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Barroco Hispano

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Everything posted by Barroco Hispano

  1. AGC - Rock Cliff 02

    Version 1.0.0

    242 Downloads

    Rock texture replacement, hope you like it. Installation: Unzip the "AGC Rock Cliff 02.dat" file in your terrain or rock mod folder (Or make sure it's in a zzz_ folder). You can only use one rock mod at a time, remember to delete the one you have to avoid conflicts. If you like my textures and want to support my terrain/rock/water mod, please consider making a small donation. https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  2. I will show you the only way to correct in less than two minutes the annoying white edges that cause a weird effect in our BATs Anti Bleeding Background: (Don't put 100% black background, you might end up with some issues while exporting the models). - Alpha Bleeding Examples: If this method works for you please leave a comment @korver @Odainsaker @Jasoncw @kellydale2003 @JP Schriefer @Bombardiere @MushyMushy @rsc204 @Aaron Graham @Diego Del Llano @Cyclone Boom @Reddonquixote @gutterclub @Toothless Stitch @mattb325
  3. SOLVED: Alpha Bleeding (White Edges) BAT4MAX 3DS MAX

    @kaimai I'm almost sure you're using 3dsmax 2014 or 2017. The gamma fix has a problem because the author applied gamma correction to the alpha channel and that makes the halo worse (It's important to note that even with "my" modified version of the script, if you use version 2014 or later it produces a bigger halo effect than version 2012 because for some reason after exporting, the grey pixels become whiter). You can find the modified script here: (Be careful, if you are using the 2012 version, don't replace anything) Add the lights (Day or night) to the scene, then press 8, move mr_physical_sky to the material editor Then use this image as background since the default BAT4MAX background color ends up exacerbating the problem: For the day version make sure it looks like this: For the darknite/maxinite version make sure it looks like this: In case the halo is too unbearable for your eyesight and you want to improve it a little more, do the following: Install SC4 Model Tweaker, open the .sc4model file, then enable transparency (I usually enable it only at zoom 5 for trees, cars, sims, etc. I use max 2012 to export most of my buildings so I don't need to enable transparency, just changing the background color is enough. I export my ships with Max 2017 and then I do enable transparency at zoom 5 and 4). Then you need to open the .sc4model file with the reader and manually change one by one the "Alpha Func: Always" to "Alpha Func: Greater". If your model is big, then you will see a lot of "Material id's", make sure to select one by one and change that parameter manually and finally click on "Apply". Don't think that with "shift + click" you will change the parameters of all the Materiald ID's automatically. If your model is to be used underwater, do not activate transparency as the part that is underwater will become invisible. The "Always" parameter makes SimCity 4 use 100% transparency (alpha channel) but at the same time it generates a problem that is impossible to fix and that is why it is mandatory to change that parameter to "Greater".
  4. Show us What you're Working On

    I'll try the DLL when I finish making my terrain mod. Thanks for adding the option to use multiple terrain mods! I think the <Arctic Terrain> can be replaced by another type of terrain. The user who wants to make a winter town should make it on the highest part of the map. It is unrealistic to think that snow will ever be added to skyscrapers or buildings already in the game. In my opinion, it is much better to add snow to small houses, ski resorts, vehicles, trees, rocks and some props found in such towns. The more eyecandy and the more mmp dependent, the better.
  5. Show us What you're Working On

    @Krisman Your lotting is quite inspiring! When I'm done making my terrain mod, I'll export olive trees --------------- Snow Groomer new explosion effects?
  6. AGC - Environment DLC

    Version 7.0.0

    8,128 Downloads

    This DLC will contain trees, plants, rocks, ponds and everything related to the environment. Updated to version 7.0, see below to see what's new. You can find images of what this DLC contains here: Specs: You can find them as MMP's and props (Note that seasonal props end in "Summer" and "Autumn." I removed the winter state that means that the winter version is everwinter). I will update this DLC constantly so you must be on the lookout. Scale of the models: 133% on all axes. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). ------------------------------------------------------------------------------------------------------- I will buy more trees with the money I receive (I decided to use Paypal instead of Patreon because I want everyone to have access to my content). https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to all people who have donated to me!
  7. Show us What you're Working On

    My terrain mod is progressing slowly, it's very complex to make a texture that looks good.
  8. Show us What you're Working On

    I didn't know that texture was included in the game. It looks promising! --------------------------------------------- -
  9. Show us What you're Working On

    I will post pics of the final result later.
  10. BAT4Blender

    Can BAT4Blender work with blender 4.2.2 LTS? I've been playing around with the "Sky Texture" of version 3.6 but it's not possible to get an approximate result since it's not possible to control the color of the sky. Version 4.2.2 includes an addon that allows a little more control (Horizon & Sky Color). https://docs.blender.org/manual/en/4.1//addons/lighting/dynamic_sky.html In Chaos Corona (3dsmax) I got this result (The closest to Mental Ray that I have been able to achieve so far). Maybe I can use the same colors in Blender and get the same result.
  11. Show us What you're Working On

    @Jasoncw What a pity, I wish I could use Arnold, in mentalray it is not possible to add subsurface scattering to materials. It would also be very interesting to be able to use parallax textures to simulate the interiors of houses and skyscrapers. textures...
  12. Show us What you're Working On

    @hugues aroux You're right, I overdid it with that texture, I'll fix it. mixing textures...
  13. Show us What you're Working On

    @Jasoncw Did you manage to match Mental Ray's sun/sky color with Arnold? I was trying with Corona but I couldn't. I made 3 snow textures, what do you think?
  14. Show us What you're Working On

    @TheTimvh1 Thanks to Blender, Autodesk released a fairly accessible indie license but the problem is that we are tied to Mental Ray which was discontinued in 2018. Right now we don't have a BAT4Arnold. ----------------------------------------- New Rock Color Chinese temple Wild West Building
  15. Show us What you're Working On

    You know better than anyone how tedious it is to make a texture. Your texture is very good, mine is not yet. Third try, still not happy with it xD
  16. Show us What you're Working On

    The wave size is very big, the texture has a very repetitive pattern and the color is not realistic. The good thing is that I use a new method to create textures so I have control over all the parameters and can improve them. @tariely I would like to buy that texture but I will try to do it with the one I currently have. Maybe later.
  17. AGC BAT Thread

    @MissVanleider I did a little test. They don't look too bad but I don't know if these poles are suitable for roads (I am completely ignorant on these issues ). Yeah! I would appreciate it if you post how the mod looks in your city, preferably in zoom6
  18. Show us What you're Working On

    I have these two utility poles (I actually have several, but I can't remember where I have them ) I can export some of them to the game but I would appreciate it if you post screenshots on my BAT Thread of the JPN T21 mod so I can see how it works . Something tells me that mod only works on completely flat surfaces since the "Batted wires" can't be deformed according to the terrain (they would get distorted).
  19. Show us What you're Working On

    @bhmantan I was working on something similar a while ago, but I still need to make prop families for all my cars and export European style props to replace the existing ones (Trash bins, signals, trees, lattices, lamp post, base textures, etc) .
  20. AGC - Automobile DLC

    Unfortunately they are not included in the DLC. Maybe I will add them in the next update. I have to make prop families for all the cars, hopefully it won't take me too long.
  21. Show us What you're Working On

    Test Obviously I will improve the color, it is not the final result xD
  22. AGC - Rock Cliff 01

    Version 1.0.0

    338 Downloads

    Rock texture replacement, hope you like it. Installation: Unzip the "AGC Rock Cliff 01.dat" file in your terrain or rock mod folder (Or make sure it's in a zzz_ folder). If you like my textures and want to support my terrain/rock/water mod, please consider making a small donation. https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  23. Show us What you're Working On

    I'm going to try to make my water mod look as photorealistic as possible. It's going to be expensive to do and I don't know if I'll be able to do it, so wish me luck. I'm going to buy this renderer since mentalray is obsolete for making a realistic ocean shader. I think this is the final version.
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