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Everything posted by rp2004
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Version 1.0
3,330 Downloads
Kwik Fit Help your Sims keep their cars on the road. Kwik Fit is a chain of car maintenance workshops in the UK dealing with those parts that regularly wear out, like brakes and tyres. This is a 2x2 Growable Cs$$ lot employing 30 sims. The car models are public domain and were downloaded from PlanIT 3D at http://www.planit3d.com - unfortunately I cannot credit the original modeller as they have remained anonymous.- 18 Comments
- 11 Reviews
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- 20 Comments
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Version 1.1
4,578 Downloads
Industrial Unit 1 This is a basic shed-style industrial unit in two styles. The 2x2 lot has a plain warehouse type shed (type 1a), the second is 3x2 and has office space for the admin staff at one end of the building (type 1b). Both are classified as I-m and provide 30-40 jobs.- 23 Comments
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vda Amsterdam Weesperplein 24 Diamond Exchange
rp2004 commented on Vanderaap's file in Building Sets
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Version 1.0
5,457 Downloads
Yannis Apartments When space is at a premium you need to start building upwards. This is a small, modern apartment building which sits on a 1x1 lot. The design has a two storey single residence occupying the bottom right of the building. Above that are three apartments accessed via the glass-walled staircase. 1x1 : R$$ : Growable - stage 5- 22 Comments
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- 18 Comments
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- 18 Comments
- 19 Reviews
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Tired of creating above sealevel ponds tile by tile?
rp2004 replied to joerg's topic in SC4 BAT & Lot Workshop
Here's a few reasons why I think this is such a great development ... First, we've seen from joerg's screenshots that you can run an elevated highway through the water to give the impression of a bridge. That opens up the possibility of diagonal bridges. With BATted side pieces that means you can create the impression of custom bridges. Second, as the land slopes directly into the water prop, you can terraform whatever slope you want. A shallow slope means that lots will display their standard foundation as a retaining wall at the lakeshore - this makes it possible for buildings to be built right to the edge of, or even overhanging the water, without any of the normal problems. Third, because a large body of water is based on a single tile all the area hidden under the water prop is available for other items. This makes it much easier to create water based items - providing you can create your lot with a matching water texture you no longer need to worry about the LOD problems associated with Maxis water. And finally, what about the existing ferries and ports? Could it be possible to run Maxis water underneath joerg's prop and mod the ferry automata to run a couple of metres above their normal level so that they look like they're on th esurface of joerg's water? Just some ideas - feel free to tell me why none of them will work. Edit: And here's another couple - intercity bridges and simple underwater road and rail tunnels. -
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Tired of creating above sealevel ponds tile by tile?
rp2004 replied to joerg's topic in SC4 BAT & Lot Workshop
Date: 12/19/2004 4:44:57 PM Author: joerg rp2004 maybe the problems have been fixed i dont know. The biggest problem is that any more than 8 lights would cause a huge jump in the lighting and wash everything out, i tried different intensity levels and everything but to no avail. quote> I only needed 8 lights on the modernist church, so maybe I'm one light away from a problem ... hope not as MAX is much nicer to use than gmax. Good to see NDEX picking this up - hopefully they'll get it released pretty quickly. This technique opens up a lot of new possibilities for waterside and on-water development. (though you'd need to make the water texture you use publically available to allow people to colour match lots designed to work with this) I think PEG's pond kit is about to be put into retirement ... -
Tired of creating above sealevel ponds tile by tile?
rp2004 replied to joerg's topic in SC4 BAT & Lot Workshop
Date: 12/19/2004 11:48:15 AM Author: joerg Anyways its still waiting on improvement in the 3ds script so i can do its night lighting. quote> What problem are you having? I did my last BAT using 3ds Max 5 (first one in Max) and the nightlights using omnis came out fine. Im Pming peg right now to see about getting that texture. Also about props being seasonal and such any ideas if i could make it gradually freeze over in the winter? quote> You could do it in 2 or 3 steps, but it would probably look a bit odd on a tiled lake - it needs to freeze from the edges which wouldn't really be possible. A total switch to frozen would work though. I did a basic test of a render of a 160mx160m Max water texture and it took a couple of minutes - the longest part of the process was creating the LODs in gmax. Unfortunately I couldn't get any further than that as I don't know how to put an oversized object onto a lot. -
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Tired of creating above sealevel ponds tile by tile?
rp2004 replied to joerg's topic in SC4 BAT & Lot Workshop
What a fantastic idea. PEGs pond kit can give you a great look, but it needs so much work to get a decent sized body of water. If you're using 3ds Max have a look at the water texture in the material editor - it allows you to set various ripples and wavelengths for water and may be a better option than bump mapping. Also if this is a prop, perhaps it could be made seasonal so that during the day the water is blue tinted, at night it is blue-black with reflected stars. Transparency will only be visible in game if you have something to see through the transparent object at render time. Given that these props would have to work at the centre and the edge of a lake that's probably not practical - especially if you're struggling for time. -
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