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0 Clean SlateAbout jondecker
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Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
Here is the complete hub at high render. Hope you all enjoy: Day https://www.simtropolis.com/idealbb/files//hubdaydone.JPG align=baseline> Night: https://www.simtropolis.com/idealbb/files//hubnightdone.JPG align=baseline> I was thinking about making the tram tracks neon at night, might help them show up more. What do you think? Thanks for all the great comments and the feedback that you have given to me. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
Sorry to triple post in my own thread, but here is the next update. Before you think anything about the fact that the whole building isn't visible, I didn't refit the LODS on purpose so that I could show a closeup of the detail of the center of the hub. Day: Night: I really like the way the wings have turned out, the omnis realy show the furniture well. These are low render previews and I hope to have high quality as the full view comming sometime later today. Hope you all enjoy the shots, and once again, sorry for the tripple post. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
Here are some updated pictures of the main part of the hub (sans gates area). I have a day shot and a night shot with the lights. Please note that the light in the lower area is brighter than it will appear because I have no windows on that area yet because I will be adding those as each wing is added. Here we go: Night....... https://www.simtropolis.com/idealbb/files//newhubnightunfinished.JPG align=baseline> Day...... https://www.simtropolis.com/idealbb/files//newhubdayunfinished.JPG align=baseline> Next update should include rhe gates wings. Thanks again for the comments everyone. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
No monkey, I zoomed in the shot to show some detail. Here is the finished part of the main hub body: https://www.simtropolis.com/idealbb/files//newgatesmain.JPG align=baseline> I still need to add some nitelites inside the hub and the gates area. I was also planning on maybee having a static tram at the entrance to the terminal, what do you think? I appreciate all of your comments so far and I look forward to finishing this as much as all of you. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
Yes blademaster it will fit into the airport pack, and each hub will be about 8x8. These will be much smaller than my previous attempt because just the wing was a 4x2 before. Here is one of the updates I promised: https://www.simtropolis.com/idealbb/files//newhub.JPG align=baseline> What you see here is the upper level containing 6 club rooms and 3 general observation areas. below that is the roof area of the main floors area. The area that is jutting out is the roof area for the tram entrance. Hope you all enjoy the updates. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
The glass on the right is opening up to the main part of the hub. I will have more updates this evening. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
For those of you who have been watching this thread, my appologies for not having anything in so long. I had 3 leadership events for fraternity/school and then school started and now that I am past the 3rd week I have a little more time to contribute to this BAT. I have started over because I figured out that the terminal the way I wanted it would fill a small city square so here is a quick render of the new gates area for each of the hubs. https://www.simtropolis.com/idealbb/files//new%20gates.JPG align=baseline> Some of the textures are not present, but I think this one looks much better. I think the arms are much better than those posted above and was able to add much more detail to the area than I had before. I will continue to work on this throughout the week and may have some major updates for you as the week goes on. -
What does YOUR nearest motorway/highway interchange look like?
jondecker replied to wallasey's topic in Architecture & Urban Planning
Two of my favorite intersections come from metro Detroit (Royal Oak/Ferndale are) they are the Woodward/696/10 mile road interchange area: https://www.simtropolis.com/idealbb/files//696woodward.jpg align=baseline> Woodward goes straight across on the top so that you can utilize the 10 mile area, and goes through a tunnel under 696 for straight through traffic continuing north or south on Woodward. 696 goes under the top part of Woodward and above the tunnel part. Another one of my favorite intersections is the 696 and 75 interchange less than a mile east of the one above: https://www.simtropolis.com/idealbb/files//69675.jpg align=baseline> You see 75 going below 696 with the interchange ramps, 10 mile, and the 75 service roads all going below 696. Another is just because of the name. It's the exit 69 Big Beaver Road exit on 75 also in suburban Detroit (Troy): https://www.simtropolis.com/idealbb/files//exit69bigbeaverroad.jpg align=baseline> -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
I am planning on making each hub as an individual item with the central terminus as an individual lot also. I plan on the central terminus being a hotel with jobs and each hub acting as an individual terminal for calculations. The monorail(non-functional) will also be included as puzzle pieces and basically just be eye candy to tie it all in together. Thanks for the comments, updates comming soon. -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
It will all be one lot, and should be pretty big, Im not sure how many tiles it will be, but if I leave the gates the size they are now, it is 120 meteres long as is, so probably close to 600x600 meters, but I will most likely scale it down some. Here are a few more pics from the perspective. https://www.simtropolis.com/idealbb/files//airport1.0gatesper1.JPG align=baseline> https://www.simtropolis.com/idealbb/files//airport1.0gatesper2.JPG align=baseline> https://www.simtropolis.com/idealbb/files//airport1.0gatesper3.JPG align=baseline> -
Orlando International style terminal
jondecker replied to jondecker's topic in SC4 BAT & Lot Workshop
First off, thanks for the comments, and no men2xcess, the monorails will be eyecandy only. I have some update pictures of the details of what the gates area will look like. There are 12 gates in this section and each hub will have 5 of these with 4 hubs thus having 240 gates. Here we go(low render in these pictures, no texture showing) https://www.simtropolis.com/idealbb/files//airport1.0gates1.JPG align=baseline> In the upper picture you can sort of make out the seats, pillars, and attendants stations. Hope to hear some more comments about the progress, and once again thanks for the comments you have already left. -
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I have begun BATing a new terminal for one of my cities, it will be loosley based on the airport in Orlando. https://www.simtropolis.com/idealbb/files//airport1.0render.JPG align=baseline> This is a basic quick render of the main hub and the external terminals. https://www.simtropolis.com/idealbb/files//airport1.0left.JPG align=baseline> Here is the left side of the complex https://www.simtropolis.com/idealbb/files//airport1.0right.JPG align=baseline> The right side and a pretty good view of the tappered hotel in the main hub https://www.simtropolis.com/idealbb/files//airport1.0tram.JPG align=baseline> This is a closeup view of the support pillars for the monorail that connects the main hub to the terminals with a full view of the whole line in the back of the picture. Any comments or suggestions would be greatly appreciated
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For some reason, the render I did didn't add all of the textures, but here is an in game...... https://www.simtropolis.com/idealbb/files//comerica4.0.ingame.JPG align=baseline> The roof texture, entrance texture, and 1st floor exterior wall are all missing the texture that has been assigned.
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Made a little slimmer, and taller..... I present Comerica4.0 (in medium render). I will be rendering it today while I am at work. https://www.simtropolis.com/idealbb/files//comerica4.0.JPG align=baseline> I should have a few ingame shots tomorrow
