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33 Rising StarAbout octopus7
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The stairs on the rails are made using the old "lattice" method, first I built a box with the right amount of divisions for the rails. Then went to the modifier stack and selected the edges (make sure ignore backfacing is ticked!) that I wanted to show up as railing. When that was done I clicked on "create shape from selection" named it appropiately and selected linear on rendering options. Then deselect your box and select the new shape you just created. Click on mesh display and select "visible in viewport" and try a thickness of 0.06 as that's what I used. The lower pipes are just splines that are rendered as the railings were but thicker. As for the stairs themselves I may have to make a tutorial as I found a quick and easy way to make them.
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I still have not done a render of the imperium but will adjust the windows etc when the time comes. Some of you may remember my Sovereign mines lots (in Beta 2) I have decided to start making a blast furnace / mill to go with them. It will be a huge lot and will have to be modded as an industrial ploppable with about 5000 - 10,000 jobs. Here is just a small part of it that I spent the last few days making. It's part of a heat exchanger that feeds into the furnace itself. The pipe at the bottom is a point where the next BAT attaches to (as props).
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I have created this set (Which I have uploaded to Tim) It includes from the top left row: Mining dump truck (to go with my previous sovereign mine lots which were in Beta 2) Range of large forklifts carrying various loads, ie empty pallet, pipes and hull plating. Two pallets, empty and a chemical tank one. A Fuel cell pit, tried making an open one but it would not render properly, even with custom LOD's! Some millitary stuff for my 51st AA corps, includes a hell swarm S.A.M launcher, A fortress tower with S.A.M and a ballistic missile silo in open and firing positions.
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That's a pretty good idea with the building coming out of a whole in the ground. Will look good with the right textures and details added to it, would include the walkway in the middle for sure. Here is my latest effort, this model was a quarter done so yesterday I finished it off. It's the Imperium motel a mid wealth commercial structure.
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simmars-forum-threads Reloting the SimMars buildings
octopus7 replied to Terring's topic in SC4 BAT & Lot Workshop
The Simmars stuff looks very cool for futuristic earth cities, funnily enough I have been mucking about modding some of Maxi's default hi-tech industrial lots for mars use! -
Hi all, I don't recall releasing this one previously so here goes. It's a medium wealth residential modular apartment tower. This is what you would call a self assembling building. The central column is erected first then the onboard gantry crane lifts the living containers into position. The centre column contains lifts, stairs, aircon plant, as well as a large dome that holds communications equipment, a gym and laundry facillities. So where does stuff get uploaded to now? I remember we used to have a webcollab site that was used. I don't want to release this one on the STEX...cheers
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simmars-forum-threads SimMars - Overall Progress
octopus7 replied to AndisArt's topic in SC4 Modding - Open Discussion
Wow I can't believe how far this mod has come so far. I was part of this project when it first started (about 5 years ago!). It's great too see that many of my original mars BAT's are still in the mod! If you guys are interested I also have the following BAT's that I have just finished off: A Deluxe fire station - to replace the airstrip station in normal SC4 game (will need modding which I can't do) A modular container tower (have a growable version of this done) diners - already recently released on STEX Air defense platform - I released a normal version on the STEX but have made a Simmars version. A range of large forklifts, mining trucks and containers to use as props - nearly finished I guess you could say that I am finally back on board if you guys want my help with making BAT's then throw me some ideas! I already have some industrial (chemical refinery) stuff on the drawing board as well as some other defence stuff. Anyway very impressed with all the work so far..cheers -
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Version 1.0
553 Downloads
Another previously unreleased BAT now finished and released for the Sim Mars mod. Not only do the colonists on Mars have to contend with leaks, radiation and aliens stealing their belongings. But they also have to eat out at times. So where else to go for some tasty food? but straight to Dex's Diner offering burgers, fries and shakes as well as an amazing range of cakes & desserts. For those on a tight budget there is the infamous "Chew N' Spew" diner, offering numerous dishes made with cut price ingredients....don't say we didn't warn you! This diner of hazardous foods is open 24 hours so your colonists may also need a 24 hour clinic as well! These 2 lots are 1x1 growables and will appear quickly if you zone 1x1 low density commercial for them. This requires you to have Sim-Mars Beta 2.0 installed for it to work properly. www.simtropolis.com/STEX/details.cfm -
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Version 1.0
2,222 Downloads
It's been 5 years since I released any BAT's! This was originally designed to go with the Sim Mars mod in 2005, So I Decided to finish it off and upload it..finally! This is the defense platform for the 51st Anti-aircraft division. Protecting the airspace over your cities with a twin gatling laser cannon and S.A.M missiles. All hooked up to a state of the art sensor system. This lot acts as a police station minus the cars and jail cells..anyway hope you enjoy this one. Plop cost : $350 -
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