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Bach2Baroque

Bach2Baroque's Stuff (New Release 29/04/2018)

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I just meant that I couldn't think of a place where I would have it in my own city. I know places like it actually exist. Sorry for the confusion.

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    @Matthias King Hey thanks. It was such a simple asset I just felt it didn't need to be posted here.

    Anyway I am making another building & played around with the rotor shader but ran into a few problems/questions, which I'm hoping someone here could help.

    I made some transparent window panels as a prop so I could plop it on my main building, only to realize how impossible it is to position the panels where I actually want it. Also the prop visibility issue where it disappears before the main building could turn into the LOD model.

    So I thought let's try to make the window panels into a sub-building instead. I finnaly got to position it perfectly except I noticed it completely removes all the props/lights I placed on the main building's corridor. I wanted the lights to appear 'inside' the building but I couldn't get it to work unless I place the lights in a way that makes the lighting really weird. Then I also found out adding sub-buildings to growables will not spawn the sub building unless plopped. Well damn I'm at a lost now, any ideas what I should do?

    Hq6KlaA.jpgOe5Hjaa.jpg

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    1 hour ago, Bach2Baroque said:

    the prop visibility issue where it disappears before the main building could turn into the LOD model.

    Use this mod to increase render distances for rotors shader props & buildings: http://steamcommunity.com/sharedfiles/filedetails/?id=922939393

    1 hour ago, Bach2Baroque said:

    Then I also found out adding sub-buildings to growables will not spawn the sub building unless plopped. Well damn I'm at a lost now, any ideas what I should do?

    Use props.


    Ronyx rhymes with electronics...  

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    @Ronyx69 That means other players will need to subscribe to that mod in order to see my asset as I intended right? Also I realize I made a mistake when importing the glass panels as a whole prop, instead I should have made them smaller so it's less tedious to place. Thanks though, in the end I'm getting the look I wanted. *:thumb:

    eZsucwK.jpg

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    Working on a series of colonial buildings in south-east asia, specifically the ones in my own backyard. I'm hoping to get a good mix of sino-portugeues, dutch, british & edwardian. It's good practice for my modeling skills as well since these buildings have finer details. Here's the first one, a 2x4 size, with just a diffuse:Kg3QOke.jpg

    I couldn't find a good texture for the front entrance. I might have to actually go there and snap some pics for the textures *:P

    RoqXOZD.jpg

    So far i'm trying to maintain a 700~800-ish tri count for these lots & 1000+ for the corner lots. I'm quite happy how clean & simple the model turned out.

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    Hello, it's been a while since I last posted because I forgot what my password & recovery email was but all is good now.

    Well I am still wuite active in asset making and lately i've been trying out modelling taller buildings as well as improving my skill, particularly scaling (Im very bad at numbers/math). So far my recent NTT building was the tallest i've done so far but now I'm working on something a little taller! and this time it's something from my own city for once.

    This building is called the dayabumi complex and it's one of the early skyscrapers to pop up during the 80s. There used to be a mall adjacent to it but it's currently being demolished & rebuilt into a luxury hotel + office combo, supposedly 80 storeys in total.

    Here's some screens of my progress, still very early in the works but I do not plan to make it an accurate replica. The base & roof will be my own interpretation. The good thing is I live about 20km away from this building so i might be able to snap some pics for textures.

    9BKL59y.jpg12a6IBE.jpgdmxRk8x.jpg

    The little column represents a 6ft human.

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    I have done some basic diffuse & wanted to test out the alphas for the intricate fretwork.

    qIqI4d1.png

    So far so good! it just needs to be a weee bit thicker. Here's a comparison of the actual building's fretwork.

    reaWRoI.png

    Main tower model is basically done, just need to refine the diffuse texture & do the rest. I am now currently modelling the sub-building which consists of the lobby that looks like a giant happy meal, and the base of the building. Far more complex than the tower but hopefully i can recreate the fancy glasswork & arches.

    commercial68.jpgRZRQ5T1.pngCAckWHk.png

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    So i'm not familiar about sub-buildings but i noticed i can't put props on it? It either disappears or goes through. I also tried  pre-placing some lights & markers on my sub-building, then imported my main & placed the sub there & noticed the some props disappear from both the main & sub. I can see the light props on the sub but it doesn't light up, only on the main it does.

    Most likely i'm doing it wrong but I would appreciate it if someone could guide me through this, thanks!

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    Subbuildings should be decorated fully before you place them in the main building. I remember something about props disappearing when the main building and the subbuilding overlap, but I ofc can't remember how that was fixed/avoided. Hopefully someone why can remember will pop in with some help. As for the light I think they don't work in the asset editor, but do work in game. At least I haven't had any problems with light props on subbuildings. 

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    If you put the props on when you create the sub, they will stay there and be imported into the main when you compile the main. When you're working on the main, you can only easily place props within the footprint of the main asset. There is a little cheat for getting props to float outside of the main footprint -- first you place them on an elevated plane on the main (this must toggle some flag in the prop that allows it to float), then you can move it outside of the footprint and it will keep floating. It's a pain tho, and you should prolly do your prop work on the sub-buildings as you're making them instead.

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