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Aarsgevogelte

Aarsgevogelte BAT's

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I downloaded this building to better see how it looks in the game. In my opinion it is badly overscaled. Buildings by Dutch modellers tend to be big and I don't have city using those buildings, but I plopped this in my Paris city. In my opinion Xannepan's w2w should be guideline and your building does not fit in to this scene.

Now that I can look the building closer, I think that it has a squashed look. Have you adjusted the height 133 % to overcome flatness which isometric viewpoint the render causes? The window sizes look to be bit off. For example the ones in the light well look to be two times bigger than windows on Xannepan's buildings. The only ones which look natural to me are the ones on the back. The side which you have the threes.

 

VictoriaHotel.jpg

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    2 hours ago, Bombardiere said:

    I downloaded this building to better see how it looks in the game. In my opinion it is badly overscaled. Buildings by Dutch modellers tend to be big and I don't have city using those buildings, but I plopped this in my Paris city. In my opinion Xannepan's w2w should be guideline and your building does not fit in to this scene.

    Now that I can look the building closer, I think that it has a squashed look. Have you adjusted the height 133 % to overcome flatness which isometric viewpoint the render causes? The window sizes look to be bit off. For example the ones in the light well look to be two times bigger than windows on Xannepan's buildings. The only ones which look natural to me are the ones on the back. The side which you have the threes.

     

    VictoriaHotel.jpg

    Well, I'm sorry for the problems you experience. The scaling might be a bit off. Though, in real life, the building is actually quite big. Also, I want it to be a w2w building, so I need to make some concessions when it comes to size. The windows on the inside are the exact same windows as on the right side of the building.

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    The thing is, its all a matter of "objectives" when it comes to this building. See, the building is indeed overscaled now that we have a way to compare it ingame with some other lots, but at the same time, we should ask the author first if this was to be a true recreation or not. If it was a true one, the building should fit in a 1.5 - 2 x 3.5 - 4 lot.. which means that right now is off by 2 tiles on the side, and by a tile in the front.

    Height wise, I don't know, I saw different pictures and the hotel seems to be very big compared to the buildings around, so I might say that it looks a little too tall, but it wont make too much of a difference.

    My advice: leave it as it is. We have a great batter here, doing some incredible buildings. We can further discuss this and agree or not on the size, but at the end of the day, we have new content, and it looks good.

    If you are interested, maybe a re-scaled version could be uploaded which fits the real life building's dimensions, or if you don't feel like it, just don't do it and move on with your next project. Whatever you choose, I personally wanna thank you for your work.. but yeah.. think about the scale, might help clear some confusions in the future. :)

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    13 hours ago, cmdp123789 said:

    The thing is, its all a matter of "objectives" when it comes to this building. See, the building is indeed overscaled now that we have a way to compare it ingame with some other lots, but at the same time, we should ask the author first if this was to be a true recreation or not. If it was a true one, the building should fit in a 1.5 - 2 x 3.5 - 4 lot.. which means that right now is off by 2 tiles on the side, and by a tile in the front.

    Height wise, I don't know, I saw different pictures and the hotel seems to be very big compared to the buildings around, so I might say that it looks a little too tall, but it wont make too much of a difference.

    My advice: leave it as it is. We have a great batter here, doing some incredible buildings. We can further discuss this and agree or not on the size, but at the end of the day, we have new content, and it looks good.

    If you are interested, maybe a re-scaled version could be uploaded which fits the real life building's dimensions, or if you don't feel like it, just don't do it and move on with your next project. Whatever you choose, I personally wanna thank you for your work.. but yeah.. think about the scale, might help clear some confusions in the future. :)

    Thank you for your kind words. The thing is, 3ds max was becoming very slow near the end, so I honestly don't feel like going back to that project. It is very tedious. Also, it is indeed not a completely accurate representation. Anyway, I'm still learning.

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    Exactly my point.. just make sure next time you let people know in advance your intentions, or ask about scaling.. I don't know, to me in this particular case makes no difference, looks good - I download!

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    Your work is outstanding! Thanks a lot.


    No image....

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    The scale is a big issue in SC4. The Maxis itself has not been constant with it. A tile is nominally 16 x 16 metres and even though not all buildings follow this, I use this as a base line. Although my buildings are not good examples as I tend to small models.

     

    This hotel is big, but not that big. I used Google earth and my very rough estimation is that is 30 x 60 meters. So about 2 x 4 tiles.

    I used Cogeo's Model Tweaker program and took away one third from length and width. However I let the height to be what it is, so it would compensate the SC4 render's squashing effect.

     

    This is only a personal opinion, but now the size is more suitable in SC4 environment. Especially the windows have now right proportions and look more natural to my eye. However, I admit that these are Paris building. I don't have a Dutch city to compare with Dutch buildings. In my opinion many user made Dutch models are big, so may be your building does fit better there. Then again Xannepan's Paris buildings are not smallest in the SC4 scale, so I think those are good target for an Euro model.

     

    Off course, doing that has destroyed your beautiful building.  :( 

     

    I understand that you may not want to redo this. Honestly, I would not do it myself either. I think it is best to learn and move on to new project. :) You clearly are a very capable 3D Modeller, much better than I am. :) Therefore I want to encourage you, not discourage. 

     

    By the way, the flagpole. An idea for possible future project. May be you could model the flag, such Amsterdam or Dutch flag. as a prop. If the prop is top of the building and above the building LOD, then I don't think it would conflict with the building LOD. This way people could choose which flag to use and remove it if they do not like it.

     

    Cheers. :)

     

     

    56dd78a924cf0_Paris-Jun.242011457171615.

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    While I don't use these sorts of buildings too often, thanks for revitalizing the European W2W style of BATs; it's a group that has not received as much attention as it deserves.

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    bipin2.jpg         Need to contact me? Send a private message, or head on over to my BAT thread!

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    I created this building. I was absent for a while. It's just that sometimes I feel like creating a building and sometimes I don't. Anyway, what do you think of this building? Is the scale acceptable or is it too big? The colors also seem a little 'cold' to me, but only in comparison with other buildings from the ST Exchange. I still have to create the night renders. By the way, the building is based on a building from Amsterdam that sadly doesn't exist anymore.

     

     

     

    oi.jpg

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    Wow really nice. I think the scale is good but I'm not sure about the colours. Look slightly odd to me. 

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    I think it looks very good! It represents a nice style that doesn't have a particularly large representation in the game.

    I do agree with what Odainsaker said regarding the scale and all of that. Right now it looks a bit overscaled.

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    N0icqd8.jpg

    “The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

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    When Odainsaker has posted before you, you know the job is done. So I'll limit myself to seconding his post and welcoming you back, Aarsgevogelte! :) It's good to see this thread has only been inactive, but isn't dead.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Wow, nice neoclassicist generic corner house.

    Do you consider stand alone buildings too? Please?


    No image....

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    Are you sure you don't mean Zoom5? Zoom1 is the tiniest one, with Zoom 5 being the largest. It's sort of important, since Zooms 3 through 5 have dedicated LODs, but 1&2 use a very simple box, since the objects are so small anyway, this is lighter on system resources.

    Is the issue only happening in one rotation or several? It could be a rendering error which sometimes happens on export. Try re-exporting your LODs to a brand new file and see if the problem goes away.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    1 hour ago, rsc204 said:

    Are you sure you don't mean Zoom5? Zoom1 is the tiniest one, with Zoom 5 being the largest. It's sort of important, since Zooms 3 through 5 have dedicated LODs, but 1&2 use a very simple box, since the objects are so small anyway, this is lighter on system resources.

    Is the issue only happening in one rotation or several? It could be a rendering error which sometimes happens on export. Try re-exporting your LODs to a brand new file and see if the problem goes away.

    Yes, I mean zoom5, sorry. It happens in every perspective and it keeps happening. Thanks. I'll keep trying I guess.

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    If it keeps happening, I wouldn't just keep repeating the export, something is wrong somewhere. First, if using 3DS Max, make sure that if you are using HD export in 3DS Max, that you are exporting the LODs in SC4 BAT in HD also (or SD if not using HD). If you mismatch them, it can cause problems with the larger textures.

    If they are matched, perhaps the LODs are causing the problem, which can happen if they are too tight or simply don't fully cover the model. For simple LODs, use the automated function to re-make them. If you've used custom LODs, you might need to expand by a small amount on each edge to ensure it fully covers your model.

    If that doesn't help, the UV mapping might be screwed up, which is an unfixed problem in SC4BAT. Details from this post:

    On ‎11‎/‎06‎/‎2013 at 8:30 PM, Jasoncw said:

    MY BAT IS DISTORTED

     

    VuOYLaN.png

     

    Open the .SC4Model file in ilive's Reader, and select the offending .S3D file.  Then select the Vert tab.  The v values, which should range between 0 and 1, are off. 

    In this example, the v values needed to be doubled.  Due to some kind of export error they were only half the number they should be.  For example, the first v value in the list, 0.085938, needed to be doubled to 0.171876.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    You can also try to import your model to a new scene using the merge option, but do not import the configurations of the environment of bat4max, you know, only the model and textures with its effects in case you did some.

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    Imagem

    "If you fall I'll be there"
                         -The Floor

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    Amazing again!
    Did you solve the problem you were asking for help?

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    Imagem

    "If you fall I'll be there"
                         -The Floor

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    22 minutes ago, JP Schriefer said:

    Amazing again!
    Did you solve the problem you were asking for help?

    Yeah thanks, it's on the ST Exchange. 

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    Great stuff in the making here! :golly: Remember that you'll need in-game pictures, though. Your stuff is really awesome, and it would be foolish not to have it on the STEX, but technically the rules state that you need to provide an in-game picture so that people can see what they are about to download. If you can't take an in-game picture for some reason, I'm sure folks here will help you out.  :)

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    2 hours ago, T Wrecks said:

    Great stuff in the making here! :golly: Remember that you'll need in-game pictures, though. Your stuff is really awesome, and it would be foolish not to have it on the STEX, but technically the rules state that you need to provide an in-game picture so that people can see what they are about to download. If you can't take an in-game picture for some reason, I'm sure folks here will help you out.  :)

    Do you mean in-game pictures or zoom1/2/3/4/5 pictures?

    Anyway, I made an update.

     

    render.png

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