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Heblem last won the day on
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Admirable work! fan of your project and all the effort you put into this masterpiece. Thanks!
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Alright as you're moderator requesting for it here comes; not really a city building game, more like a simulator (American Truck Simulator)... not really driving the trucks but actually I'm making cities, roads, landscapes that I belive should be of interest by the community. If you want to follow up my recent work, it's this one; (link removed) I actually enjoy making cities, towns, specially roads like this one; That's my city building "simulator"... and in this one I can drive in my cities. Many of the props I made bymyself, just like I learnt from batting here. Even Nammer who its a forumer here in ST now works at SCs the company owner of this game. If you orient me where should I post something like this, let me know where it should go... and sure I can help those who are interested in collaborating here, to get your work into this game, I can be even new props such buildings and build an eyecandy city where you can actually be there, driving a truck or use another mod the drive a car, etc That's why I have been lately innactive in this thread but this project its for a different subject thread, not this one.
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Literally just collecting dust... I'm not really doing any content for SC4 anymore. Sorry to dissapoint some people here but time passes and different interest and projects come along. If you want to see what I'm working on... really ALOT of new stuff but for another game, PM if you want to know whats about, I'm not sure if ST forums rules allow this kind of "ad".
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Version 1.0
5,589 Downloads
This is a fictional classical building designed by me. This just a eyecandy landmark in game. Install: There are two versions available , pick one -Dark nite version or Maxis nite version. Drop all files into your documents/SimCity 4/Plugins Dependencies: LBT Mega Prop Pack vol 01 -
I had it since 2012, problem was when I upgraded to 2016 last year and I got all the issues with BAT4Max.
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Got it working using 3dsmax 2013 version without any problems, like fresh and new! Seems like 2016 versions on forwards (probably 2017) will not work for BAT4Max anymore.
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Launching the software as an administrator doesn't work, still getting same code 6 error. The only solution now it's to look for an older version of 3dsmax for allow me to work on my projects into SC4, hoping it will allow me to export.
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Is there's any issue with 3dsmax 2016 and BAT4Max?, I can't seem to export, all I get is "Export failed! Code = 6", even exporting simple objects like a box with proper LODs I get the error, any solution to this? I really want to export "tons" of stuff to SC4 but i'm stuck in this error, it worked fine in 2013 version, but can't get back to it, only for 2016.
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Some of a side project I been updating or working (another old project from 2010, never released) American residential project Consist a sets of american residential homes, mostly based from west coast and texas homes. I did 180 different homes, with 20 different texture sets, giving a great number of 3600 different unique homes for recreate a neighborhood city. Here's an example of a single model home textured with 5 different textures. Notice the lack of detail of the homes, these were original made for video game engines, now I think of it, those can work well for Cities Skylines, but forgot the procedure for use it there, gotta check. Of course I can only export a certain number to SC4, not all 3600, but some good number of 400 or so homes. Now the 180 models using the same texture: (from single story homes bottom of the pic to mansions at top of the pic) Imagine using this with different textures, will get a huge variety of homes. Also this will come with a prop pack and texture pack for it (notice the all red cars, will be the same as the homes, using a single texture to change color): With the re-make of gas stations and some small commerces and shops (notice the gas stations and stores are improved): There are some stores incomplete and props to do, even still need to figure out how to do the textures, as models (for realism) or lot textures, once it's done I gotta do extensive loting for all kinds of residential growables. Now I have a big problem, maybe a novice problem.... I can't export using 3dsmax 2016 (BAT4Max) is there's any bug fix for this?
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Just stopping by and telling you all your projects looks fantastic, I love it. Sure you can go ahead with the remastering LBT stuff and mine ofc. Anything you need, just ask, can be fixes, BATS, or something related to Latam or other. Also, there are many ugly unused props from LBT which I'm not sure how to extract from the DAT packs for remove, and use only the useful, but I guess those will still be there, that's for a remastered prop pack version and texture, but haven't touched the modding of SC4 since 2010... so probably will have to take a look and have some time for it. The missing textures in many of my packs it's for a textura pack thats its located in one of the obsolete props packs, if I remember right it's the LBT prop pack 1, a file called Texturas.DAT or something like that. I recognize there's a big mess that I wanted to fix years ago, but unfortunately back then I got a virus attack to my old PC which caused to lose many original 3D files for Prop Packs for fixing, best I could do back then it's just doing a cleanitool file for sort the content, but seems the file was removed... the correct use of LBT stuff is just having the Mega Prop Pack, Mega texture pack and that texture.dat I mentioned. I have many old hidden BATs in my PC that never was released, mostly stuff from 2008-2011 which it just needs some adjustments (texturing), exporting and lotting, many of those were not possible to export from my old pc... but now I have a better pc, who knows... I might be able to export it all now. And since I don't really want to use anymore LBT prop packs I stopped producing new BATs until I get a new prop pack with HD props, as personal prop pack for my future uploads (since 2013), but unfortunately since I have many things to do in RL, I can't do much for it, but i'll see if I can get to work on it...
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Publicaras aquí en steam o en algún otro sitio de cities skylines tu edificio del WalMart o alguna otra conversión de SC4? Saludos
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Thank you for taking your time in lotting something I should have done many years ago, it was on my plans doing this but I guess you took to job first and I gotta say many thanks for your time in doing the lotting of many of the buildings. I used many of these props in my city project "Fresnillo" like 6 years ago, if it helps how these props should be placed, please consider looking at this project I did long ago, I guess you'll love it. I'll keep a look into this project. Cheers
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The missing textures are located at LBT Prop Pack 1 (https://community.simtropolis.com/files/file/17925-lbt-prop-pack-1/), its a single DAT file of "extra textures" (if I remember that name), which is not included at MegaPacks, made that mistake long ago (like 6 years ago), and haven't updated it at the mega packs. Sometime i'll try to sort and fix many issues with my old files in a single download pack, including deleted and unreleased stuff, but have little time to do so. Thank you and sorry for the inconvenience.
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Feindbolds Buildings
Heblem replied to Feindbold's topic in Cities: Skylines Modding - Open Discussion
Those buildings looks great, however I think you should reduce the amount of poly's to around 1000 (less better)... texture works are beautiful, are you using any bump material or normal? -
Heblem's Cities:Skylines builds
Heblem replied to Heblem's topic in Cities: Skylines Modding - Open Discussion
I don't agree with you, however I understand requirements are different, each one are completely different games and modeling and texturing procedures are different (everyone has its own way for foing stuff). If you follow my tutorial, responding what is marked in bold, shouln't happen if you follow correctly and do a low poly editable, could happen about badly made textures if those are unwraped from huge buildings (which would require to work extensive on unwrap), but should work great with small buildings and homes. Actually I think the best way in "quality" is doing those building in high poly, then do the normal mapping conversion to low poly, the only problem with SC4 buildings are scale that should be corrected to real life measurements.. nothing complicated and nothing to worry about...
