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Barroco Hispano

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Everything posted by Barroco Hispano

  1. 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:
  2. @kaimai I have experienced the weirdest BAT4MAX errors, but never anything like that xD. Can you upload a photo of the materials setup?
  3. Show us What you're Working On

    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!
  4. AGC - Lunar DLC

    @sejr99999 Unfortunately I don't play the game and I don't have a working city to test it out. Feel free to share your lots, I'm sure people will like them. In the future I'll export some props and make new lots..
  5. AGC - Lunar DLC

    I don't think anyone has made lots of these props yet. I'll be making some in the future.
  6. Show us What you're Working On

    Technically it is possible, but it would be too time consuming to do so.
  7. AGC - Heavy Machinery DLC

    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.
  8. Show us What you're Working On

    I updated my "Heavy Machinery DLC": By the way, trucks are not included.
  9. RAF aircraft vehicle mods

    I can do it.
  10. Can't find it?... Ask here!

    Unfortunately I have not made any progress
  11. 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.
  12. Show us What you're Working On

    I think I'm going to remove maxisnite support, I have no incentive to do so.
  13. @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.
  14. 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) 😄
  15. Show us What you're Working On

    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.
  16. Show us What you're Working On

    @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.
  17. Ct1999's BAT

    @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.
  18. Show us What you're Working On

    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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