Jump to content

48 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    @raynev1 - Thanks!  yeah, the roofs were bothering me, but I think I was able to fix that.

    @CT14 - The texture is actually not square tiles - they are more rounded like this: 
    wzBmzSs.jpg
    I was trying to get some similar texures to what CP has been sharing with his massive 19th century project.

    @DavidDHetzel - Thank you!  That is exactly what I was aiming for, so you made my day *:)

    @airman15 - Cool, I'll have to take a look at that town in google maps :)

    @mattb325 - That is exactly what was needed... it's funny how such a small tweak can have such a huge difference.  

    @T Wrecks - Thanks for the great input!  Yeah, I think I made a ton of mistakes on that first building, which is exactly what I needed in order to see what not to do.  I think .3m thick walls is the sweet spot (those were .5m) 

    So here's the improved textures (original ones are still in front - improved are behind)
    JAHzGRr.jpg

    I think I'll try a custom foundation... hopefully I can get it right this time.

    Oh, and one other thing... what's the deal with the maxis textures showing up?  I have already downloaded the texture fix and put it in my gmax folder according to the instructions on SC4D.  For some reason they still show up once in a while when I render.  If I re-render they tend to go away, but every once in a while they will show up.  
    MPqUgDx.jpg

    • Like 5

    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    9 minutes ago, SimCoug said:

    Oh, and one other thing... what's the deal with the maxis textures showing up?

    Mr. Schriefer told me that's a bug in B.A.T you fix with the BAT texture fix:

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Oh , now I get it . I was unfamiliar with the roofing . For that texture , personally I think you nailed it the first time . To scale anyway . 


    Residing in West Virginia , Product Of Maryland , Viewer Discretion Advised . 

    When I'm not on Simtropolis or playing SC4 HERE you can see what else I'm into . 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks for clarifying - I had a feeling I was missing something.

    The new roof textures are much easier to distinguish as that type of tile, to my eye. If they are now over-scaled there is probably still room to take them back down in scale and keep the clarity.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    They all look great!

    It's weird that that problem is happening so much even with the texture fix. The only option I know about is just re-export it the way you are already doing.


    Imagem

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

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks! Georgetown has a few interesting buildings and a quirky parking arrangement. The building I had in mind is near the main square. I'm sure it's an original, it stands out among the other buildings.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    When you want to see how something looks in the game, just copy and paste a screenshot of a preview render into a screenshot from the game in photoshop. 

    It's a lot faster to do it this way. But it's also important because every time you export something one of the ID numbers gets incremented by 1, and eventually it can increment up to a range where it conflicts with Maxis buildings. 

    To "fix" your existing buildings you might be able to merge them into a new scene and reexport them from there. I'm not sure how exactly it decides when something is a new version, but I can only imagine it would consider the new scene a new BAT

    • Like 2

    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    What is THIS?!?!?!?!

    I could swear once upon a time you said you would never, ever, ever, never learn to BAT*:rofl:

    Looking forward to where this leads: i like the signs project, it's a simple yet effective touch.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm so glad to see you take the BATting plunge! *:D

    Your first model, and you're already going for 5 variations and a custom foundation. I like the way you think *;)

    The textures also look really nice, and I think they'll blend with the game's palette quite well. The new roof is definitely an improvement!

    Since these appear to be ~8m x 12m, what sort of lot configuration are you looking at?


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Of course I'm not the one to decide anything around here, but I think they'd lend themselves to 1x2 / 1x3 lots with either 2 buildings each, or with one building each and an alley on the other half of the lot. *:)

    • Like 1

    -=| 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 |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi!

    Aham... So we have here some kind of slop comfort stuff... Well, keep up the good work, I very much like what I see here! :)

    - Tyberius


    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Looking good!

     

    I'm very surprised that you need to make custom lods for the foundations...and given that it places some lag on the simulator (as it is making a 3D object rather than a simple 2d image) I would caution against it for low-stage growables which will repeat often. Of course for water, special bats etc, knowing how to make custom lods is a good skill.

    To illustrate what I mean, for James park house (

    It had quite complex foundations, front and back. Here are the gmax shots:

    The first shows the foundation: the beige box represents a bounding box of the model so that shadows are cast correctly:

    ll4SvZD.jpg

    The second shows the actual LODs: you can see there's nothing tricky, just a purple box

    MiIfLeQ.jpg

    The Foundation model is exported as a Foundation in the parameters roll-out:

    JBxOmfm.jpg?1

     

    Then, using the old-school Maxis PIM I simply make it a foundation (you can see the parameters set here in the PIM-X plus the effect that the bounding box gives for shadows on a complex foundation shape...it isn't needed for simple shapes unless you really want to)

    5NFTb4t.jpg

     

    As you can see, I was able to place props within the LODs with zero issue. It's also worked when I have used the foundations as a prop exemplar (which looks like what you are doing by trying to fit more than one per lot).

    a83a15c37bbac01a220cd92954783632-jamespa

    3735d31f6837ae1e29efade83f9b7de4-jamespa

    Hope that helps *:)

    • Like 7

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @blunder - Thanks *:)

    On 7/10/2017 at 9:20 PM, blunder said:

    I could swear once upon a time you said you would never, ever, ever, never learn to BAT*:rofl:

    SimPeg is gone, so you have no proof *:lol: 

    @IDS2 - Thanks!  Yeah, the hard part is making myself stop with the variations.  

    On 7/13/2017 at 0:20 AM, IDS2 said:

    Since these appear to be ~8m x 12m, what sort of lot configuration are you looking at?

    @T Wrecks pretty much nailed it on the head... great minds think alike *:)
    @Tyberius06 - Thanks for stopping by *:golly:
    @mattb325 - 

    17 hours ago, mattb325 said:

    As you can see, I was able to place props within the LODs with zero issue. It's also worked when I have used the foundations as a prop exemplar (which looks like what you are doing by trying to fit more than one per lot).

    Aaaaah - well then, I will do exactly as you laid out there.  For some reason I thought using the foundation export would only allow it to be used with a building exemplar.  You are correct, I want to be able to use these as props, so I will give this a shot ASAP.  Thanks for the heads up! 

    Spent a little time working on a companion model today, in order to get the layout @T Wrecks explained above. :)
    YyzDPzQ.jpg

    I'll work on a few variation, and then knock out a foundation like @mattb325 hinted at above.  The modeling is getting faster, but yeah, adjusting the textures can eat up gobs of time :boggle:
    I think the finishing touch will be some type of sign prop that I can add to the facade... should kick up the variety even more.

    • Like 5

    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    This texture issue is really eating me up - some BAT exports work fine, others have the maxis glitch.  It seems to happen at random - I did a test by starting a brand new scene for something like 16 basic boxes... you can see the results below.  The issue only seems to affect the two closest zooms... far out zooms seem unaffected.   I even completely reinstalled the BAT and the texture fix (model names script).  Same results.  Any other ideas?
    4h6sC63.jpg

    • Like 1

    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On 7/13/2017 at 10:02 PM, mattb325 said:

    The first shows the foundation: the beige box represents a bounding box of the model so that shadows are cast correctly:

    Still playing around with getting the foundation right, and I'm curious how you add a bounding box to your render to get the correct shadows, but don't have it show up in the actual render.  I'm guessing there is a box I need to check in the 'properties' for said box.  Thanks!


    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    For simply-shaped bats, it honestly isn't necessary...only once the building starts to have multiple ends and projections (such as L shaped buildings) and verandas does it pay to do this.

    But as a general rule, you import the main building model as a single group, make a box in the shape of it, delete the main building model (this is to save on render time) and then fit the Lods around your foundation only. That way the above ground bounding box isn't 'seen' during the render.

    • Like 1

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections