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16 hours ago, Panda said:

On the lotting side, how do I define the type of sidewalks around a lot? I am creating these lots as park lots. Does the wealth level control this?

Yep, the wealth level of the lot controls this. However, it can also be modified by the wealth levels of adjacent lots too, which is why the 4 corners sometimes have different textures than the sides that do not directly touch a lot ... there's not really anything you can do to control this from a lot level, and from a visual level your only option is to use a sidewalk mod that establishes a uniform texture for all wealths.

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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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Beautiful roundabout fillers! That last one is quite a piece!

18 hours ago, Panda said:

I think I'll export this using an "HD" export so there is more detail at the highest zoom level.

Typically for smaller BAT, HD rendering is better. IMO.

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I'll take a quiet life... A handshake of carbon monoxide.

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    2 hours ago, art128 said:

    Typically for smaller BAT, HD rendering is better. IMO.

    Yes, I've been exporting the rest using the "SD" settings. They are simple enough that it doesn't make too much difference. For the rain garden, I think the "HD" settings and larger file size are appropriate.

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    Life is architecture and architecture is the mirror of life. – I.M. Pei

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    Some really amazing fillers here, I sure would want to have these in my game. 

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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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    I'm experimenting with BAT4Blender. I've been mostly modeling and texturing though and haven't tested exporting or the lighting much. So far it seems to be working well though.

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    Life is architecture and architecture is the mirror of life. – I.M. Pei

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    I'm continuing to work on the Octangle tower. I've improved the rooftop equipment models and textures. I added a track for a maintenance crane, but need to add the window washing crane dolly and arms. I've been working on the rest of the textures. I think the glass is now a little too dark, I plan to lighten it up int he future. I've also added a ground plane for reflections. I'm still experimenting with what looks good for the reflections. I've also added window shades. I experimented using geometry nodes. I've used geometry nodes for several other elements in the model including the mullions, but I wasn't happy. I ended up just modeling duplicating the window mesh, applying a texture that is half transparent, half opaque. I then randomly selected and adjusted the UV position to make it look like shades were up or down. It's not as modular and adjustable as I had hoped to achieve using geometry nodes, but it works. )Right now it is an array, so each side of the building has the same shade layout. I plan to fix that later.

    6a1e5ec4d4741_OctangleTower_250128.jpg.f11234011f3b52977e44f3ba8542400a.jpg

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    Life is architecture and architecture is the mirror of life. – I.M. Pei

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