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Great work, not sure if this is the right place....but you did say requests so, would you consider making the Wilshire Grand Center in Los Angeles?.

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    On 14/9/2024 at 12:04 AM, Xander Dax said:

    Great work, not sure if this is the right place....but you did say requests so, would you consider making the Wilshire Grand Center in Los Angeles?.

    Unfortunately I do not specialize in skyscraper buildings. ^_^


    image.png?ex=66eb7a19&is=66ea2899&hm=a0ccB8WCBA.png

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    10 hours ago, Barroco Hispano said:

    specialize in skyscraper buildings

    .. skyscrapers are totally overrated (*:P), while a nice little old shop at ground level... TOP!!

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    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

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    The quality of your models is from another planet.

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    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

    Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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    On 9/3/2024 at 9:41 PM, Barroco Hispano said:

    lpO1Q4b.png

    hi, did you get this one released yet?

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    I play SimCity 4 and make videos of it.

    Youtube: Saus Tartar

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    On 18/9/2024 at 6:55 AM, hugues aroux said:

    .. skyscrapers are totally overrated (*:P), while a nice little old shop at ground level... TOP!!

    You'll be amazed when you see all the shops and ranches I have (Including bulls, cows, pigs, etc) *:thumb:

    On 18/9/2024 at 9:35 AM, Ke|is said:

    The quality of your models is from another planet.

    Thank you very much!!! although there are others equal to or better than me *:D:thumb:

    On 20/9/2024 at 12:47 PM, bhmantan said:

    hi, did you get this one released yet?

    I just need to add lighting and export it. I haven't finished it yet because I'm thinking of opening a patreon for civilian ships (I need to fund the terrain and water mod I'm working on). ^_^

     

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    2 hours ago, Barroco Hispano said:

    You'll be amazed when you see all the shops and ranches I have (Including bulls, cows, pigs, etc

    I'm salivating in advance *:rofl:

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    It's fascinating to see the reneissance of Barroco. I love your creations since forever but unfortunately, I didn't follow them further. You have gone long way. I'd like you to put at least some to the STEX.

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    Hi,

    Thanks a lot for taking a look. I think you might be correct about the requirements for flat ground as the poles do not seem to draw in places where there is elevation change.

    The mod I use is this one. I had a look before and to be honest it's way above my head to try to mess with elements of that mod to try to get something I prefer a bit more with up to date trees etc. Because the truth is that everything in sc4 is so small that these old wires look OK in most pictures, and I just live with the trees, road signs etc just so I can have the wires!

    If you need some pictures of how it looks in my game let me know and I will have a look later.

    Cheers!

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    @MissVanleider I did a little test. They don't look too bad but I don't know if these poles are suitable for roads (I am completely ignorant on these issues *:D). 

    image.png.07f261ca8cabf6ec31f945726b7476aa.png

    image.png.11d0dd0464680d73d2cbf029013f297c.png

    2 hours ago, MissVanleider said:

    If you need some pictures of how it looks in my game let me know and I will have a look later.

    Yeah! I would appreciate it if you post how the mod looks in your city, preferably in zoom6 :thumb:

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    They look good really good but like you, i have no idea if they belong there *:D

     

    I'll try to get some pictures of how it behaves in game this week, thanks a lot

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    On 9/3/2024 at 10:41 AM, Barroco Hispano said:

    My new BAT thread *:read:


    Here you can make suggestions, requests, etc. Constructive and destructive criticism is allowed. Photo spam of any kind is allowed, even of your own BATs, cities or requests.

    lpO1Q4b.png

    Hooooly Roman🤯 Ale, this is looking awesome 💯

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    3 minutes ago, Barroco Hispano said:

    I guess the dimensions are fine... What do you think?

    It looks good to me. Nice Job.

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    14 hours ago, Barroco Hispano said:

    I guess the dimensions are fine

    Waaaa too good! I can already imagine the new Lots for Scoty-Modular-Parking. On the basis of a 128px tex', the width of a Street (rolling area!) is 60 px (+border width = 64px) and a Road: 74 (80). SHK & KOSC have some "entries" that are a little wider. But your proposal certainly covers all cases. *:thumb:

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    15 hours ago, Barroco Hispano said:

    I guess the dimensions are fine... What do you think?

    image.png.838299677336d66f40c5c38384641ed1.pngimage.png.861a163bba726c114859c0ec7c077d3e.png

    image.png.2041f201f728f12a958831c1fc89cd4e.png

    It seems to also adapt to wider textures like this:

    a3b963d4e8cd9e2f722ba2ee59825f88-main.jp

    Looks good! Please consider making a mirrored version for LHD players.

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    On 8/2/2025 at 6:24 PM, Honolulu said:

    It looks good to me. Nice Job.

    Thanks for letting me know, I'll add it! :thumb:

    10 hours ago, art128 said:

    Looks good! Please consider making a mirrored version for LHD players.

    Thank you very much for your comments! 

    12 hours ago, hugues aroux said:

    Scoty-Modular-Parking

    I was encouraged to export this type of props thanks to seeing your Scoty-Modular-Parking *:thumb:

    I'm pretty new to the props currently available as I have almost no dependencies/lots installed so I appreciate your suggestions  *:thumb:

    ---------------------------------------------------------

    Looks like I need to add a version with a longer barrier

    image.png.06fa3c125478be6fcc28e28a7952b721.pngimage.png.fdd8a140d23e41476f8e7f84a0e304b6.png

    image.png.96711a75effa39c8251a0169ffd823dc.png

    WIP

    image.png.9af884b1163e740ea0044562244ecd78.png

      

     

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    5 hours ago, Barroco Hispano said:

    to add a version with a longer barrier

    Hi,I'm not sure that's necessary! (for truck ?) .. It seems to me that generally, it is the access that is made inaccessible in double left and double right lanes.: we force our way through by blocking with concrete blocks* (like those you have developed for your Props: "road work".) ,... or by narrowing the lane (in the game = a reduced track texture with a planter...),...

    *turn these concrete blocks into independent Props! *:kitty:*:blush:*:bunny:

    While you're on the subject, I can't resist suggesting : The first barrier set type without the gatehouse, but a ticket/badge/... terminal and just the two arms-raising!?

    ... the effect of the blue-green windows and interior shades... wowow .. top!

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    17 minutes ago, Barroco Hispano said:

    Yeah, it is possible to do!

    Ah yes, cooool ! And then I see .. gate up and down!! and diagonal !!What the people want ... it's Christmas all year round with you !! *:thumb:

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    I was unable to export the entire building with this LOD, BAT4MAX gave me an error and then 3DsMax closed:

    image.png.8863f12c03ca7aa6593601c52be45d20.png

    I tested this LOD and was able to export it completely. It seems that complex LODs in large BAT's generate errors in BAT4MAX.

    image.png.37904b4d33b1890b801e99c436606f9f.png

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    @Barroco Hispano That's weird.. I'm able to do complex LODs just fine.

    Here is the LOD I used to export 723 7th Avenue.

    67ded537912fc_Barroco_LODEx.jpg.66dccd74aad61c1909f388fae6447a2a.jpg

    So it's possible, but unsure what the problem could be.

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    @Barroco Hispano Honestly feels random. Sometime just moving a vertex is enough for 3dsmax to allow it to export.

    Like @Urban Vibravant I've been able to export buildings with very complicated LODs.

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    @art128 @Urban Vibravant You're right. I also found it odd since I exported a much larger cruise ship a while back with a complex LOD. I tried several LOD's with that building, but the only one that worked for me was the low-poly one. :ooh:

    default_31.gif


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    @Barroco Hispano Have you tried importing/merging just the building into a new scene and then creating new LODs in the new scene? A little off topic, I will get camera issues sometimes that won't allow a preview render (i.e. runtime error) and hitting "reset lights and cameras" won't fix it. So I import just the building into a new scene with fresh BAT4Max lights and cameras and that fixes it every time. I wonder if this would work with complex LODs. Maybe it's the scene itself.

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    On 23/3/2025 at 11:45 AM, Urban Vibravant said:

    @Barroco Hispano Have you tried importing/merging just the building into a new scene and then creating new LODs in the new scene? A little off topic, I will get camera issues sometimes that won't allow a preview render (i.e. runtime error) and hitting "reset lights and cameras" won't fix it. So I import just the building into a new scene with fresh BAT4Max lights and cameras and that fixes it every time. I wonder if this would work with complex LODs. Maybe it's the scene itself.

    Yep, I remember trying everything, I even redid the LOD geometry several times but the only thing that worked was reducing the polycount as much as possible. BAT4MAX generates quite rare errors randomly *:D

     

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