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Gernot66

Buildings made using SC3_URK

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battersea.jpg.e7f0dc3b810852c5dbd8032273110e29.jpg

 

A loose impresson of the Battersea Power station

Battersea_PP_Gernot.zip

the zip contains the .sjs file for this building, use sc3 urk to extract it to your building list.

I'm pretty sure it can be made better, this building i created for "Phoenix" (pioneer space sim) and not for a city sim, for good reasons i like to keep the polycont in limits, while just to render it in blender or a similar program you can have as much polygons as you like.

But they are ok to show how easy it can be to make good looking sc3k buildings using such a program.

To be honest many of the following buildings you will see here are adaptions of SimCopter or Streets, also i felt so free to reuse some textures (snippets).

It's a good starting point even when they are only 32x32 pixels, they way you "plaster" a wall using them is somewhat similar as using the BAT.

Above walls of the towers are this:

giessi04.jpg.61fcae653d91a7e9feb7f4ea15dc3173.jpggiessi03.jpg.2d2abc306f0411edae848229ed5d4fc1.jpggiessi01.jpg.88fe5f86197172fa869951588bdd8a12.jpg

(do not use the jpg's, ask me per p.m. if you like them as .png, but do not wonder if they are palettized to a minimum of planes, i use them in Pioneer and less is less, means it's still a wise thing to use palttized textures)

I guess it's quite obvious how to use them, each texture (material) needs an own geometry (e.g. a quad).

The planes of the towers have three sections on which the texture is repeated, bottom and top section are the guessed height for a tile, here 3x3meters (usually i use 3 to 6 meters for industrial or commercials and a floor height of 2.5 meters fo residentials). If the plane is 30m x 60m you will repeat the texture 10 x 20 times (bottom and top section 1 x 20 times i.e.).

As further example an original SimCopter building (thingmajig):

thingmajig.jpg.ef233eef217074137f455a440c7c207b.jpg

 

To keep the scale of sc3k you can simply translate pixels to meters, means one cell is 16 x 16 meters, this will result in an ideal scale for the game which i.e. isn't the case for the powerplant, it's 1/2 of the scale and still to small compared to the original building (128 x 128 meters ideal would be 64 x 64m for a 4x4 tile).You cannot keep the scale for the large buildings, they aren't in scale anyway in sc3k, guess of the Nuclear PP, in reality such a block is esay 300 x 300 meters wide, i made a dense one for Pioneer which is 150 x 150 meters and this will result as well in an 1/2 scale (a little less even).

Sidenote: Simcopter uses tiles sized 16x16, 32x32, 48x48, 64x64 meters, i guess this never changed since sc2000.

If one would create a complete building set he of course could keep this scale (1/2 of sc3k, it would also make the to dense appearance of sc3k better) though that all buildings will be in scale, this also would give you the possibility to shade the buildings different, means instead to have two lit sides only to lit up the south facing fassade (view direction north). I didn't because they won't fit to the rest in this manner. I even guessed of a "night side" keeping it this dark that you can see the glow in the windows.

 

What is of interest is for sure how to lit the model and which camera angle i use.

The "lamp" is set to sun with a relatively high power of 1.0 - 1.5, the angle i use from top (x axis of the lamp) is 45°, the z rotation depends on the view angle.

if the camera has a x rotation of 60° (this results in the proper angle for the isometric view in sc3k) z rotation of 45° to the model the lamp will have a -30° z rotation (30, 120, 210, 300 depending on where you start, where the model is facing to) i hope i didn't mixed it up, it helps if you keep the shade in the render preview to check if the light has the right angle). As a rule of thumb the lightsource has an angle of x 45° and z 30° to the object, the camera is in top view on the lower left corner and points in a x 60° and z 45° angle to the center.

The 45° x rotation of the lighsource isn't a must but i felt it looks closest to the original renderings, x 30° will lit the top more up and a x 60° will lit the front face to much, but feel free.

Let's assume it's 3 o clock in the afternoon at march the 21th (equinox).

I simply add standard ambient lighting strength and a standard ambient occlusion of 1.0

Factual shade is off because we haven't in sc3k (but one could use).

The camera is set to orthographic (obviousely, we like to have an isometric result).

If one likes he can simply add a bumpmap based on the used texture, it's not the ideal thing but works fine for such a rendering you downscale to a little image.

By and by i will post more, but i have no own web connectivity thus i can't post (or read) often.

 

I'm aware this was only a very brief instruction.

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@Gernot Schrader That's very interesting information. *:)

And welcome to Simtropolis! It's fine to post whenever you are able to and if there are days between posts, that's ok too. For older games a slower pace fits well anyhow.

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    Before i leave i post the few other i already rendered for sc3k.

    "Allegro" a simple residential, not very ompressive and ontentionally made for "Phoenix"

    allegro.jpg.2766ed5b8e6ff9a958dab9db21e3b541.jpg

     

    To be honest front and backface are almost the same, it's more as enough for a background object which has else no relation to the game (Pioneer).

    Folloing one is even more identical on front and backface and a bit to large for sc3k (about 96 x 96 m)

    "Bienenkorb"

    bienenkorb_0.jpg.8711f984f59b036250a3f9e4d18da268.jpg

     

    Perhaps this looks somewhat familiar, it's based on the Museum in SimCopter.

    museum.jpg.aea25acbf6135f6e2abe4c0c57dc9efe.jpg

     

    Last but not least (for today) the "Maxis Theatre"theatre.jpg.f227660378cf22bb467660d81ffe7f2c.jpg

     

    Both models are nearly untextured in SimCopter (they use one single very simple texture), this is what i saw as i stripped the texture from it, something roman.

    Museum_SC_Gernot.zip

    Maxis_Theatre_SC_Gernot.zip

    Bienenkorb_Gernot.zip

    Allegro_Gernot.zip

     

    tschüss bis dann...

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    5 minutes ago, CorinaMarie said:

    @Gernot Schrader That's very interesting information. *:)

    And welcome to Simtropolis! It's fine to post whenever you are able to and if there are days between posts, that's ok too. For older games a slower pace fits well anyhow.

    Hi, i was already present here (2018) but i looks like i forgot my login (the machine as well).

    I guess i din't posted musch, some stuff for SimCopter and Streets i assume.

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    12 minutes ago, Gernot Schrader said:

    Hi, i was already present here (2018) but i looks like i forgot my login (the machine as well).

    CB (the other admin) and I could help you recover your old account if you like. Then we'd merge both of them together so you'd have control of both your old and new content. We'd handle this in a Private Message (PM) where we'd ask some things to verify the older account is yours. Let me know if you'd like to try that.

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    On 15.2.2025 at 4:29 PM, CorinaMarie said:

    CB (the other admin) and I could help you recover your old account if you like. Then we'd merge both of them together so you'd have control of both your old and new content. We'd handle this in a Private Message (PM) where we'd ask some things to verify the older account is yours. Let me know if you'd like to try that.

    Thanks, that'll help, even if nothing is lost since then i still keep the same crap.

    I haven't looked up what i posted before, but it i assume it's either sc2000, streets or simcopter related, perhaps even sc3_urk, i made a few renderings many years ago and the images are still on my hd.

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    3 minutes ago, Gernot Schrader said:

    Thanks, that'll help, even if nothing is lost since then i still keep the same crap.

    I've sent you a Private Message (PM) from CB (the other admin) and me. *:)

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    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    I was quie busy over the weekend, but it's also easy the buildings are already made.

    I made a tutorial, but i guess i need to make a new one, i changed some of the settings for the lighting and mostly i still was a bit confused with the rotation of the light in respect to camera angle. In terms i now light up the model still in a 45° x rotation but now z is 22.5° instead of 30°, it lights the lit side more up resp. leaves the other a tiny bit darker and this comes closer to the original artwork. Speaking of artwork, i guess some are paintings in the same manner you painted a sc2000 building, just all four sides, the hospital in example clearly shows in a close up view the sc2000 style. The rest is i assume a combination, you render a building and work on the result, at least it looks to me like, with a little experince you can add props like trees or cars like to a bat building - on the other hand if you have a few simple models at hand you can also render them just that it will look less natural except you put a lot of effort in the model and i guess in this case it's easier to to alter a pixel here and there. I haven't tried yet but i guess it's obvious, that's also behind the idea of unpacking buildings, assumed you have a bat (not bat+) building you for sure can add a lot of soul to it in this manner.

    school_0.jpg.6547ced962e26d39cde23c49ea6ba552.jpg

    This school leaves a lot of space to add details, sure this can be done otherwise like this,

    m_condo_1_0.jpg.60f3d19d047cbb98b86d79ac0bba6d5b.jpg

    Both have their roots in SC2000 resp. SimCopter.

     

    I can offer you already a handful of buildings but expect changes since i need time myself to see them in the running game to decide what i iliketo change or add. Feel free to work on the images i will post them together with the sc3_urk suite (.sjs). The scale isn't ideal for all for some there is no option left like the Battersea pp or the nucear pp but others i have to change the scale. The 16x16m per tile doesn't suits exactly, it's fine but it looks to me sc3ku buildings are a bit stretched in height. On the other hand the "m_condo_1" above fit's well in scale and is 32x32m.

    67b4b5633ab1b_Simple-Jul.32012-46393.jpg.6c91fd00289a5529e586897262e3d10f.jpg67b4b5626d3b5_Simple-Jul.32012-46343.jpg.4563d5609f5fd33963795ecf2804ae1e.jpg

    Besides the sportscar is form streets and the other are from SimCopter, latter are very simple but alright for the final result.

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     Some examples

    "Percolator", it's not a real world building yet it is one - it's made based on what i remember from "Leibstadt" (CH) where i worked as service personnel for almost 20 years (only a month per year, resp. service turn). Imho it comes closer as the one in the games, less oversized but still 1/2 scale of the rest.

    npp.jpg.f9cfb9f70e422d78a924647f35fd9f1b.jpg

    YourSoft_Nuclear_PP.zip  (sc3_urk suite and the four images)

     

    "Futurama" Obviousely a Landmark

    futurama.jpg.0ca397245c26210337a9529fc1742b9f.jpg

    Make sure to check "Unpack as Landmark" else it will end up in the buildings list.

    YourSoft_Futurama_Landmark.zip

    ...and another such outcast from Phoenix (Pionee Space Sim).

    retrorama.jpg.2840c95636500d0915a581764ac919ba.jpg

    A lot of empty space - yes.

    YourSoft_Retrorama_Landmark.zip

    Who cares for the real world, "real" is this:

    screenshot-20250212-161003.png.7fa8ce3c4289789797ffa22496b8c92a.png

     

    (just to show where they are from) back to SimCity :)

    looks like i can't upload all today, but it won't matter revisions are on their way.

    m_condo_1_0.jpg.45ef9d6833b742e9df68caa7cd6d327d.jpg

    the classic sc2000 medium codominium 1

    SimCopter_M_Condo_1.zip

     

    the school

    school_0.jpg.d6eb493fbe1ed2eb03dd0ebec073a7d1.jpg

    SimCopter_School.zip

    and the museum

    museum.jpg.dedfb579ae3d0f8514e883ee1b31e85b.jpg

    SimCopter_Museum.zip

    an hommage to M.C. Escher

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    "Who the heck is Escher?" a little dwarf hidden in the sc2k design ;)

    escher_cycle.jpg.98fc1b88482b3a6d436d8bf65684f6d0.jpg

    I know he's not famous and i don't like that, imho he was a fantastic artist and far to less honored for his work. An "illustrator" and illustrators can be as good as they like the will never reach a chaos in blue which depicts only the artist emptyness in his brain.

    Check out archive.org for "Metamorphosis" and get fascinated "the real wonder is that we can wonder at all" Maurits Cornelius Escher.

    "Where is the link to SimCity?"

    In the design of certain sc2000 buildings, especially the office tower 2 or the office park.

    office_park.jpg.8b91c24059432b7644a0bcaff16bab62.jpgoffice_tower_1.jpg.9b659095bb66d977b047669c7cbd75a4.jpg

    They aren't the only ones, when i worked on the SimCopter models i had a sort of "escher-flash", i mean i suffer from this, my mind sometimes can't stop flipping between convex and concave, it's a curse - or a talent. Sure it's caused by the isometric depiction, but i do have this problem, often when i work on a model i get confused and sometimes it's hard for me to determine between convex and concave (resp. inverted and proper shown).

    keen_machine.jpg.6d0004fb7c143d74632ceb1f00980703.jpg

    Yes i didn't matched it exactly and it wasn't my goal neither, i recreated the cube from remembering, and for this it isn't bad also his cube is a "cheat" mine is a real object but an illusion as well.

    an illusion which only works perfect from a given angle and in orthographic depiction.

    keen_machine_alt.jpg.4b000a472bdfa02472095cce40488396.jpg

    as comparison "man and cuboid" (woodcut printing)

    escher_man-with-cuboid.jpg.536664e63ecee8f03030aff8efd081cb.jpg

    The rest is a reminiscense to older games which used escherisms, "q*bert" and "Illusions" which unfortunately never was released by Mattel (and i don't have a glimpse of an idea what the gameplay is about). Commander Keen doesn't reminds of this but well he needed a home (on mars). Dunno if i will put this in sc3ku, i made it as fun building for my Pioneer Space Sim release, but i showed it off because of the cuboid, i could have chosen the museum it shows the same cuboid.

     

    get inspired:

    https://archive.org/details/EscherMetamorphosisMachine

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    67b711a290e84_Screenshot2024-02-09234650.png.acd79d91c03e20a88faf4e1a1b7e4be7.png

    And pardon me for mixing it all up, but i play SimCity since 1989 and if i'm in the right mood then i do dig out SimCity Classic, or the above sc2000, it's still a good game to play, foremost both have a faster paced gameplay.

    coming up next (even if i still have others in reserve):

    chruezcheib.jpg.1c8454721946de4eff754d0b657516a3.jpg

    "Chrüüzcheib" just this was made for Pioneer and is far to large for SC3k as hospital (about 120m x 120m, "chrüüzcheib" = the lure which is hanging from the cross).

    Let's get rid of this "sc2k-ish" hand painted hospital which hardly suits to the rest of buildings (even if i respect the effort behind much, it was made by a real pixel monkey).

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    "1000 beds" in this?

    67bc4801d6af6_Screenshot2025-02-24112019.jpg.1a3062731b6d34011ee2594919d50f91.jpg

    they will be still piled up in this,

    S_3x3_Hospital.jpg.151fddbe83720ccb8c0788e8d03c18b3.jpg

    The real advantage of this SimCity Classic Hospital is that it is to identify from far (in comparison).

    67bc4af1de2fe_Screenshot2025-02-24113224.jpg.9cc3d8fca0c7f703deb0a47201c61b54.jpg

     

    Perhaps i should use a different medical vehicle, yes i'm aware finally it's just a "dot" that's why i used this primitive model.

    67bc4bb0e99f7_Screenshot2025-02-24111015.jpg.825c364db89445fa2b9a90049b3fbc48.jpg

    Btw, the medical van is from SimCopter. If i would use the one from Streets it will be somewhat more detailed like these,

    67bc4f447d95a_Screenshot2025-02-24115116.jpg.6a1b55793c0965bfbf13e3aa6cca3d1e.jpg

     

    I see that my files get a little more attraction on the buildings download page, the thing is i don't like to post them there because they aren't finished, i rendered them more or less as i made them for "Pioneer" and it needs some time until i know what i like to change, i.e. i guess my lawn is to dark thus i copied the one from sc3k transformed i back to a quad and used it as texture for one bilding but until only one others will follow (or not).

    It was worth the little effort.

    from this

    67bc50ead040b_Screenshot2025-02-22142207.jpg.2e4d3599bb27e3e1c625cf895ef84877.jpg

    to this

    67bc51d9d6565_Screenshot2025-02-24120222.jpg.cf83b161f56ea99675d2d1a0d67798bf.jpg

     

    I guess i only will apply this on residentials and leave i.e. the hospital as it is now (suggestions and critics welcome, it's not that much work i'm a lazy modeler and often to easy satisfied).

    hunwong.jpg.d15ed0c6e9191bf44a7b0c064d51098f.jpg

    Recently i'm satisfied with it but who knows if i change my mind tomorrow, i could add awnings, never did so but i guess it would look fine. It leaks of "life" my rooftops are "empty" in comparison, on the other hand as i worked as fitter on the construction site we don't put the stuff on the roof the supply is in the basement, mostly only the aircondition and chimnneys to see (little of, most is even here in the basement), even and especially commercial or industrial buildings far more organised as when i compare it to SC3k or shots from US cities which to me looks like a random mess, like made by someone who don't know where to start, or each does his thing without to organize it with the other supply technics.

    As one can see i started a simple name scheme for my buildings, R,C,I,S and the tile size before the name (resp. function of building the name can differ) plus that the zip has a date stamp. Again the images are included to leave the opportunity to (pack and) rename the buildings (or whatsoever).

    Classic Hospital

    S_3x3_Hospital.jpg.151fddbe83720ccb8c0788e8d03c18b3.jpg

    S_3x3_Hospital_20250224.zip

    Disinformation Center (SimCopter School)

    S_3x3_School.jpg.624fe74c8cfdde985b4195e29be161b9.jpg

    S_3x3_School_20250224.zip

    Bewezett (Berufs und Weiterbildungs Zentrum)

    bewezett.jpg.b3c4d1d732fb79fa018b6d1b90c57159.jpg

    S_3x3_College_20250224.zip

    You can pass by a building everyday yet you won't know how it looks exactly, i mismatched the "struts", they aren't yellow they are of concrete.

    Hunwong ("Wohnung")

    hunwong.jpg.d15ed0c6e9191bf44a7b0c064d51098f.jpg

    R_2x2_Hunwong_20250224.zip

    Tetromino (Streets of SC, abandoned 7)

    R_3x3_Abandoned_7.jpg.25f023c7b08d5d72d71a8dd2a7adf7b5.jpg

    R_3x3_Abandoned_7_20250224.zip

    Communist (Streets of SC, abandoned 8)

    R_3x3_Abandoned_8.jpg.cc8ea9da8658898f297a0d8125438337.jpg

    R_3x3_Abandoned_8_20250224.zip

    Saint Simsun

    I'm not religious at all but it looks good, i use it as a rare upper class replacement, make it historical and the lawn around to. It will be changed soon (why not now?)

    R_1x1_St_Simsun.jpg.3bfe7adbfd095c84a28dfb55ea6eaa0d.jpg

    Screenshot 2025-02-22 015110.jpg

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    One day i sum them all up.

    I forgot to post this one, it's a quite good one (for the short time it was made), better at least as my former "office tower 1" which was based on SimCopter, this is from scratch guideline was the image in SC2000. Until it's the most "SC2k'ish" i've made.

    C_3x3_Office_Tower_1.jpg.d1c6d57e09030c9205e64dea320b5d7a.jpg

    It's worth to start from ground up instead to use SimCopter models, at least for some. Sure it's the same bucket nothing special.

    C_3x3_Office_Tower_1.zip

     

    I was tired of the baseball field (in Streets), i can't tell if it will ever made it to the game but i created a "Boltzplatz" we europeans play soccer.

    S_4x4_Bolzplatz.jpg.9d5d14e1276c8ca3151c142e34d09bde.jpg

    It doesn't matches a real soccer field in size thus "Boltzplatz". It leaks of a lot as i judge now, at least a net behind the goal and what you can't see here some adverts on the oppsite concrete wall and floodlights as well as a score display, well the club has first to make some money to get this enhancements :)

    I'm sure there must be hundreds (not hundreds a couple of as i see now) of soccer fields on the building exchange, and that's what i will look for now, let's see how others solved it.

    Perhaps i should remove the building and stairs and keep only the field itself.

    S_4x4_Bolzplatz.zip


      Edited by Gernot66  

    to err is human (to compute is divine)
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    I assume no one noticed it except me but i uploaded yesterday the wrong model (the older version).

    C_3x3_Office_Tower_1.zip

    It includes also the rather experimental SC2000 image conversion.

     

    SC2000 Office Tower 2

    C_3x3_Office_Tower_2.jpg.ab32ab47ce7b85ae74142d9457b4fc34.jpg

    C_3x3_Office_Tower_2.zip

    It's closer as the former SimCopter variant, SimCopters builldings are very wide, they leave little space and that's wanted for the game this makes the ways tighter and injured Sims are harder to reach. But i also have to compromise and the buildings are slightly wider as the SC2000 ones, SC2000 has no uniform scale and i can't leave as much surrounding space else the building becomes to small further in SC3K the game leaves this surrounding space by itself, not often a cell grows to 4x4.

    tower_2.jpg.2fc03e9bee683c2b99ba8560b79aff32.jpg

     

    Not exactly SC2000 but inspired by, the "Rabbitcage".

    rabbitcage.jpg.70c822b82dd997e212d894f321703502.jpg

    R_2x2_Rabbitcage.zip

    It could be "medium comdominiums 2"

    67c303a50a379_mcondo2.jpg.8692a8339094ebc247c3e80b6e9c146d.jpg

    The Streets variant is closer to what i imagined, but i guess will rebuild the sc2000 one as well, who knows what else i will use the model for.

    67c304bf27cb7_MCondos2.jpg.13d6c9bc824b6355212bcd0fe8ebc3f4.jpg

    Streets has a nice building set

    67c3054d1d8db_UCHome3.jpg.7d86a397a7f0cc0c04c68ea80ceaeb2d.jpg

     

    And a hint for the Church, i made a Landmark of it, that's easy with SCURK since you can unpack any .sjs either as building or landmark. if you like to place more as one you know how i guess (open/close power menu, open/close gifts menu, open/close waste disposal menu, open Landmarks, all tiles are available as Landmark).

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    39 minutes ago, Gernot66 said:

    I assume no one noticed it except me but i uploaded yesterday the wrong model (the older version).

    Yep. You caught me. I didn't notice. *:blush:

    I do read all of your posts and look at the pretty pictures, but that's as far as I go.

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

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    I will upload them to the building exchange here, one by one i don't like to flood it and many need to be revisited but i like to see them in the game to judge (even because of the downscaling, you lose a lot of details and sometimes the building looks stumped in the game).

    More of the SC2000 building set for SC3K.

    67c593f58b81a_lapts1.jpg.e2e75fd333bc82b389ec103e64bf2779.jpg

    "With pool and pond" Large Apartments 1

    R_3x3_L_Apartments_1.jpg.e7187390165f877c6feefecde58a4319.jpg

    If you like to have the "some complicated term i always forget" in blue i can make them blue.

    The cool thing is it has now a backside (and a greenhouse).

    l_apts_1_2.jpg.417b28b048d173bc4a401c90dc5f4c28.jpg

    "The more-better ones", Large Condominiums 1

    67c595d221186_lcondo1.jpg.a12ffda219b35c2104187fdcff78098d.jpg

    l_condo_1_0.jpg.660de57ca617f46e6b8cb278a20b544b.jpg

    It's really sad that it gets downscaled, because of this fact i will have to use a different texture it's just to detailed and most of it gets lost, the building looks quite different in the game.

    67c596ba9dfe5_Screenshot2025-03-03124630.jpg.5d50961122db1e42830163b5207c0471.jpg

     

    I'm still not satisfied with my used scale and it turned out that it is most probaly 12x12 meters for 1x1 tile which ends up in 48x48 meters for 4x4 tiles which on the other hand would reflect the tilesize 3x3 of SC2000. I'm always a bit to short in height and this is caused by my base tile of 15x15 meters. Which then means my 3x3 sc2000 conversion would be 4x4, but them aren't so many of them in SC3K and one can say it's "somewhere between" i leave the 3x3 as maximum for SC2000 buildings and the few 4x4 will stay own creations or default. SC2000 has really no uniform scale, cars are dots to which fit the small low value residentials but already the upper class residentials are at least double in scale to them, just as example. In SimCopter or Streets they need to have a uniform scale and due to this the small lc residentials differ a lot, they would look like doghouses if you like to place four buildings on a 16x16 meter tile, i mean they do look like that which they fixed for Streets which has no such tiny doghouses.

     

    Imagine to live in a house as small as this, you hardly can turn around in the rooms...

    67c599665c941_lchome4.jpg.5cd7d62699a2973cc38882d4fb191269.jpg

    .. or to slip in the gap between them (willingly this tight for SimCopter, expect an injured person in this gap). That's why this is unlike in sc2k the only one with four on a 1x1 tile. Yes it's a shitty building and shitty textures but it is in this manner, not bad for the age i really tought about to make them more detailed but leave away the textures, first to render textures needs much more processing time as to render materials means i can have lot more geometry if i leave away the textures, second the SimCopter engine can only shade materials, textured geometry needs to have a texture for each side of the building which fakes the shading, this wouldn't be of need then. Untextured must not look as worse as textured, this i know already from good old Pioneer where we (Tom) started with untextured models and i made even later on an untextured model set just to show that even this has its own charms apart from saving many fps resp. to make it more fluid on a weak laptop.

    Just to tell it won't make sense to adapt the lc homes from sc2k for sc3k, because you will have to cram 4 buildings on an even smaller 12x12 meter tile. That said they will looke pretty different and most probably i will lean on Streets,

    67c59d65ba0ac_LCHome4.jpg.5d941f6b95e13935d65dd2fee5850053.jpg67c59d64bcc49_LCHome3.jpg.e8b5c8892512770e10beabdf632c6d15.jpg67c59d63cc391_LCHome2.jpg.e314475a0f887b2f1ef4fa75d47ffc68.jpg67c59d62b4c47_LCHome1.jpg.e492d80fafc82c4494398a955e96b4fd.jpg

    much better as SimCopter, don't you think?

    The buildings geometry is sloppy made therefore they put more attention on the textures and a uniform look.

    Even if they are only 32x32 pixels wide you can create quite good looking buildings using them. Streets leaks of an "Office Tower 3" dunno why but therefore they used this "bucket" twice (they didn't even rotatet or mirrored it even if them are two models and not simply a doubled use).

    67c59fb863da5_OTower23.jpg.3a74db855c82e0690574e49eb1a4fdda.jpg

    Thus i created a possible "Office Tower 3" for Streets which is close to sc2k but uses the textures of Streets, that said to implement this model i won't have to add textures to the atlas which is a challenge of it's own.

    67c5a03f2bb3e_OTower3.jpg.0491bfcec7dae5bf3f305b046ec09fd8.jpg

    It's already good enough to be used as model for SC3K, the Streets building set won't need much effort to be rendered for SC3K if one would like to use them. A bit sparse in details but ok (you hardly see a rooftop in Streets - in general, no one had the idea to create winding mountain roads where the city below vanishes in the fog).

     

    It won't take much and it will be a start even if you blatantly just render the existing models you will make your steps in learning by doing.

    To view and export meshes as wavefront .obj from Streets and SimCopter you will need this program (or suite).

    https://github.com/CahootsMalone/maxis-mesh-stuff

    It will also allow you to exchange or import meshes to the "sim3d" files. To run his "suite" you need a scripting language installed called "processing", the link is on his github site. Don't expect that it will run "out of the box", you need at least to enter the path to your Streets or Copter folder and which sim3d of the three you like to open, but the script opens in an editor just read his notes on top of the script and you can do your alterings before you press "run the turd".

    He also offers patches to run SC2000, Streets and Copter on recent machines.

    I prefere DXWnd for Copter or DGVoodo for Streets, but if you aren't skilled in tweaking an old game then his patches are far easier to use and do make both games less error prone but it still will happen that you have to restart the game just n-times less often, also his patches does not work well together with DGVoodo or nGlide but if you can this is the best way to play Streets, resolution is as high as you can emulate the glide3dfx, it fixes most framerate caused errors and keeps it really exactly at 30fps and ends up in overall much more pleasing graphics, more fluid and in much higher resolution as the DX software renderer can at all. Unfortunately Copter can only be run in a 3dfx demo mode and to run this demo it needs some tweaks more.

    http://krimsky.net/patchers/ssx.html

    No it won't get the animations to run in SC2000, it's by all not possible to switch to a real 8 bit display mode. It seems that it is also bound to the refreshing and some dude offers a patch which does nothing else as to mimik a click in the window and a click on the window frame, this forces to refresh the window but it makes the game stutter to get the not really needed animations running.

    Cahoots drives is a forum on Discord but recently i'm off. The tools and patches are available and a thread here on simtropolis won't hurt neither.

     

    And where are the above SC2K to SC3K rebuilts?

    R_3x3_L_Apartments_1.jpg.e7187390165f877c6feefecde58a4319.jpg

    R_3x3_L_Condominium_1.zip

    l_condo_1_0.jpg.660de57ca617f46e6b8cb278a20b544b.jpg

    R_3x3_L_Apartments_1.zip

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    1 hour ago, Gernot66 said:

    a patch which does nothing else as to mimik a click in the window and a click on the window frame, this forces to refresh the window but it makes the game stutter to get the not really needed animations running.

    Have you considered @araxestroy's sc2kfix? Release 8 is in this post and one of the features is:

    • The game display now updates every in-game day instead of only on the 24th of the month. Now you can really watch your cities grow in real-time!
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    On 3.3.2025 at 3:14 PM, CorinaMarie said:

    Have you considered @araxestroy's sc2kfix? Release 8 is in this post and one of the features is:

    • The game display now updates every in-game day instead of only on the 24th of the month. Now you can really watch your cities grow in real-time!

    Sounds promising.

    Given time it might work, recently nothing happens (procedure as described), but perhaps i'm just to impatient.

    It runs fine using sc2kx and mostly i use the scurk to build cities for scenarios, years i preferred to let them grow it was caused by the different building sets and for SimCopter it was alright to let them grow like a starter town, zone in scurk and let it grow it results in a less ordered city as if you build it planned. On the other hand if you have a building set which exactly reflects the one in Copter or Streets a planned city is as good, in case for Streets even better since the buildings differ much to sc2k and do not reflect a certain wealth instead they are grouped in architectural styles. Not only the abandoned are a group all differs quite a lot and even more buildings as in SimCoper are mixed up (why?), e.g. in  both games the large chemical factory is exhanged with the thing majig.

    But that's the wrong thread here, else i end up in Streets scenarios and that doesn't belongs here.

     

    It's not my first but the first where i used traffic and chasing cops, the city is a revisited one after i made the four Streets building sets, (n,w,s,e, for direction each one, phew...). Quite difficult since i use only single roads (unlike streets race scenarios why always are two rods parallel) you will be happy to keep the lap time.

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    From SimCity 2000 to SimCity 2000 ;)

    Large Apartments 2

    67c880152252e_lapts2.jpg.65562e21d13f34861700f1c68b58a369.jpg

    I don't like this building to well it looks a bit rotten rather like an abandoned one. But well on the other hand my sister lived with her family quite long in a quite similar building not the nicest from the outside but the substance is good. Let's rethink it.

    l_apts_2_0.jpg.edf3f0f4e8007fbe5a2ec7df88f08312.jpg

    Factually this would be 4x4, it's 3x3 in sc2k but that's the maximum there but if i would like to cram as many cars cars and the car park on it the i would need 4x4 tiles. I don't see that it needs a car park it has an underground car park and for guests the one in front is enough. Until the only building with the typical fire escape.

    I guess that was a good idea, how to "convert sc2k buildings to sc3k", it forced me to really rebuild them and not to rely on SimCopter except to use some textures from it (and the cars from Streets) but i'm slowly running out, i haven't revisted all and not all match my choice. This is mainly my own except for the building on the top. Tidbits like the ping-pong table are untextured it's easier to build it using materials and in this size you won't notice that it is a plain material.

     

    Medium Apartments 1

    67c886916c05f_mapts1.jpg.75ed6fe781c9962f003308a5c5225872.jpg

    m_apts_1_0.jpg.aa8af3f452f1505c212d9b243d1a25fc.jpg

    I've made this one already as prospect for SimCopter (it will need many restrictions), but here i had the freedom to use as much details i like and as i said the freedom to work "sloppy", the mesh isn't "waterproof" by all means everything is just placed in front or on top of the other.

    The SimCopter variant (slightly modified).

    67c88b0157fb8_mapts1.jpg.11310f32c516b3638b863fc7ec9c30c6.jpg

    Both window and wall textures are from SimCopter.

     

    Medium Apartments 2

    67c886cf7c9a7_mapts2.jpg.0a56bff7c60baae7381912010bdb35b3.jpg

    m_apts_2_0.jpg.d5518cbdbad972250b97f393d6e7f517.jpgm_apts_2a_0.jpg.aa1a9c9725f315a85b7597c3b3613509.jpg

    I made two variants because i like it better if it's lit on the broad side of the building but kept one which reflects the original facing of the building. Hard to tell what the dark blue stripe should be. Perhaps balconies ? Not much space left to park a few cars, anyway it's a bit a problem i did forgo cars before mostly because you don't know in advance which side will face to the street, or not really and it looks a bit funny when the cars are on the opposite side. But i liked to keep the apearance in SC2K.

     

    SimCity 2000 is growing

    67c889b580fab_Screenshot2025-03-05182731.jpg.0bb7e048e488bad2bc537fac9504260b.jpg

     

    R_3x3_L_Apartments_2_20250305.zip

    R_2x2_M_Apartments_1_20250304.zip

    R_2x2_M_Apartments_2_20250304.zip

     

     

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    I'm somewhat frustrated, Streets doesn't runs anymore but i was running it last month (depending on the conf file) which resulted in following ugly building

    s_apts_1_0.jpg.f15bc7012b5900b3675b99e5d8dd4dbf.jpgs_apts_1a_0.jpg.de535ddbdce3b54683b8b880b09b788d.jpg

    Unfortunatly in the game not much is left to see of the concrete elements.

    Small Apartments 1

    I made a mirrored one because i like it better, but the first is how it appears in SC2000 (more or less, i can't cram so many cars and a car port on 2x2 tiles the building has priority). it shows that you could say 2 SC2000 2x2 is a 3x3 in SC3K, the problem is that you have far more 2x2 sized in SC3K as 3x3 sized and very little are 4x4 thus i decided to keep the tile use as in SC2000.

    67cc522124ad0_sapts1.jpg.60f6e6439a3c9910f40007a5a0edac1e.jpg (2x scale image)

     

    Small Apartments 2

    67cc53c5bebf0_sapts2.jpg.cd456db820893674d9f6fe7ded0ee8cd.jpg

    I had to forgo one building and the playground but a bench and a tree is as good (yes my trees look sometimes funny, rather a green fluffy ball as a tree), it's somewhat a riddle how the cars find to their lots. My buildings are wider that's true but my scale is a Sim in SC3K (often i add a floor more, keep in mind that it is an interpretation of an image which is such small that you hardly can tell if one pixel is one or two floors). Also the roof gable doesn't reaches in the upper building, that would be stupid. Personally i like the mirrored version better (not much different though).

    s_apts_2_0.jpg.0d740c55d8f0aabf835134d10447559c.jpgs_apts_2a_0.jpg.4d64fc551393df2faed673172228027a.jpg

     

    Small Apartments 3

    67cc56578709c_sapts3.jpg.614b0ac127de346d2edddc17e1069898.jpg

    s_apts_3_0.jpg.4c1a5a04696729d1b613ea63924c57f6.jpg

    The original orientation is fine for this no mirrored or rotated version needed. The texure would be for an industrial building but well it works well for this one, SimCopter uses a natural stonewall texture

    tex40-12.png.de3be59dadd9ccede41cb40e928825ed.png

    which loses its magic in the game completely that's why i chose this one.

    To the one i put most effort in (in the past days not in general).

     

    Office Tower 3

    67cc598a9fa45_tower3.jpg.0a02d50bbf9ef0cd6b63cb1f06eb11a3.jpg

    the most dense and most valuing commercial in SC2000 - is a medium sized one in SC3K.

    o_tower_3_0.jpg.586a44f850f1f080356d2636888afe71.jpg

    This building has a story since it is missing in Streets, here the Office Tower 2 is also Office Tower 3, thus i made one loosely based on the one in SC2K and used the textures from Streets though i won't have to change the texture atlas for the future replacement model.

    67cc5aa2d1f76_OTower3.jpg.78bfe6e8c1ed082445c38aa568112769.jpg

    Based on this i made the one for SimCopter, unfortunatly i have no rendering at hand and the project lost the path to the texture repo, it would need a little time to fix this, the fountain you see is from this one while the building and used textures are SimCopter. However neither one looks like the one in SC2000.

    As one can see this model is mostly modeled and texture use is relatively sparse sure this looks better in the end but it is also a lot more work and you have to know what you like to reach.

    To see these low value buildings i had to place some near industry.

    67cc5ea36e02e_Screenshot2025-03-08161034.jpg.a1581f19fe84db6fc65286c87660efd2.jpg

    67cc5f19aaa28_Screenshot2025-03-08161134.jpg.fe8b75d45d49d1eaf906529565f3cf3a.jpg

    67cc5f4c2a417_Screenshot2025-03-08161246.jpg.2429555aef3e4c1e81988f2e84451542.jpg

     

    An update to a former posted one (twice or more even), I chopped down "Bienenkorb" for another 8 floors which suits better to the size of the replaced building and size of residentials in general.

    67cc60cf0fcb0_Screenshot2025-03-08162227.jpg.91152b9b31688d1b84641d528727b228.jpg

     

    R_2x2_S_Apartmens_1_20250307.zip

    R_2x2_S_Apartments_2_20250307.zip

    R_2x2_S_Apartments_3_20250307.zip

    C_3x3_SC2K_Office_Tower_3_20250308.zip

    "Bienenkorb" needs a file for each (nonetheless it's a .7z to keep the limit)

    R_4x4_Bienenkorb_m_20250307.7z

    R_4x4_Bienenkorb_s_20250307.7z

    If i wouldn't add the images they would be smaller but i like to give the opportunity to at least rename them, not everybody will like an "Element Seven" or "Ciao" as name for the small apartments 1 resp. 3, further one could still work on the images. On the other hand a "small apartment 1" or "office tower 3" is a boring id and no name.

    s apts 1.png

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    I made a test using "2D" trees but somehow i like my fluffy balls better.

    hospital_alt.jpg.30f1c00b6eb7eb6a0ef735d3525cc603.jpg

    the former one

    hospital.jpg.f6809561e4bd5ac0f449070f4027f7b1.jpg

    I rendered the heli and the fountain from the office tower 2 for future use as prop.

    copter_1b_0.png.5f1e062ee9b302713f17ef33e5aaef47.png

     

    Fountain of Gen Z

    brunnen1_0.jpg.88ac427321d202eefed298097074bed2.jpg

    There are three "fountain of gen x" but only one is animated, it leads to the conclusion that the animation are the other two sprites and they stay as tile in the set but unanimated, similar the fences which "leak" of the opposite ones nonetheless they are doubled, they will be rotated by use which can lead to a glitch and rotates a building by 180° (i noticed for the first time). This one is meant to replace one of the unanimated fountains. It's larger as the one i used for the office tower and maybe looks not as good together with it (either i make this smaller or the one in front of the tower larger - or both somewhat).

    67cef2925b149_Screenshot2025-03-10150857.jpg.adbaa6e8472592da139f68f997b80fbd.jpg

    The glitch

    67ceed2656a00_Screenshot2025-03-08130256.jpg.6a4cd5dd244fdd69bcbf4a218b3fb769.jpg

    It wouldn't be so bad if that would be sometimes the case, "unfortunately" it's very rare that this happens and i have no idea what provoked it. Of course the original building is rotated as well, it happened when the building was selected for this lot which is a somewhat intelligent procedure, the buildings are grouped (i.e. "row houses") but sometimes it fails (the cause for this glitch?) but mostly the fences are placed perfect around a single upper class building.

    Besides i wrote the BAT and SC3URK are incompatible, for a time i wasn't sure if i'm right because i rather meant non-interchangeable but as i found out they are really not to compare, the BAT buildings are instructions for a 3D scene which will be rendered by the engine unlike SC3URK buildings which are four prerendered images (or a paintjob).

     

    Keen Machine

    keen_0.jpg.97f85238af5e3a5c8aac8fbd1ff56970.jpg

    A leftover from "Phoenix" it's not a serious one and in the used version even shows Commander Keen, Q*bert, the "potato" from "Illusions" (unreleased Intellivision) and the dwarf from "Cycle" in the windows, not useful here it would be only a not to define dot left of that. Recently i use it as another replacement for a decorative tile (as in the screenshot above) and not as building, likewise the church it is also fine as landmark.

     

    Medium Condominiums 2

    Back to the "SC2000 to SC3K project"

    67cef7c5641f4_mcondo2.png.a313dc15de05e424129a4ee6b17248a4.png

    "Créme Brûlée"

    m_condo_2_0.jpg.ed32fc4ddf22b8bd0447ff5ca5faa978.jpg

     

    I exchanged the positions of the entry and carport but it won't matter one is always "wrong". It would be to think of to leave carports and and cars away for SC3K but i liked to be close to SC2000 and here we have cars and carports.

    "M Condo 1" i already made based on the SimCopter model i'm quite satisfied with it but will maybe make a new one.

    67cf016fa7caa_Screenshot2025-03-10161157.jpg.96677035053da0ef13027c9426f16f12.jpg

    I have some time left (in the coffee-shop of the local grocery), i guess i make a stacked up version of this one, for SC3K it should be a bit taller as i noticed (and expected), two floors will do the job to give it the same height as the building it replaces.

    Classic Hospital

    S_3x3_Classic_Hospital_20250226.zip ("fluffy balls")

    S_3x3_Classic_Hospital_(alt_trees)_20250226.zip  ("2D trees")

    Fountain of Gen Z

    S_1x1_Gen_Z_Fountain_20250310.zip

    Medium Condominiums 2

    R_2x2_M_Condominium_2_20250310.zip

    S_3x3_Classic_Hospital_20250226.zip

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    Some more wet-bits

    Dullsville Memorial Fountain or "Dorfbrunnen"

    dorfbrunnen_0.jpg.df99209b550d7335f4457a2243730049.jpg

    If you replace the "above ground pool" with this it won't appear to often.

    Happyland Memorial Fountain or "Stadtbrunnen"

    stadtbrunnen_0.jpg.f8e825ed3432b3c2cb055c2302a96c7d.jpg

    I use it instead of the common city fountain

    One can spend hours on the reflections of water and then nothing of all this is left - sniff :(

    Obelisk of Obelix

    obelisk_0.jpg.6a8f6797b12c2f5ca0cc527eb37008cf.jpg

    A very simple landmark only 1 tile wide.

     

    I think it was a nice gesture of maxis not to stuff the textures for the BAT in a compressed bigfile, i didn't expected it (and neither remembered it). That's a cool set one can use for buildings.

     

    Twice the same but i forgot this one, i added to all buildings (except landmarks) a short suggested use also for myself guessed i pick the game later up and the building set is lost or gets lost by mistake which easy can happen in example if you remove one from the list and save the city after this removal. Sometimes "half of a building" gets lost after you removed one from the list (only in close up) and even then it's good to know what it replaced. Until i only use the names from the U.S. or international set, a position no. would be maybe better.

    One could write such in the description but a textfile is more flexible guessed you like to note a different use.

    Besides the "U" stands for "unspecified", they work as any or landmark.

    U_1x1_Keen_Machine_20250309.zip

    LM_1x1_Obelisk_20250311.zip

    U_1x1_Dorfbrunnen_20250311.zip

    "Dorbrunnen" contains also "Stadtbrunnen".

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    For once i was lazy i don't have much to offer, unfortunately it came to late to my mind to add the "originals" of SimCopter or Streets to the respective buildings to the upload yesterday.

    But i can post them here for comparison and to show how well or how lousy they was made, in general one could take the models from Streets and render them as they are, the resulting images will be detailed enough for SC3K.

    s_factory_5_streets.jpg.74d25610f0012b0d307305fafaa32eb2.jpg

    it's not far from what i made of it and scaled down to 256 (128 finally) in width it will look nearly the same.

    s_factory_5.jpg.3aa03aabe13070abd536eab3c7b37550.jpg

    as comparison a typical SimCopter model,

    s_factory_1_simcopter.jpg.de1af2cb6b1a5194c4822f14444f79e2.jpg

    One could claim it is less detailed as the one from SC2000

    sfactory1.png.42ff154687f6df1e0b63dacc1badee4d.png

    SimCopter uses often untextured materials like this grey rooftop this material is used for almost all models, it has for this old game the advantage that materials can be (smooth) shaded, textured geometry can't be and must be shaded artificially by use of darker textures. That means for this quick renderings that the models are maybe shaded "wrong" since i didn't changed the texture use (front is brightest right from view direction is next darker and the two opposite are the darkest, but sometimes i rotated the model to show the same facing as for image 0 which then could lead to that the darkest is in front).

    abandoned_7_streets.jpg.d0a6eecfe3bfcdfa1c212cf7a398d112.jpgabandoned_8_streets.jpg.1715b284d5d8d67d9926a79137b18d19.jpg

    Why do i like this two ugly tetris bricks?

    Streets has an interesting abandoned set because they are abandoned you hardly will see one in an own city when opened in streets since one obviousely likes to avoid abondoned buildings not only because they are empty they look ugly, i guess even in the Streets scenario cities they are rare. Some which i didn't used yet,

    abandoned_6.jpg.d633139a9fcf79befbe3d3e977386077.jpgabandoned_5.jpg.730ceea763c6183b16eb5b8382d0fffa.jpgabandoned_4.jpg.78f0eef498130522c6e014d84428517b.jpgabandoned_3.jpg.c53ccb71e2d630ad28db6e3e3f9b1656.jpgabandoned_1.jpg.36a003028421627dfee3e0431ccf6de5.jpgabandoned_2.jpg.3b5c00cde2bbcd5ddc4a2a12f698d112.jpg

    In Streets all 1x1 residentials are a single building to keep the scale.

    One is a misfit and it's even used twice, at least i don't like this bucket.

    Office Tower 2&3

    o_tower_2.jpg.db346e198f01ce7f2bf5df8f8a97e48a.jpg

    Tower 1 is much more pleasing and looks as good in the game.

    o_tower_1.jpg.16df7de1865962357a4dc34e7732743c.jpg

    Texture use in Streets and SimCopter is very repetive and Tower 2 looks somewhat like a potpourrie.

    I guess that's enough showcase of Streets i just liked to show where some models and textures i used are rooted in.

     

    The only thing i made yesterday (apart fom fiddling around on the classic hospital) is the Statue from Streets in case one would like the SC2000 Statue better it can't be much closer to SC2000, very unlike the rest of Streets.

    statue.jpg.c979d4f00d83700d4cd8e20000e95872.jpg

    "Our Honored Major General Pressbutton"

    I like John-Henry much more, i wonder why it is simply titled "Historic Statue" a blind can see that it is John-Henry the nameless track-builder.

    Needs no description and neither a shot from the original since that is the "original" except that i added specularity which you can't have in Streets.

    S_1x1_Statue_Streets.zip

     

    A litle extra for the SC2000 lovers, "Menneken Pis" which i use in SC2K instead of the statue (since decades).

    mpis.png.dc930fd4025cc1f5835d35b4f7d83908.png

    Menneken_Pis.zip

    Of course it's planned for SC3K, i will see first i need a shot from the original fountain, secondly a good day.

    390px-Bruxelles_Manneken_Pis_cropped.jpg

    (one fine day i will upload my sc2k building sets)

    abandoned_2.jpg

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