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EffTheGrid

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Everything posted by EffTheGrid

  1. Show us What you're Working On

    I'm taking OPEN REQUESTS for WTW, brownstones and rowhouses ..... please message me with screenshots or google street view links of VISIBLE BUILDINGS, like below (no major trees etc. blocking) and I will get them in game! The process: -------> -----> STEX Same method... Does anybody like Kim's Convenience? Started making this for fun, might finish it if people want it
  2. Show us What you're Working On

    Hey davide. This is really close to some houses around me! cool roof style
  3. Villa Pasadena

    Love this one! Thanks Davide
  4. Can I have a really brief tutorial? Been trying to make custom LODs for a while but keep getting stuck... Extra shoutout for helping me with nightlights btw. I owe you 2 Thx Huskies
  5. Show us What you're Working On

    Not finished with the models yet, but here's basically what 3 story FA3 rowhouses will look like. I like how these are taking shape. Want to see something specific in-game? Drop me a jpeg, and maybe it'll wind up in this set or another! -Joey
  6. Show us What you're Working On

    Sorry. I think in feet so I have to explain in feet. Property sizes vary a lot in the US but where I'm from but the standard base size is 50' x 100'. In game, the 16m tile is 52'6", so this translates very nicely to 1x2 lots for my game. You wind up with lots of neighborhoods that look like the pic below. Quite compact, yards and homes aren't as large as maybe further west or farther from the city. So I really only zone res 1x1, 1x2, 1x3, 2x2--nothing larger typically. Please keep the lil houses coming! Thx Davide
  7. Show us What you're Working On

    I second this, I love love love these! Some of them do look a bit overscaled but I know that's your style. I'm very excited for this one, it will blend into my cities well Especially the cape cod. nice model and I like the yard too Any chance you can include one that's 1x2 also? Grazie @davide1983it
  8. Can't find it?... Ask here!

    I've been using that building on every other corner for 10 years. lol If you like that vibe, check out my bats (if you use angled networks) The NYBT lots are what got me into 3D modelling
  9. Hi everyone, I’d like to make a brief tutorial or two. I’m looking for suggestions regarding screen recording software in order to capture gameplay, sketchup, the BAT program, and possibly even keystrokes. Does anybody use software that they particularly like? Please recommend I’ve been outta the game since FRAPS thanks!
  10. Torrington Shops

    Version 1.0.0

    492 Downloads

    Break the grid! Think outside the box! Here's a small building for your diagonal x ortho intersections. 2x1 landmark with overhanging prop Nightlights included /// no dependencies
  11. FA2 Commercial Corners

    Version 1.0.0

    558 Downloads

    Break the grid! Think outside the box! This is a space I've really struggled to fill. Included are 2 low profile commercial buildings to hang off of FA2 x ortho intersections. 1x1 landmark lots with overhanging building props Nightlighting is included, no dependencies required Reach out with requests!
  12. Show us What you're Working On

    FA2 McDonald's Just need to learn how to do colored nightlighting for the signs!
  13. Thanks for the link. Rebooted my PC and rendered the project again... sadly, same result. What else might it be? Worth noting I re-rendered the .3ds as well. Could it be a texture issue within the model? I'm stumped. I appreciate your help. I personally hope you'll make something triangular one day
  14. Show us What you're Working On

    This reminds me of way north in Manhattan, actually!!
  15. Functional Cul-de-sacs, MAXIS sidewalks VOL1

    Innovative! Thank you for stepping outside the box and bringing us a new and useful concept for the community to play with and build upon. This set is very well designed---they grow easily and readily, utilize a well known CC architectural canon, and are lotted immaculately. They camouflage with other suburban infill so nicely, I will be using them everywhere!
  16. Hey friends. Question: why does my model look like this at some zoom levels and like this at others? tried exporting 3 times, started from scratch every time, can't figure it out. arte interpretif
  17. BAT Request Thread

    COLLABORATION REQUEST: Looking for lotting help on a project that I'll be doing the modelling for. Postwar Garden Apartments (click to see a massive list) Looking to recreate this ubiquitous style of American postwar development in game. The complexes come in many shapes, sizes, colors, layouts and densities, but you know them when you see them. They're notable because their entrances, typically private, face planted green courtyards with lots/garage parking in the rear, as opposed to the more auto-centric standards of the latter half of the last century. Many units that were built to this style during that period still remain occupied, in various conditions. They are all over the continental US--small towns, cities, military bases. Basically everywhere that was poppin in 1950. I hope to capture the diverse stylistic and socioeconomic range of these developments in my modelling. I'd love some help lotting these! Particularly arranging them into growable ortho lots with trees and props. I can handle diag/FAR pieces, but I have never used a prop before. So guidance and suggestions for trees, lights, cars, parking textures..... and here comes the peanut gallery lol. But being that these are pervasive in our cities and towns I really want to do them justice. They'd also be a great transition in game from low to medium density residential (across all wealth levels) and would be an easy way to develop land quickly. (just like irl!) Let me know if you'd be interested in collaborating! or just message to bounce ideas around. let's make stuff!
  18. Broadacres Generator Co.

    Version 1.0.0

    514 Downloads

    Break the grid! Think outside the box! Buy a generator, create power for yourself! That's the promise of the Broadacres Co.---and keeping the lights on is just the beginning. Reimagine possibility. Reimagine the framework. I made something to fill a space. Now including nightlighting 2x1 landmark lot with overhanging prop
  19. Show us What you're Working On

    Hi all, I've been away dealing with IRL things for a minute. @tariely should be pleased that I've gotten nightlighting working Very special thanks to @AP and @madhatter106 for your philosophies on nightlighting which... I have not yet mastered. I am a man walking among gods. Lend your advice in this thread! Coming soon
  20. Yes and no. I'll explain. Separate textures: Scenario 1 (see above) I textured everything by hand, so I can select individual objects to light up. What option should I click? or Scenario 2 (see below) I extruded everything you see from one image, so the whole front is the same texture (I assume this is how the ugly effect was created) Would I first need to create unique textures for each window? or is there an easier workaround I'm not thinking about? They are already separate planes, but same material. Which option should I click?
  21. Mostly all clear! Just not sure what to do at this dialogue box.
  22. This sounds like a viable method for me. I model absolutely everyhting within sketchup, so I guess my goal is to have the fewest steps in Gmax as possible---the more prep work I can do within sketchup (the UI I'm familiar with) the better haha. My fear however is that groups and components within skp are degrouped during the 3ds conversion, as Gmax seems to treat identically textured adjacent planes as contiguous (correct me if I'm wrong?) so this I'm sure is another consideration when texturing within skp. What is the process of consolidating the panes into one object, within Gmax? I think this is my route, as all the modelling should be done by this stage. Thanks again for your very detailed help! (see @tariely, I'm trying)
  23. Show us What you're Working On

    This is why I've hesitated to release many of them! Slowly but surely I'm getting there but I'll need to optimize the lighting process within my models first. There have been a few unexpected technical limitations (including LOD issues) that have held these up. But yeah basically nightlighting has been 50% of my mental energy lately. (see below for a mishap) looking bright indeed
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