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andix

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About andix

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  1. My first building

    In residential buildings you often cannot see through the windows because of curtains (and I also don't want that anyone can see into my house ;-)) But because of your remark I made part of the windows greyish/white to simulate such curtains: Hehe, you have a good eye. Yes, I added 1/3 to the first two floors, they are 4m in height. But the last floor (with the roof) is only 3m. So instead of 12m it's "only" 11m in height. But I think because of this one meter I will not remodel the whole roof again (only if I have much time left sometimes in the future). O.K, to be really correct I should also add one or two meters for the uninhabitable upper most part of the roof. Because my new single-family home has only two floors and there I also made the attic floor 4 m in height and added 2 extra meters for the tip of the roof.
  2. My first building

    I used the white/black gradient with 18 or 19% opacity. In the tutorial here on simtropolis 20% are recommended. Now I also added a gradient to the roof. 12% opacity, but I intensified the colour because otherwise by the gradient it loses again too much saturation. I also intensified the yellow tone of the walls a little bit, but I don't want it too much yellow so I think I'm done with the building for the moment. Only a lttle bit strange is the now slightly greyish tone of the roof in the side view (especially the part of the roof in the shadow).
  3. My first building

    Instead of grime I added a gradient (with 18% layer opacity in photoshop). The gradient is rather subtile, more obvious is the reduced yellow tone. I think it can be seen a little bit better on the sidewalls: Maybe intensifying the gradient? But then the yellow tone vanishes maybe completely. And intesifying the colour kills the gradient. At the moment I like this subtile yellow tone the most.
  4. My first building

    Thanks cmdp123789. Do you really think the lighting of the windows is too bright? When I look at some buildings in the neighborhood the (mostly smaller) windows are even brighter. I use Photoshop CS4. Would be nice you send me this file. Grime I can add. But because it's not a low wealth residential building I don't want a too dirty look. Gradient is a problem because the sidewalls consists of two parts, a rectangle and a triangle (between the roof) and so I cannot apply a single texture with a smooth gradient to the whole wall. When applying a texture with gradient to each part I think this results in brightness steps between the parts. In my new building the sidewalls are of one piece and I already applied a gradient to a texture I use there. ;-)
  5. My first building

    Thanks both for the tips. After buying a new monitor I returned to the texture problems of my building and changed them a little bit. Here is the result: What needs still improvement? The skylights still too reflective for example?
  6. My first building

    Thanks for the reply. Now I have a problem: On my computer monitor the texture of the walls looks only a little bit too bright and has a slight yellow tone. Because of your remarks I watched it on my tablet and indeed the texture is much too bright/satured and extremely yellow. That was not my intention. First I made a white texture but then I thought a slight yellow touch would be nice.The monitor was sort of a gift but maybe I must buy another one before I can make reasonable changes on colours. Do you think the roof texture is also oversatured? A little bit I assume but not so much like the walls? "Try dome connections here and there in the slate material editor" What do you mean with "dome connections"? And what is the slate material editor? In Gmax I'm only aware of the Material editor. "And watch out for the skylights, they are overreflective.." Yes, I noticed that too. But the pair of skylights which is not directed to the sun looks reasonable so I thought this is the way the game works (there are nearly no skylights on other houses in SC4 so i have no comparison). How can I reduce this reflectiveness without changing the appearence of the other skylights not in the sun at the moment? It's nearly the same texture as the windows in the walls, not a deliberately reflective texture. And how can i make the nightlights in a way that the struttings of the windows can be seen?
  7. You must register to TurboSquid, then you can use this link: http://www.turbosquid.com/registergmax/
  8. Over the last 2 to 3 weeks I made my first steps with Gmax and modeled my first building. Because I need more central european style houses for my city ;-) And so I created such a typical, modest building without fancy accessories (and as a $%&^! I think I have not the skills for fancy stuff at the moment). But because of that especially the front side looks rather bare compared to the typical SC4 enviroment. Apart of that I'm interested in all sorts of feedback concerning windows, roof, walls, the lot, colours, textures....what needs the most improvement. Edit: What nonsense is that? The word "no.ob" becomes censored?? A big problem is the nightlighting: With the simple "nite"-prefix in Gmax the whole window/rectangle lights up. How can I achieve that the struttings of the window texture can be seen?
  9. Like I said, the update consists of two files, "Modelnames.ms" and "._Modelnames.ms". But in the scripts folder exists only "Modelnames.ms". That's the reason why I asked about only putting in "Modelnames.ms". "._Modelnames.ms" cannot overwrite anything because it does not exist in the scripts folder. And SC4Dev only talks about putting in THE script file. The instruction is not unambiguous.
  10. Ah O.K. I put these files from the web nowhere because before you gave me the link (thanks!) I had no clue where to put them. It seems that I must put only the Modelnames.ms into the scripts folder, right? Because these "._Modelnames.ms" file is only 70 Bytes. SC4Dev talks only about putting THE script file into the scripts folder but their zip file contains these TWO files.
  11. I'm confused now. The link you gave to SC4Devotion contains such Modelnames.ms files. And btw when I look at the size these two files are the same as the two files I found on the web.
  12. @ rsc204: Problem solved. I should have read one sentence more in the BAT Mega FAQ. Because of course it was my first idea to go there before asking here. But at the beginning I stumbeld about this sentence: "Install the ID fix created by Maxis. The name of the file is ModelNames.ms. The fix along with other Maxis files is available here." The link (and your own hint "Maxis files") only leads to the SC4Devotion "Maxis official updates and tools" and I couldn't find there anything related to these Texture Fix. So I searched the web and found the files "modelnames.ms" and "._modelnames.ms" on a website. But I don't know where I must install "ModelNames.ms" and I don't know what to do with "._ModelNames.ms". So can you explain what exactly is the procedure to find and install these Texture Fix? Anyway, without your reply I think I would have overlooked the next sentence in the Mega FAQ which brought the solution to the initial problem: "Select all of the objects in the scene, and go to file>save selected. In a new scene go to File>Import>Merge and merge the newly saved scene into your new scene. Try exporting from that." But it seems that "File>Import" is wrong. It's directly "File>Merge..." I searched in the gmax-menues for something like "copy-paste" but found nothing so I abandoned this possibility early in the trouble shooting process.
  13. I hope this is the correct place for my question/problem: I make my first steps with the BAT and created my second building (as an exercise) with gmax and exported it with the BAT. But in contrast to my first building it does not appear in the game but instead shows the following: O.K., looks like these infamous texture ID conflicts. I used only some textures from the STEX (SimCity 3000 textures). I deleted all textures from the building and imported this version into the game, but now there can be seen nothing but the empty lot. It seems that the exporting from gmax is the problem because when I open the model file all FSH files are completely black/empty! This is the case for both versions, with and without textures. But the preview in gmax works fine, the building is displayed correctly. This is the building: edit: The exporting rendering process needed only 1.8 seconds compared to another much simpler object which needed 7 seconds. The model file is only 15 kB compared to my first, simpler building with 150 kB. The gmax file for this building in contrast has 580 kB which seems reasonable. So the problem must be the export. I exported an experimental object within the same gmax session and it works. So maybe a wrong setting within the gmax file?
  14. Thanks very much. Yes, it was off-centered. Normally I only change values of residential buildings so I thought the density values for residential and commercial are the same. And the really strange thing was that I couldn't plop the building in the first attempt (with "buildingplop"). And when I changed the ZoneType values to the incorrect residential values I could plop it! But now with the new model and lot I can plop it even with the correct ZoneType values.
  15. Lot Editor and Plug-in Manager Forum Archive 2016 This thread contains all of the stray topics created in 2016 in the Lot Editor and Plug-in Manager forum. This thread serves to condense those topics into one topic before merging into the new SC4 BAT & Lot Workshop forum. However, all of the posts from the original threads are merged chronologically, which means that if two threads were posted in during the same time span, their posts will be mixed together, making it harder to read. To help with this, the title of original thread has been edited into the original first post of each thread. Remember that you can use Ctrl+F to search through your current page. 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 -Jasoncw Lot editor problem Hi, I created my first simple building according to the BAT essentials tutorials and tried to put it on a lot with the Lot Editor. It's a 1x2 tile building. But I cannot place it correctly on the lot (no matter if it's a 2x3 or 3x3 lot: When I try to place it at the road in the right window I can move it to the road but in the left window which shows the result it's in the backwards area. And this is indeed the final position after saving and testing it in the game. When I turn the building around it's in the middle of the street when I move it to the forward part of the lot: An additional problem is that the Lot Editor creates a lot with nonsensical values for the Zone Types: 0x04, 0x05 and 0x06: Of course I can change that and then I can plop the building in the game but this values I think should not appear in the first place.
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