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77 LegitimateAbout ianpaschal
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Added on the wheels. Still working on the framework and such. As discussed with T Wrecks, this is simply an aesthetic prop to hang over whatever network you care to put it on top of.
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Yeah I'm leaning towards that. The small arched bridge though will need a TE lot with custom paths to arch over. That sucks, but that means there's 4 of those, instead and then the draw bridges are a simplified alternative.
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Yeah, no reason not to. What I haven't decided yet though is 3x1 lot with centre tile TE'd, or 1x1 lot on one side, that hangs over the other 2 (one of which is the road). The 3x1 version seems more "proper" but that means I'd have to make a separate version of the lot for every transit network, so I'm leaning towards the overhang method whereby this one bridge lot can work for any 1 tile wide transit network.
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Nice work! As always, fantastic attention to the little details that bring it to life.
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Just a small update to everyone's new favorite water/drainage management infrastructure.
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Yup. The purple one though is one giant prop-as-building for a weirdly shaped block. It also will have 2 fake pedestrian streets.
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Yeah, right now I am struggling with trying to figure out the exact scope of the tile set. As you see from the picture, almost everything is done simply with 2 pieces. To expand the 1 tile wide canal set to every possible piece would be about 22 pieces, and that's JUST for 1 tile wide canals, not even the single wall/open water set. I'm thinking though that I will maybe just make a nice bundle of every possible piece and users can install as much as they want. If you only need the, say, 5 basic pieces for most straight canals and bridges, then thats all you have to install. If you want to go nuts and make all kinds of crazy waterway intersections, install the 50 piece kit. In other news, what are these shenanigans?
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Yeah. I wish I knew how to get rid of it. It's not really like a clever prank fooling me into thinking it's business as usual. It just looks broken and unusable. I guess I'll just see you tomorrow, ST forums.
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Whooo! I think it's just about done (apart from some small tweaks)! To Do: Create transit puzzle pieces for the bridges. Adjust the railing size on bridge pieces. The vertical scale makes it look too tall. Honestly, it looked pretty good at 1m––1,33 is too high. Some tweaks with respect to positioning. I HAVE to learn a way to place the pieces on to the file precisely. Reflections by bridge are too big. Should be reduced. Reflections at vertical angle are weird when tiling. No idea how to fix this though... Especially since it looks great (IMO) at the more horizontal angle.
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True, although that doesn't explain why it tiled for most of the pieces but not the last one, but I found out it's because it was facing the other direction. The problem is that the maps are very difficult to tile. One is a smoke map and one is noise map, both of which don't tile very well. I had tried making a version but what you ended up seeing was a mirrored seam between the tiles. I decided since the seam wasn't very noticeable (see left 3 seams) to just let it be, but didn't anticipate the issue if the tile was flipped (see right seam). Grrrrrr. I'll look into it. I'm pretty certain that's the cause, although it is behaving backwards. In theory the lower angle closer to the street should give you more darkness in the reflection as it catches things like shadows and buildings which don't emit light. As you raise up and zoom out though, the reflection should catch more sky and turn brighter and bluer, not darker and blacker... No idea how to get it to behave less realistically to compensate. GRRRRRRR.
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Good idea, but no, because the LOD crops that image to only the middle 50% of the canal, the edges don't show up. But I was just about to drag the scene to the recycling bin, when I decided to another export and... it worked. There are some issues though. On close up zooms, some of the pieces tile better than others. Can't figure out how that's possible: The bigger issue though is that as you zoom out, it gets darker and darker when in reality it should get lighter. No idea what to do about this other than separate renders for each zoom level which is very very very very very messy. Oh and they vanish at Z1. WHUT? So I think brighter, bluer water is in order. Also per you guys' suggestion, I had reduced the brick saturation to 90% but I might try reducing it all the way to 75%.
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Damn. I don't really know what to do other than shelf the project. There is nothing I can think of that might fix it.
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Masked and unmasked. I tried removing the mask since it's typically not used on canal sets (no above ground shadow issues), but the output is identical.
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Thanks, but already ahead of you. Those are 16,5. It's still happening for some reason.
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Well the depth is looking better now that I changed it to 3 meters. But what I'm really stuck on is these lines occurring between the pieces. They're there with and without the M/S/R mask. I'm pretty dejected and close to giving up. I can't think what else to try.
