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Everything posted by EricPoehlsen
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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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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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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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This would be Stadt der B
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*deleted*
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Is there a compiled list of type and groups?
EricPoehlsen posted a topic in SC4 Modding - Open Discussion
Just wanted to ask if I can find somewhere a list of type and group IDs, especially for building types and so on. -
I want to welcome you to my city journal Trahhonthal I began this as part of a multiplayer experiment that did not really work out as only two of the eight participants became really active. I decided to play this region further on my own. The first entries are reposts from the original CJ thread.
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The town of Vialis is known for its park surrounded by the two main avenues of the town which meet at one corner of the five sided park. B
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Well, I know that there are people who do not like it, but in my opinion you have to differentiate if someone is making two posts of one line or several long posts. Maybe it would have been possible to put all above in on or two posts but this would have been more work on one hand. On the other hand these were independant posts which originated from different days beforehand.
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All above posts are reposts from the original Aldora CJ thread, new entries will follow soon.
