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0 Clean SlateAbout EricPoehlsen
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Backpacker
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Nice to see a city starting from the beginning. May I suggest du terraform a little before setting up infrastructure and zones, for me it looks always a little strange when the houses sit somewhere like organ pipes.
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this harbor looks great, maybe you should turn some of the tanks in the lower image part for not having it to uniform
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*double post - please remove*
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I really like your city design, it looks so... ... well ... ... green
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After I wrote my last exam for the term yesterday I took care for the to yellowish base stone texture, have a look here: I worked a little on the temple part afterwards, especially concernig the roof as it was this big blue spot. I added these crossing white things on the roof because it looked a little empty - in reality there is only one on each end of the building. Comments are welcome, as always.
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What are the perimeter and area measurements of individual tiles and...
EricPoehlsen replied to chomusclavus's topic in SimCity 4 General Discussion
actually it is 1024 metres, 2048 metres and 4096 metres (s m l) As you need a region map with size identical to the number of tiles this would be about 1 000 000 x 1 000 000 pixels so if you have this as a greyscale bitmap it would need about 1 Terabyte of storage capacity. As a fully built city needs up to 10 MB I would say there is need for roughly 1.6 Terabyte of storage for the cities. -
OK, I will be writing an exam in spatial planning in some hours - and thought bevore I look through my scripts a last time I cool down with working on the textures - here is what I did to the textures now.
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this is already the render with the BATforMAX Lighting rig - you really think it gets even lighter in game. I think I will use some mixed map for darkening the gaps especially the non at all visible tiles on the top-caps I plan to use a displacement map for the figures in the roof triangle - will take a photo try to transfer it into a decent height map I will not add tons of fighting people by hand. I was thinking of handpainting the texture for the moss and dirt but that would be hell of a work so it will probably end with a noisy gradient which should be enough for an ingame temple at that resolution. At this point I want already thank all of you who made helpful comments in here up to now.
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Took some time right now for working on the textures - as you can see from the picture the light is very strong, which kills a lot of the details from the textures, I think I have to play around a little more to get the bumps and diffuse right. this picture show the stairs portion
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the idea with splitting the temple into two object seems to be a good way, I reworked the LODs - no time for a picture at the moment. It seems to work to place stuff on a larger lot and then reduce the size the props will stay where they are. next step will be taking care for textures.
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I will do something about the textures, for sure. The thing with the LODs will be a little tricky as the must fit quite closely to the temple for protruding from the ground. Maybe I should make two pieces out of it, one for the temple and one for the stairs. I think this would help me to get rid from some nasty problems. as I have access to 3dsmax it is not much of a concern of rendering it over and over again - the gmax:bat rendering takes for ages. I expect the progress to be not to fast though as I have some upcoming exams in urban economics, spatial information and planning, strategic management and decision theories over the next weeks - i have to look always what my time budget allows for.
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thanks, this was a helpful advice This basically worked, but there are still some problems, I somehow messed up with the LOD as you can see from the ingame screenshot, and I have to look if I can use the trick with the temporary larger lot to place small props (Sims) outside the final Lot. would be a little empty else but as you can see it works at least from the idea maybe I have to look for a less bright texture as well
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if you would like more information on the building check out: http://en.wikipedia.org/wiki/Walhalla_temple but I think better even if you are capable take the german site which contains more information http://de.wikipedia.org/wiki/Walhalla I tried to work on the LOD but it did not work as I planned it to work. At least I am currently having problems to get the Prop into the LotEditor
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OK, I know a little about modelling, alone time was a problem and now I thought I take some time and do some buildings. The first one will be a landmark, the Walhalla is a greekstyle temple close to Regensburg, Germany. It is a not so much a challenge of how to model but of how to manage the fact that it is sitting upon a hill, my idea is to build this as lot with overhanging prop. But have a look on what I did the last hour. final size will probably be a 4x5 lot with overhang as 7x9 lot, size is 138x91x60 meters.
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