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Everything posted by ianpaschal
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No, don't be stupid, it's not a building. It's just something random that I made.
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Cause I ran out of quota on cgtextures.com. And I couldn't find any good wood siding either.
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ha, and you all thought I could only make dutch row houses: American house, for school.
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I'm not crazy about how dim and redish the lights are, but otherwise pretty awesome.
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Also, it's just not technically possible. Remember all the problems with making Burj Dubai since its 900 m tall or something, this is more than 4 times as large.
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Well technically if it has a 6km base diameter, in a circle form, it would take 36 small city tiles to place it on, or one large and 3 medium tiles. So yeah, it would look retarded. And whenever you had one of those cities you A. Could not building anything other than this huge lot, and B. would be able to see the huge slices taken out of the building. Who wants to see only a 1/4 of it?
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Why would anyone want this? It's a terrible design. It doesn't use space well at all, and it looks hideous.
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Gold star to anyone who can identify this crazy piece of mystery architecture:
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Trail's Roughdrafts and Doodles
ianpaschal replied to trailofcrumbs's topic in SC4 BAT & Lot Workshop
Interesting. Not really my tastes though, and I wonder how much usable space there is in that building. -
I think the serbian parliment needs more details and better textures :/
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Now I know what's bothering me about Battersea's walls. They're the shiniest at the bottom. They should have some grime at the upper edge but I think the overall gradient needs to go the other way. The dirt dust and grime should be caked on really heavy near the bottom. Also some graffiti? Sorry, this is Glenni and my "Urban *****heap" philosophy coming through
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I'm looking forward to Detroit since I live right next to it Shouldn't have been too hard to make; grid layout + failed city building resulting in block after block of dilapidated low income housing.
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woweeee! yeah, Queens & Brooklyn need a lot of work, but your midtown looks stunning! nice work!
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Mooi zeg! Je hebt heel goed gedaan met Schiphol. Maar, ik vraag me af hoe je het centrum gaat maken. De Jordaan ofzo is wel eenvoudig te maken, maar de oude en nieuwe zijde zijn volgens mij lastig te maken. Ik heb geprobeerd een Nederlandse stad te maken, maar het is veel werk. De laatste poging had ik eerst de stad volledig in 3Ds Max getekend, maar ook dat ik veel werk, en daarbij nog niet veel vooruitgang geboekt. Je kan dat hier zien: https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=102712
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simmars-forum-threads Simmars Intro Picture
ianpaschal replied to JakeMD's topic in SC4 Modding - Open Discussion
I am very much for all of title screen 1, with the exception of the BETA 3 text, which I prefer the 2nd. -
moar dirt n griem plz
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Some more cathedral has materialized:
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For those who can't figure out BAT. Very creative! I'm watching this.
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Oh god, that sounds like a pain in the ass.
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Quick MR Question: I'm trying to add lights inside a building scene that's supposed to be lit on the inside. This project isn't a Simcity BAT, it's a project for school. Most large buildings have very dark interiors since their centers are so far from the walls where windows might be and as a result are in shadow and as result of that usually have their lights on even during the day. Unfortunately, I can't seem to light up my buildings with omni's or whatever. I remember reading that even when you increase their multiplier to something ridiculous like 1000 they still don't make themselves visible because they're still negligible in terms of light output compared to the sky. Is there anyway to fix this without making them all have multipliers of 10,000,000? (A cleaner, more artful solution?)
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Originally posted by: Duke87 I know there's going to be someone somewhere who's going to make the argument that there is no unfairness or discrimination in banning same sex marriage on the grounds that everyone has exactly the same rights under the law: the right to marry someone of the opposite sex. Nobody ever said that if you were gay you couldn't get married, all they're saying is that you can't marry someone of the same sex. It almost makes sense in a screwed up sorta way.quote> It makes perfect sense, but that's the sort of divisive logic that makes lawyers so unpopular. Those of us who take pride in eloquence in logic and oration are prepared however. For example, take the situation below: Lawyer: "Did you or did you not say that you didn't care about this?" Me: "Yes." Lawyer: "What does that answer mean?" Me: "Well if one examines the logic in your question you asked, they'd see that since I must have either cared or not, either A or B must have been true making the answer to your conditional true."
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Rijssenveen Reverse Engineering a Historic Dutch City in 3dsmax Introduction: Hey everyone. First of all, let me welcome you to my City Construction Journal! Secondly, I’d like to say a few words about Rijssenveen. Rijssenveen is a long term project in digital city building, a bit like a CJ, but with quite a few differences. The biggest difference is that I don’t play Simcity 4 anymore, and therefore won’t be creating Rijssenveen in Simcity. Although I was really impressed with the creative freedom SC4 provide after playing SC3K, I now feel very limited in SC4. Although I’m looking forward to Cities XL, I’ve realize that the only way to achieve the true design freedom that I’m looking for is through programs like 3dsmax. “Then what makes this a CJ?” Well the concept is almost identical to Dirk’s definition of a city journal. A city journal should in theory “tell the tale of your city as it grows from humble town to sprawling metropolis,” and this is almost exactly what I intend to do. The difference is that I am “reverse engineering” my city; I’m not tracking growth so much as I’m retracing and emulating it based on urban and architectural history. The practical application is also almost the same as a city journal; most city journals now are, if not entirely, based on a large amount of “eye-candy” and plopping. So consider Rijssenveen one big piece of eye-candy, or possibly a CJ that is 100% custom content. So what should you expect? Well I’ll be closely examining how a historic Dutch city would grow. I started out with some random marshy topography circa 1000 A.D. and slowly redrew the swamps and rivers as they would be controlled with dykes and dams as the Dutch would do. Then I carefully looked at the structures of historical cities and how they developed from the ground up, and from the center out. I’ll continue to develop the city plan, as well as slowly fill in each block with Dutch buildings keeping urban and architectural historical accuracy in mind. And so, without further ado, I present to you: The City of Rijssenveen! Background: The background of the city slowly develops as it’s built. More will be coming later. Update 1: To begin creating my city, I started out by drawing some random terrain and slowly “terraforming” the map in Photoshop into the same features that would have been created by Dutch dyke and canal builders circa 1200 A.D. This is what the overall city center will look like: This process however is more for the Background section. In this update we’ll be looking at the first streets. Once I had my canals laid out, I had to pick a starting point from which to build. The obvious choice was the center most island, where the original city was first built. I started by drawing out some streets. The widths are somewhat standardized for my own purposes, and although historically random, they do have some main flavors: 20 Meters 15 Meters 7 Meters 6 Meters 4 Meters How exactly the road space is used differs from street to street however. This is where the term “reverse engineering” really comes into play; I have already decided that modern Rijssenveen will have a tram system, and therefore can already plan ahead which streets will be used for what despite the fact that they were all pedestrian/cart only for hundreds of years. For now though, I’m assuming they’re all pedestrian only. As I develop the center island, though, I can put in more detail into this aspect, as well as closing traffic off for certain directions to minimize congestion in the city center. For now, this is what the center island looks like: You can view a higher resolution map with some street names here. So what’s next in the city building journal? Well I need to finish naming all the streets and, more importantly, start numbering city blocks. Once the city blocks are numbered, I can start filling them in with buildings so look forward to some updates on architectural history and old fashioned Dutch zoning regulations*. Cheers, Scipio *For those who are wondering, Amsterdam’s famously narrow buildings are the result of zoning laws that required houses to pay property taxes based on how much of the street they took up, resulting in the construction of very narrow buildings to keep taxes down.
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Constitutional Monarchy of Pacific Columbia {SCJU Full Member}
ianpaschal replied to sEAhAwk fAn121's topic in SC4 City Journals
Very nice update Clint. I'd like to see more canals though, possibly some around the city center. -
Lol if we have spiral badge under our name it means we're a proficient 3ds max users. There are more of us than the badges let on though; Mightgoose and Kellydale are also both quite good.
