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Everything posted by Barroco Hispano
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BAT - Getting Started Guide / FAQ / Resources / Help
Barroco Hispano replied to Jasoncw's topic in SC4 BAT & Lot Workshop
I don't quite understand your problem, but I assume this is what you want to achieve: Or maybe you want the floor to be included in the building, right? It's much better to export the floor as a separate BAT and use my method to avoid those shadow/zfighting conflicts. Here are 2 examples: -
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Lods:
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BAT - Getting Started Guide / FAQ / Resources / Help
Barroco Hispano replied to Jasoncw's topic in SC4 BAT & Lot Workshop
@kaimai I have experienced the weirdest BAT4MAX errors, but never anything like that xD. Can you upload a photo of the materials setup? -
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I love your work too! Maybe one day I'll get around to making an automata train. @Krisman Looks like it's time to export buildings under construction and industrial props. Beautiful scene!
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Technically it is possible, but it would be too time consuming to do so.
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Version 2.0.0
841 Downloads
This DLC contains props (Doesn't include lots). So far it only includes a Bucket Wheel Excavator, Big/Medium/Small excavators, rollers, motor graders, etc. I will add more machinery later. Lot editor: AGC_BWE_ AGC_HM_(Type of vehicle: EX= Excavator, MG= Motor Grader, BD= Bulldozer, GF= General Forest, HMS= Hydraulic Mining Shovel, PL= Pipe Layer, WL= Wheel Loader). I will update this DLC constantly so you must be on the lookout. Includes Darknite. Scale of the models: 133% on all axes. If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.- 1 Comment
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I updated my "Heavy Machinery DLC": By the way, trucks are not included.
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I can do it.
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xmas market
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Unfortunately I have not made any progress
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- simcity 4
- custom content
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Ideas for Extending the Maxis Terrain.ini Format
Barroco Hispano replied to Null 45's topic in SC4 Modding - Open Discussion
To be honest, this is beyond my knowledge. Texture distribution is controlled by the .ini and the moisture map. With the system you are trying out, would it be possible to add more "colors" to the moisture map and increase the amount of textures mixed in a flat area? In my opinion, making SimCity 4 able to recognize multifsh terrain textures would be a great step forward. -
I think I'm going to remove maxisnite support, I have no incentive to do so.
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BAT - Getting Started Guide / FAQ / Resources / Help
Barroco Hispano replied to Jasoncw's topic in SC4 BAT & Lot Workshop
@Jasoncw It's true, sometimes it gets fixed by adding more vertices to the LOD and other times the problem just moves to other zooms. This problem mainly affects small BATs that use only 1 fsh at zooms 1, 2, 3 and 4. If your BAT uses multiple fsh at those zooms, then it's almost impossible for the error to happen. Of every 10 small BAT's I export, 7 have that problem. @Brody Jones In 3ds max you can export models with millions of polys, I once exported one with 195 million polygons. -
BAT - Getting Started Guide / FAQ / Resources / Help
Barroco Hispano replied to Jasoncw's topic in SC4 BAT & Lot Workshop
This problem in BAT4MAX is unbearable, it almost always generates an image that is too big or too small and must be adjusted manually. If you are unlucky, it affects all zooms. If anyone knows about maxscript and wants to fix this BAT4MAX problem, I can send you the original 3Ds Max 2012 installer (You can use the 30-day trial version) 😄 -
I have several road textures. I will most likely render them and upload them here as .png so that expert users can make overlay textures.
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@philforhockey51 Yeah, that's the goal with that texture but I was too lazy to make a wall/slope lot xD ------------------------- Making base textures is quite complex, sometimes you get a good result and other times you don't.
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@Ct1999 Substance painter is the best way to texturize right now. I haven't used it for a long time but what I used to do is use a tileable texture as a base (with its respective UV's in channel 1) and in substance painter generate new UV's with "Autounwrap", then paint a mask/smart mask to add dirt and break the repetition of the tileable texture, then open 3ds max and insert the new uvs in channel 2.
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New base texture
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The color of the grass could be improved, but the texture doesn't look that bad. I don't know if I should use this type of grass textures or make them much more complex from scratch.
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Dark asphalt
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