.
    Perhaps making it a few tints more orange would help, making that color 'pop' a bit more - that would fix the only minor criticism I have in regard to that specific color: it's a bit bland, washed-out.

    Thx, yes, in Hannover, a lot of these buildings survived the war and the (in some areas even more destructive), 60s to 80s Zeitgeist. Especially Berlin wasn´t that lucky sadly :( .

    About the colors, its hard to measure, because it feels like there is a huge difference between colors inside the assets editor, and colors ingame. Right now my diffuse is a washed-out red color and the colormap is added on top of it (wich makes it even harder), maybe its a better choice to turn the roof into a b/w map and control the colors completely through the colormap. I´ll try that either tomorrow or friday.
     


    Also, if you want to make the more accurate judgement, I think you'd have to test the current set of roof colors against a number of different facade colors: the current, somewhat drab grayish brown facade doesn't seem to play very nice with that orange color, whereas that exact same roof color make look much better in combination with a different facade color.

    Lastly, don't forget that biome, LUT and time of day (when day/night cycle is active) also affect colors. I suspect the screenshot is taken on a temperate map - my city is on a temperate map as well, probably in combination with a different LUT, and the graphics less subdued and nowhere near as blue as in your screenshot, so chances are that orange roof looks pretty different on my computer (probably a bit brighter and warmer).

    Well a very colorfull orange roof and an allmost colorless grey "body" looks allways a bit odd, but there are hundreds of buildings with this kind of combination in every bigger city. I started this one, guess it will be a bit more in harmony with the roof:

    TQnRyHl.jpg

    About LUT and biome,.. I use the temperate biome and bloodyPenguins mod without any LUT, this is probably the best setting to balance colors because its the most neutral (but as you said slightly blueish).


      Edited by Feindbold  
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