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Everything posted by Barroco Hispano
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@Dreadnought You're right, the cracks are very noticeable and it looks weird. Maybe I'll release that texture with a new ID and not as a replacement for the maxis texture. I think this is the most realistic asphalt texture so far xD
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@Krisman Maybe I'll release the CAT machinery before the end of the year. This asphalt texture looks much better than the previous one:
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It doesn't look so bad now.
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It seems the problem is when I enable the "Mips" option. When it is disabled, the multifsh texture works correctly. I guess I will have to make the mipmaps manually now? I used 5 textures but the pattern is still visible xD
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@hugues aroux I've always found Go FSH complicated and have never managed to get it to create a FSH with IDs. This is the result I got. I have no idea what is causing the problem, maybe it is because my textures are HD (256x256)? 7AB50E44-0986135E-258C2004.fsh
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New asphalt textures? or I still need to figure out how multi fsh textures work so I can reduce the repetition a bit.
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Sorry for the delay in replying guys... After a windows update, I lost access to my microsoft user and almost lost my plugins. I reinstalled windows and all the programs. I'm back now. @Brian J. B. Any contribution is welcome! I never thought there would be so much demand for palaces. @Bobelboy will help me with the lot so we will release the palace very soon. @nightbird615 @Tyberius06 @Dead_End Beautiful lots!
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@Krisman @Samu64d Great job! @SneakyDeaky Thanks! It is based on this palace @Brian J. B.I don't have a Patreon yet, I doubt people will subscribe . I was planning to open one to upload civilian ships and my terrain mods, but I haven't decided yet. The model is a custom request so it's a private BAT for now. If I release it, I'd have to export gardens and a fountain to make the lot but I don't have those models right now so it would be a lot of work for me.
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WIP
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One of the problems with my method is that I have to render the texture from top view and that makes the rocks look weird, like they are crushed xD This is how it should look: And this is what the rocks look like in the rendered texture from above Maps used
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@hugues aroux I just finished and used 18 snow textures in total. If I'm not mistaken, the terrain mod with the most snow textures is Gobia's Sudden Valley (9 textures). You can't imagine the amount of time and money it took me to do this but after two months, this is the result: To be honest, I don't like some of the textures but I'm tired and it's really hard to find more snow textures to blend. All the textures I used were bought or downloaded for free on specialized photogrammetry and substance designer sites, then I used substance sampler to blend them and 3DsMax to render them (To do this, each texture needs an albedo, ambient occlusion, roughness, normal and height map. That means I used hundreds of bitmaps to make 18 textures). I used photoshop only to reduce the texture size and the remover tool to remove some repetitive patterns.
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@hugues aroux There are 6 textures (Even if it doesn't seem like it) . Right now I'm using 12 snow related textures but I might end up using 14. I modified a texture that controls the darkness of the terrain shadows, the direction of the sun, and that annoying reddish color. Modified: Maxis Original: Modified: Maxis Original I can make it look a lot whiter, but unfortunately it wouldn't fit well with the other textures in the game xD
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Regarding Blender lighting rig, we need to find a way to update the script to version 4.2 LTS:
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How many different textures do you count here?
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That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie I'm currently using 10 different textures and changing their position would unfortunately make no difference. And yes, Maxis does not use the first three IID's (0x82) I found a way to make the moisture look very similar to the one maxis uses before the city is established (just set the "mfMoistureHillFactor" to negative) but the textures are distributed in a totally different way than I thought, making it look really bad. The only way is to make the weather simulation not activate when the city is created, but I'm sure that's either impossible or very difficult to do, even with DLL's. To me, modifying the original maxis "Weather Tuning Parameters" is something that has no benefit and does not improve a terrain mod at all. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
I made some "discoveries" Mouisture 1 (Before establishing the city) This moisture is static and makes the south and east views look good (the other views look "bad"). Moisture 2 (after establishing the city) This moisture, thanks to the wheater simulation, has some variations during the year, but in general it remains the same- it makes the northern and western views look good (the other views look "bad"). It's interesting that if you obliterate the city, it returns to moisture 1. In short, the red and blue values are inverted whether you set the city or obliterate it. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie I forgot to put the photo of what it looks like when those parameters are at 0 -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie These are my settings, which are almost the same as yours. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie mfYearlyAmbientMoisture= 0.2 (good) mfYearlyAmbientMoisture= 0.5 Currently I've only made the snow textures for the terrain mod and I made them taking into account the moisture before creating the city which looks perfect with the current parameters (basically the original ones from maxis). This means that the "wind effect" is baked into the textures that predominate on the hill, which makes it look pretty good for my taste. The problem starts when the city is created and the simulation is activated, which makes the hills now "warm" instead of "cold", making the textures with the "wind effect" baked on spread out on the flat parts. If I was using flat textures, this wouldn't affect me. Actually, the weather simulation affects almost all terrain mods, such as Gobias' Sudden Valley - in some cases, you can see a cracked soil texture on top of a hill, which makes no sense. Obviously, amidst all the chaos the simulation creates, some textures can look pretty good and give the feeling of variation, which makes many believe that the "weather simulation" works fine. In other words: Maxis' weather simulation creates very good moisture before the city is created, but it doesn't hold up after the city is created. I wish there was a way to turn it off. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie @matias93 I'm currently using these parameters (They are almost the same as maxis, except for a few). I've been playing around with a few and noticed that the ones that claim to control wind direction are of no importance at all. There are some that are best left untouched as they break the terrain mod, such as "mfYearlyAmbientMoisture, Moisture variantion, Variation Factor". The only one that seems to come close is "mfMoiustureHillFactor", if you set it to negative then the hills get "cool" instead of hot as they do when the simulation starts. The result is pretty bad anyway. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
I'm not that advanced of a user on these things but this is the region I have installed: -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
Moisture view: Good (Before simulation start) Bad (After simulation start): -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
@CorinaMarie This is what it looks like before the city was established, no matter how many years pass, it always looks like this. This is how I want it to look: But only when you establish the city, the textures automatically get messed up. That means that somewhere there is the parameter that controls the activation of the weather simulation when the city is established. It looks horrible for my taste and it's not the terrain mod I had in mind. I basically wasted my time making a bunch of textures with different patterns, it would have been better to have made one smooth texture covering the whole terrain and not 9 different textures: I know that @Null 45 is working on issues related to the terrain but I don't know if he can find a way to "fix" it. I have little hope. -
That Unused Moisture Data View
Barroco Hispano replied to CorinaMarie's topic in SC4 Modding - Open Discussion
Is it possible to disable weather simulation? All it does is scatter textures meaninglessly, ruining the terrain mod. You might not notice it because you usually play on grassy terrain with textures that don't matter if they're here or there. When you enable simulation on a complex terrain mod where you meticulously place different textures, everything gets screwed.
