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Trigger_tre

Triggers BAT Ventures

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Posted:
Last Online: A long, long time ago... 
 

I thought I would start this to showcase some of my upcoming ventures in BATting.

These first LOTs are already uploaded to the STEX, but since they were my first attempt at BATting/Modding I thought I would start with them. Plus I will be adding a Filtering Tunnel ver.02 to this which will add an avenue tunnel.

ROAD 2x1 & 3x1
tunnelpic55qo.jpg

ONEWAY 2x1 & 3x1
tunnelpic60rz.jpg

Nightshots
tunnelpic79im.jpg

-trigger

Your constructive cristicism is always welcome! Advice, questions, and/or comments help me to make you better lots!

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trigsidx18it.gif

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Posted:
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A very cool idea, but I would darken the textures a bit, or even make the glass perfectly clear. The blue makes them look a little tacky and out of place.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    This is an avenue based Police station I am currently working on. It is far from finished. There are no textures and the road and green base are just there to give me a better perspective.

    Preview
    policepic27pt.jpg

    From view
    police35qa.jpg

    -trigger

    Your constructive cristicism is always welcome! Advice, questions, and/or comments help me to make you better lots!

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

    trigsidx18it.gif

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Here is an update...

    NOTE: no textures have been added just the object colors I altered to give an idea of a possible color scheme.

    policepic25zi.jpg

    This is a picture of the side ground entrance. Still working on how I might build the doorway. Any suggestions that might go with the flow of the BAT are welcome.

    police75wg.jpg

    -trigger

    Your constructive cristicism is always welcome! Advice, questions, and/or comments help me to make you better lots!

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

    trigsidx18it.gif

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Update to the Police HQ.....

    RearView

    policehqpic36zh.jpg

    FrontView

    policehgpic18sv.jpg

    NightView-Front

    policehqpic11ua.jpg

    Making minor mods to this via Ilive. I made this 5x2 on top of an avenue and able to have a Road pass through the middle if you so desire.

    This is a shot of the road-top Medical Center version. Still alot of BATting to do here.

    This is the entrance view, emergency vehicle as well as sims will have immediate access to avenue. The large circle on top will be the overhanging Helipad

    hospitalpic38ur.jpg

    This is the backside of the Medical Center. Mostly balconies, eating/smoking areas will occupy this side

    hospitalpic43lx.jpg

    I designed this avenue based Medical Center to also be 5x2 and it will allow either avenue, road, street, or a rail intersection to pass directly underneath the Medical center complex

    Let me know what you think

    -trigger

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    Posted:
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    That's looking really nice. I only have two points about the police station.

    1) I'm not keen on the window texture. That's just my opinion though

    2) I'm also not too keen on the police cars. They seem a bit chunky.

    Other than that it's fantastic, you just don't want small details letting down a great BAT.

    The medical centre looks to be coming along nicely too. Iit has a modern feel, I look forward to seeing some textures on it.

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    Posted:
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    Wow, someone has been creative and busy! 47.gif

    I like the building itself, but I also have some suggestions:

    1. As mentioned by coultharda, the textures are not as good as the model, and they could push this BAT from "interesting, might try" to "must have". I recommend the usual suspects, i.e. gascooker's texturing tutorial on the Omninbus and 6459978's mini-tutorial that used to be in his Toronto BATs thread on page 12 - I hope this number hasn't changed during the update.

    2. The chunky police cars can be left out if you manage to shape the building's LOD shell in a way that props can be placed on the top level of the parking deck. Then you could simply put any police car prop you like up there, and it would make this building compatible with PEG's Cop Car Mod, which allows users to select the cop car they prefer and use it in game.

    3. Likewise, you can get rid of the flagpole and replace it by a prop. This will also enable you to make the building compatible with PEG's One Flag, Many Nations mod, so that users will see whatever flag they prefer. I bet many non-US SimMayors will love that feature. 29.gif

    One feature I really love is that trasnparent glass; it looks awesome! The hospital looks very promising, too.


    -=| 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 |=-

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Thank both of you

    T Wrecks: The only problem with the custom police cars is that this LOT will be a placed on top of an avenue and its 5x2 tiles. To keep from creating 5 tile wide NO-road ZOTS I had to shrink its base to 1x2, (also this allows me to connect other tunnels pieces to it). So basically I cant place props on the parking garage....this is why I unfortunently had to create my own crappy ones. I really wanted to use the custom police cars that were on the STEX and looked similar to modern police cars, not the standard 1950's hoopties SC4 uses

    The problem is that by shrinking the base to 1x2 I can only place props in a small area in LOTEditor. As far as I know this is the tile section that runs directly under the flag. So I think I will just change it to utilize PEGs One FLag

    Thanks

    -trigger

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

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    Posted:
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    Nice design on the ploice station trigger. I really like the modern look. Here are my comments:
    1. I'm assuming you're still working on the texturing so I'll just mention it.
    2. This is kind of hard to explain (the modding stuff gets a bit complicated to describe sometimes so here's my attempt:

    I can't tell from your pic but it looks like the police station lot is "double" transit enabled ... e.g. avenue NS and road EW. If this is true, I'd like to know how you did it since I haven't been able to get a lot to allow more than 1 type of transit. If this is not the case then I would suggest making the lot bigger (NS) and using avenue overlays beneath the building/prop so you can implement T Wrecks suggestion for the police car props.

    3. It's hard to tell without the helicopter tag in the pic but the landing pads look a bit too small. Also, are you going to have a functional police helicopter on the lot like the game's default deluxe police (reward) station ? if so I'd really like to see how you do this as I've tried to add a helicopter dispatch property to a custom lot and couldn't get it to work.

    I hope you don't take any of this negatively. I'd really like to have a modern police station like this in my cities and I really think you have something pretty cool going here.


    Believe in only what you can prove.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Ok I might answer these in a non-chronological order.

    Yes the helicopter works ingame. Its UDI enabled etc. If you are familiar with Ilive its pretty simple to add a dispatching helicopter.

    In the building exemplar in Ilive simply "add property" and scroll down to the property labeled "Police Station, Total Copter Dispatches" and just add the number of copters you want. (NOTE: I highly recommend no more then 2)

    Actually its quadruple transit enabled +1 (lol I couldnt think of the name for 5). NS direction is Avenue. Then there is a section seperating the car-parking and the main building were ANY single tile wide network can be added. So basically you can have a Street, Road, Rail, Tram, or any downloaded mods like "Zebra crossing" , "NAM" etc. will all work and all be visible

    To answer your other ?....making the LOT bigger is definently the easiest way to solve the cop car prop problem. However, then you wouldnt be able to have buildings grow adjacent to the Police HQ since they would get the NO-road ZOT. This would basically take away from the entire point of the station in the first place, (that being to save room so more RCI land would be available.

    hope that answer it, -trigger

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    Posted:
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    all makes sense. i look forward to peeking in the lot exemplars to see how you did all this. pretty cool (IMO).


    Believe in only what you can prove.

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    Posted:
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    can someone tell me where to get this gmax i dont have?? because i cant use bat unless i have it! message me if you can.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Here is an update on some stuff i have been working on.

    First this is a picture of a Helicopter currently under construction. I will probably add it as a prop in my Police HQ. But I might also add it as a replacement for the ingame helicopter when I am done.

    helicopterpic14wt.jpg

    This is an update of my Police HQ. I remodeled the police cars so they are smoother, but I might retexture them a little.

    policehqupdate15ol.jpg

    This picture is just to show how the 5 different transit types work with the Police HQ. Note that the Hospital will have the similar effect except avenue & ground highways will be able to intersect beneath it.

    policehqtransit8lf.jpg

    -trigger

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

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    Posted:
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    That helicopter's coming along nicely. It's got a good, detailed shape to it. The cop cars are also way better. I love the BAT in general, in fact the only thing I don't 100% like is the non-see-through window texture.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Here is an update on the Helicopter. I like were its headed so far. I didnt like the engine I originally had. It looked out of place the new one is much better I think.

    copterupdate25er.jpg

    Here is a close-up of the tail. The tail is finished except for textures.

    coptertail15sc.jpg

    I like the front windows (not textured yet), but I am stuck on how I will design some side windows/doors. Any insight would be helpful.

    No textures have been added just altered the colors to give you an idea of the basic color scheme. Though more black will be added.

    -trigger

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

    trigsidx18it.gif

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    Posted:
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    Wow, these look fantastic!

    Thats a really cool idea of having the police station actually sitting on an intersection, and having the intersection changeable as well is brilliant. I would definately use something like these in my cities, they would be a real space-saver!

    Quite realistic too! Choco.

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