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Ulisse Wolf

Show us your Camera Angles

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12 minutes ago, justforfun said:

I model with ILive Reader

Can I combine this workflow with PIM-X? Having go to Reader for anything just because it's S3D is painful.

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16 minutes ago, justforfun said:

Believe it or not, I model with ILive Reader. S3Ds can be used for any model, not just networks. It is a completely different way of modelling that offers both pros and cons. 

So you model the S3D files with basically an hex editor?

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my god! it's like a new game *:yes:😍💘

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My Hometown:

The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

 

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12 hours ago, Samu64d said:

I think that would be amazing if it's possible hearing the explanation why it's not a true 3d model and how NAM implements true 3D models with the BAT. I seach for this information years without finding a single source

When you make a model in a 3D modelling application, it is a fully 3D model, but as part of the BAT Export process these are converted into simple LODs and the textures are pre-rendered. But if you export the model directly into an S3D file, then apply textures with the more typical method used for 3D games, you get a True3D model. There are instructions on this somewhere and I believe a modified Export script for SC4BAT too.

11 hours ago, justforfun said:

Some of my cities contain more S3Ds than BATs, as they are full of the row houses and shops I modelled. They run nice and smoothly, but I bet only because my models are intentionally low-polygon. If they had to reproduce all the complex shapes of BATs, the polygon count would soon skyrocket thus performance would likely diminish. 

Like you say, this great mod offers the best flexibility that an isometric set up can allow for. It obviously doesn't turn SC4 into a 3d game, nor comes without limits. I feel so lucky that my own S3D models can shine at different angles, but it is an experience few can share as the average city is obviously made of BATs. 

Again nitpicking, but saying S3D = True 3D is kinda misleading, S3D is just a model file format and inherently every model is True 3D. What isn't 3D are the Textures and UV Mappings which only work properly in one rotation/zoom when a BAT is exported, though it still uses S3D files.

But you are right about simple geometry, did you know you can only have a maximum of 500 Verts or the model will crash SC4? One of the reasons why SC4 models look so good is because we don't have to render them in real time, so there is no limit to the amount of detail we can put into a model. Because the simplistic LODs (even if customised), are very easy on resources. Whereas if you look at Full 3D games like SC (2013) or Cities Skylines, the default buildings are lacking in detail and there are practical limits for 3rd party mods. The only limitation for SC4 is that it will take longer to render, the more complex the model. For example my Retail Store building has over 1m verts, because I modelled items on the shelves individually. This would be impossible to realise this way for a full 3D game that had to render that in real time (although there are optimisations I could have used to create the same effect in such a scenario).

Moonlight's El-Rail and BTM mods actually use the most detailed models we know of, because he did something no one else thought of. That 500 vert limit isn't per-model or S3D, rather it's per Group in the S3D, so by combining things into separate groups, with no single group more than 500 verts, he got around the limitation.

11 hours ago, Jidan said:

How do you make them? Afaik, true S3Ds are reserved for network stuffs, or aren't they? Are there tutorials how to supplant BATs with true 3Ds?

You can't convert a BAT to a True 3D model, the information needed to do so is only retained in the 3D modelling file used for it's creation. Whereas a True 3D model can be rendered into a BAT, because all the detail is retained as the S3D contains the actual model not a LOD.

There are good reasons why some transit stuff was True 3D, but Maxis didn't use a lot of such models, because it would have overwhelmed the GPUs of the time.

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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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On 03/04/2024 at 10:30 PM, Samu64d said:

So you model the S3D files with basically an hex editor?

Yes!

On 04/04/2024 at 10:00 AM, rsc204 said:

Again nitpicking, but saying S3D = True 3D is kinda misleading, S3D is just a model file format and inherently every model is True 3D. What isn't 3D are the Textures and UV Mappings which only work properly in one rotation/zoom when a BAT is exported, though it still uses S3D files.

Yep, that's the correct way of saying it. S3D is a file format for sure; true 3d is a generic qualification. I never implied the equivalence, just used colloquial speech.

On 04/04/2024 at 10:00 AM, rsc204 said:

did you know you can only have a maximum of 500 Verts or the model will crash SC4?

In my experience that's not actually the case, as some of my models have over 1000 verts yet work fine. See for instance Cunningham / Landon / Alexandra Mansions. There are even automata with more than 500 verts yet they don't crash the game. However you are right that there must be a sort of limit at some point, and I try to limit the poly count whenever possible, if anything for better performance.

On 04/04/2024 at 10:00 AM, rsc204 said:

One of the reasons why SC4 models look so good is because we don't have to render them in real time, so there is no limit to the amount of detail we can put into a model. Because the simplistic LODs (even if customised), are very easy on resources. Whereas if you look at Full 3D games like SC (2013) or Cities Skylines, the default buildings are lacking in detail and there are practical limits for 3rd party mods.

Absolutely! What I do with my S3Ds is try to find a compromise between poly count and acceptable detail. For example by replacing windows/cornice depths with shading, to give the illusion of shape. 

On 04/04/2024 at 10:00 AM, rsc204 said:

That 500 vert limit isn't per-model or S3D, rather it's per Group in the S3D, so by combining things into separate groups, with no single group more than 500 verts, he got around the limitation.

That's funny because some of my models have individual groups with more than 500 verts, see the aforementioned Cunningham and Alexandra Mansions. However this is great to know so I will divide my next models into smaller groups for better performance. Thanks for the tip!

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5 hours ago, justforfun said:

In my experience that's not actually the case, as some of my models have over 1000 verts yet work fine

Maybe I’m confusing Verts with Polys erroneously. But yeah there totally is a limit and an very unstable game is your reward if you get there. 

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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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On 04/04/2024 at 5:26 PM, rsc204 said:

Maybe I’m confusing Verts with Polys erroneously. But yeah there totally is a limit and an very unstable game is your reward if you get there. 

Yes definitely, and I wouldn't go any further with verts count. In fact I'll keep it lower now that I know count-per-group makes a difference.

Talking about instability, I've noticed that the game does crashes quite often while driving UDI at a different camera pitch, which never happened before. Is this just my experience or has anyone else noticed this too? Does this mod force more calculations on the processor?

On 04/04/2024 at 2:29 PM, Tarkus said:

And indeed, as soon as I found out the 3D Camera DLL was real, I immediately thought "justforfun is really ahead of the curve by making true-3D buildings".

Now that's flattering! If I said I was expecting this mod to happen I'd be lying, but you know what? I've always thought it was worth making models that could potentially be used in 3d games, so here we go! My S3D low-polygon strategy is paying off even in our beloved SC4.

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I can only imagine what kind of animations might be possible. Here is a first demonstration:

building: The Living Mall
Pitch angle: default
Yaw angles: from -120 (inclusive) to 180 (exclusive) in increments of 1
Those 300 screenshots (one for each angle) are then rendered at 25 fps for 12 seconds of video.
Software used: SimCity 4 (duh), AutoHotkey v2, Shutter Encoder

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