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Welcome back!

You can easily find recent popular mods in the workshop: http://steamcommunity.com/workshop/browse/?appid=255710&browsesort=trend&section=readytouseitems&requiredtags[0]=Mod&actualsort=trend&p=1&days=90

The Daylight Classic mods is essential for me.

Sharp Junction Angles is also great.

I also recommend the new Rush Hour mod

Apart from that, there are a few new Building Themes like the Brooklyn theme.

 

1 hour ago, wallacet said:

Has this style been extensively done in this game already?

No

1 hour ago, wallacet said:

Has the community settled on a hard limit for growables?

I don't think so. Anything that is green in the Mesh Info mod?

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Hey, glad to see you back!

Yeah, what Boformer said......The first thing I would get is that Daylight Classic mod as After Dark changed some things graphically. You might not recognize the look of some assets made before AD.

I would also recommend Terrain Themes mod if you want to change up the look and feel of the maps.

We have elevated and sunken train stations, random tree rotation, rocks, Network Skins where you can customize your roads and rails with streetlights, trees and custom as well as vanilla pillars, Time warp to change time of day with more goodies, etc. Don't lose too much sleep.

 

Those houses would be great to see in game BTW :D

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Growable buildings are ploppable through finding them in the search box engine! Way more good-looking road options with network extensions! Toggle the LOD distance for prettier screenshots! 

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Hey Wallacet, welcome back. I just said the other day I wish you would come back because I thought you did such a great job on your mall. Can't wait to see more from you whatever it is you decide to make. Sorry to hear about your employer blocking the site. They were probably like why the hell are there so many hits to this site lol. 

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    3 hours ago, Shroomblaze said:

    Hey Wallacet, welcome back. I just said the other day I wish you would come back because I thought you did such a great job on your mall. Can't wait to see more from you whatever it is you decide to make. Sorry to hear about your employer blocking the site. They were probably like why the hell are there so many hits to this site lol. 

    Yeah...they basically told me to start spending a little more time working and less time browsing. :rofl:

    But, I can still model at work during downtime, so that's good..the only downside is I don't know the polycount until I import into Max. But, I'll definitely do my best to make these houses look as good as the malls did.

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    Way overdue update:

    FCV9S75.jpg

    VERY rough texture job....adding textures to the map as I go along. I think the roof looks good, but I'd like to add some molding around the corners of the house to offset the abrupt edge. 

    Here's my problem...due to the (work) program I use, I have no control over poly count until this thing is imported..you can see what kind of mess the polys look like upon import. Look at the chimney...

    dKqPK5h.png

    I'm at 1500 polys...and this is AFTER re-doing the roof and side walls in 3dsMax to make them planes. There's not too much more cutting I can do while still maintaining the level of detail this house deserves. Is 1500 too much for a growable? It'll be a 4x4 witht the yard and driveway, so it's at least taking up as much space as it can. I'll be able to get the LOD probably to 200, but for the main model, am I too high?

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    You are in a very good spot for you building tri count. 1500 is very acceptable for a growable and a lod of 200 is not bad at all. I think you house looks great so far. Really looking forward to seeing the rest of it textured. Roof texture looks wonderful as well. Is it just me or does the house siding need to be scaled down a little bit? not really sure about that, not a house expert. Also I think it would be good if the siding panel started at the base line so you don't get that little partial piece. Sorry if you already planned on doing that and just placed the siding down as a placeholder for now. Yea I just looked at the image of the real house and counted the siding panels and there is a lot more.

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    Another update...

    3JontcC.jpg

    72BwgKN.jpg

    B3eGU8V.jpg

    Textures getting better....I think the siding needs work still, and I'm not entirely happy with the front windows. But....the chimney and roof look awesome and the wood grain on the front porch really shows, which makes me happy. One question for you all....shutters or no shutters???

     

    Also, thoughts on what to improve?

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    Looking great Wallacet. This little space at the bottom where a partial siding is showing up is bothering me, I think a full siding piece should start at the bottom and then at the top where it meets the roof you could scale the end so that a siding ends right at the top. I think the shutters look good, im not really sure which version i like better, if you do go with shutters I'd like to see it so that every house does not end up with white shutters though. So maybe a color variation map can be included with that as well. There are tricks you can do to make easy 2 color tone schemes.

    wVcryV0.png

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    4 hours ago, Koesj said:

    Huh? Those are steps to a door, right?

    It will be a door haha. I haven't found one I like yet. It's untextured at the moment.

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    And now SB is showing us a different picture :lol:

    But yeah you should probably scale it so the sidings are whole.

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    Has/is anyone else having issues with the asset editor? Anytime I start it up and try to select my model, CS crashes. This happens even when I select an older model that I've already put out on the workshop, so I don't think its an issue with my model. This is the first time I've tried to use it since buying After Dark, so maybe there's a known issue with a fix out there somewhere??

    Edit: It's only crashing when I'm in the residential tab...landmark seems to work ok

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    well, i tried guys. I have been unable to resolve the issues plaguing my asset editor. I've disabled all mods, and the issue persists. Unless someone wants to take on the lotting of these houses, or knows of a fix, there's not much more I can do. :(

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    Maybe it is caused by some memory overflow? Watch your task manager...

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    Well I FINALLY got it to work, but had to disable every mod and asset I have downloaded. Working on filtering through those to find the bad one.

    jyfCUTR.jpg

    mQYhH1Z.jpg

    JJTL2tg.jpg

    I'm going to do a couple more houses before I release, and build a theme. Thoughts on the first house? Like the big yard or hate it? Fence or no fence?

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    When one thinks about the typical American house with a white picket fence, I'd imagine that most people would associate this model with their thoughts.

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    Did this one today at work...

    hfmRPQa.jpg

     

    Obviously lacking in detail, but this one's going to look good. Big porch on this bad boy! :thumb:

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    Have you tried doing a cache verification and/or a complete reinstall? I have had the same issue with the asset editor and this resolved my problems (the amount of assets you have has an influence but I don't think it's the root cause).

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    No I haven't...I've got to travel for work next week, which involves me travelling to the middle of nowhere, so I bring my desktop...I'll have all week to sort the problem out! :thumb:

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    I got kind of the same problem since last patch even though im using -noworkshop -disableMods. Crashes me after 1 succesfull import. Really annoying.

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    Update time!

    KsXeDxM.jpg

    ybHyFwf.jpg

    98yebsK.jpg

    Obviously, texturing is not done. If anyone would like to recommend a good site for wooden windows and doors, I'll take all suggestions...Google images is lacking in good images. And does anyone feel like guessing how many poly's this bad boy is at so far??? 2300....is this too much?? I can easily get the LOD below 500, probably closer to 300 because there are a lot of little details that I can eliminate.

     

    Anyways....suggestions??? What do you like? What do you not like?

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    Get a nice wood texture and make your own window frames. It should not be too hard.

    2300 tris is ok for the detail mesh.

    90% of the vanilla LODs have less than 100 tris, so that should be your goal.

    I would add some strips to the edges of your roof, like this:

    2016-03-04_00057.thumb.jpg.73e75c5e2d5bf

    Here are a few default tri counts and texture sizes:

    2016-03-04_00058.jpg.9e001975f6a0be94d66

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    8 hours ago, boformer said:

    Get a nice wood texture and make your own window frames. It should not be too hard.

    2300 tris is ok for the detail mesh.

    90% of the vanilla LODs have less than 100 tris, so that should be your goal.

    I would add some strips to the edges of your roof, like this:

    2016-03-04_00057.thumb.jpg.73e75c5e2d5bf

    Here are a few default tri counts and texture sizes:

    2016-03-04_00058.jpg.9e001975f6a0be94d66

    I was planning on capping the roofs and corners of the house...technically I'm at 2,350 polystyrene so I've got a little room to add some stuff. I want to add gutters on the front of the house as well.

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    Guys I've got a surprise for you!

    Vctvx7O.jpg

    XQ2XApL.jpg

    KzJ922Q.jpg

    yS8t7xm.jpg

     It's 99% finished (finally). Some stats...

    ~2,700 tris with an LOD of 420 tris. 3.3MB file size, 512x1024 texture.

    2 houses down, like 20 more to go. Some of the colors need adjusting, but otherwise I'm happy with it. Here's a curious question for you modders out there. Look at the second picture...see how there's that gap there between the roof and the gutter? That gutter is an editable mesh object formed from a box...it seems that some of the polys are acting like planes or are acting like there's an alpha map assigned (theres not). The whole gutter shows up in 3ds Max, but the sides of the gutter disappear in the game. Any idea what could be causing this? I can delete the gutter and redo (not a problem) but I'd like to know if anyone knows why the polys would be going invisible like that?

     

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    Did you ever find out which assets were crashing your asset editor?  It's something I run into a lot.  I read somewhere that some older assets that were modified by creators from their original template classes (e.g., office repurposed to be a school) were the problem, but I've never been able to pin them down. I think it's especially a problem with some older parks.   As of now, I just disable everything except props and mods.  

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    Looking nice, and 3.3 megs is very reasonable. Can I suggest making the driveway extend all the way out to meet the sidewalk?

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    About the gap: Did you check if the normals of those faces missing are pointing in the correct direction? I ran into this problem and that was the reason.

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