Jump to content

CT14

Member
  • Content Count

    691
  • Joined

  • Last Visited

  • Most Liked  

    8

Everything posted by CT14

  1. Gone FSHin'

    OK, I tested a bunch of things and labeled screenshots in this album. I haven't installed the new NAM on this plugin set yet. I also run the BSC/NCD RRW patch, not sure if that matters. Some BSC/SM2/NBVC and road crossings don't work. I will test with NAM 35.
  2. Show us your Railroads!

    Update: released!
  3. CT14's Railroad Lots and BAT

    Back to Troy The Troy Gasholder Building has been updated to v1.1 on the STEX and the LEX with the following changes: v1.1: Removed bright red tanker truck from lot Added HD models for all versions of the BAT Resized weathervane to more realistic dimensions Removed fallen leaves on ground, dropping JES Vol04 dependency Enjoy! Bonus link to rowhouses that match the real life neighborhood of this building: Marcszar's Troy Swellfront Rowhouses https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2278 Bizarre repeat discovered Google's personalized search bubble noticed I was using the word FAB and showed me this picture from JBSimio, deep in the wilds of the Three Rivers thread: It comes from a long discussion which was had almost ten years ago about creating content very similar to my FAB project, and with even the same name! So this can be considered prior art, for sure. https://www.sc4devotion.com/forums/index.php?topic=112.8140 I could not find any released files, or evidence that it was pursued beyond what was discussed in the thread linked above. JBSimio seemed to be favoring 3x2 lots with all three depths for FA3, purportedly to cut down on the number of menu items. But this would only fit areas with certain depth configurations, and one would still be lost for 2 out of 3 3-wide FA3 configs and all 1 or 2 wide areas. I'm sticking with 1-tile wide plops. However, I note the standard of 2 meter setbacks for W2W commercial lots, and with the underbuilding props from @rsc204 I should be able to use this for commercial landmark lots, to match existing W2W commercial content. Norfolk and Western HL Class Hopper Cars They're done. I'm assigning prop families and packaging now. There are 50 different models in the set, including 3 fill variations, FA2, FA3, diag, ortho, curve fitting divisors of 45, empty versions.
  4. FAB Diagonal Industrials

    Version 1.0

    1,050 Downloads

    FAB Diagonal Industrials Type: Landmark (I-M) Menu: Landmarks Lot size: 1x1 (overhanging building prop with right angle 45 degree trapezoid footprint) Plop cost: 50 Bulldoze cost: 10 Capacity satisfied: 23 Prop family: 1, 2, 3, 4 story buildings in HD Variations: Left and Right versions Theme: 19th century/early 20th century/brown brick/W2W Night lighting: Maxis About: Here is the first release in the Fractional Angle Building series, the FAB Diagonal Industrials. They fill the space next to any diagonal network. Mirrored left and right versions are included. The buildings use a prop family with between one to four stories appearing randomly on placement. No dependencies. Version history: 2/19/2017: v1.0 release Development thread: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  5. vda Utrecht Zeedijk 12 16

    This could be found in any city of the world, fantastic model!
  6. CT14's Railroad Lots and BAT

    Being simple ploppable landmarks, these lots are unrelated to the IRM but should fit well with the style of its buildings, especially the W2W IRM stuff. You can use them as-is in a vanilla install, with no dependencies. The prop families are using a range assigned by the BSC team and shouldn't conflict with other custom content.
  7. CT14's Railroad Lots and BAT

    The diagonal industrials are released - thanks everyone who commented these last months: FA2 will be next for this series. I am pretty sure the N&W hoppers are almost ready to ship, so I'm planning to get those ready first.
  8. Train on a viaduct

    Don't miss Swamper77's Train Generators: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=975
  9. Good idea. It looks like the stairs were constructed using two parts which scale independently in this case... As far as using other models, making them a dependency of your package and crediting their authors seems to be the way to go.
  10. CT14's Railroad Lots and BAT

    Thanks, I'm glad you like it. I use this thread to help keep me from making the same mistakes twice... Other than the helpful advice I have received around here, all my Gmax information has come from tutorials and random threads for all types of games that use Gmax for content, like MS Flight Simulator. Since there's no longer any other free way to create content for SC4 for those that didn't download the older Student licensed 3DSMax when it was offered, the knowledge needs to stay available. More progress on diagonals Only the left-handed one-story version remains now. Here is a night preview of the 2 story version showing a combo omni/spot light on the entry to the left. And more...
  11. Urban Vibravant's BAT Lounge

    The little Le Corbusier that lives in my limbic system is making quite a ruckus right now for this building.
  12. CT14's Railroad Lots and BAT

    So much happening, no time till lately. Here goes. Mirroring in Gmax Don't use the mirror button on the toolbar, or the menu item "Mirror". Applied texture maps get spectacularly distorted. Instead, use the stack modifier "Mirror". Group everything except cameras into one group and add the Mirror modifier to that group. I hear you can collapse to mesh if you want to lose the modifier, but I haven't messed with that yet. Other stuff about left handed version work Although using the Stack Modifier Mirror worked great for almost all the model, one element was too chopped up/boolean overload and resisted mirroring altogether, and I had to just delete it and rework that section. I also ran into a weird bug where lighting got screwed up, but going back to JBSimio's tutorial (https://www.sc4devotion.com/forums/index.php?topic=9551.0) kept me out of trouble and got me back to a decent nightlighting. Unfortunately it doesn't seem to have come out on this render; I will compare to e.g. the 2 story Right handed version in foreground and figure out what's up. I don't remember seeing that much seam on the right hand version, but that might be prop placement on the lot. Three more mirror versions to do, some modding/icons on the lots, and the diagonal industrials will be ready for release. Update on bugged piece when Modifier Mirroring: When working on the 4 story version, I used the "Optimize" modifier from the Modifiers > Mesh Editing menu, before using mirror, on just the piece that refused to mirror in the 3 story version. This worked and looks fine. For this piece, I also had to mirror on Y axis for some reason, not on X as with the main group. That might actually have been the issue all along, and I'll find out for sure on the next two models where I'll try changing the mirror axis on that piece before Optimizing.
  13. Show us your Industrial Areas!

    Brownfields/where the sidewalk ends/new prop family testing: small W2W manufactories
  14. CT14's Railroad Lots and BAT

    Not much time lately but diagonal prop family is finally done with details and textures in HD. I'm considering mirroring the models for the left hand version, and releasing the diagonal pack first since it takes so long to do these properly.
  15. Vester (author of all those VDK train automata mods) did a tutorial, maybe it can be helpful: https://www.sc4devotion.com/forums/index.php?topic=22.0
  16. Modern Freight Cars Props

    It looks like a few LODs may not have been rotated with the models, but these angled boxcars are already looking 100% in at least one view. Here are the 8 major angles on a SM2 45 to ortho transition overlay texture set. On this curve the best fit was to use every other angle, this was done twice to produce the side by side lines of 4 cars - using each of the 8 angles once. One nuance: the two lines thus constructed aren't identical translated copies of each other, in the same way that, for example, the rail overlay has been duplicated straight to the side. to make four tracks instead of two. Visible on the other shots are a few LOD issues.
  17. CT14's Railroad Lots and BAT

    Testing and LODs Available time this week has gone to in game testing, especially the LOD and "tiling" with multiple plops of the BAT. The best results have come from an LOD that matches tile edges perfectly (16m on a side). I've modified it to handle the building's irregularities, but the top vertices (where the roof edge is) are at -8m and 8m. In the screenshot, the small purple box center left is already Boolean Unioned to the LOD object. The blue ones are about to be. Changes to the BAT: minor adjustment of roofjunk, open window angles varied a bit, utility boxes on 2 sides. Also lots of geometry tweaking, re renders and in game tests to get the edges matching on the diagonal face with multiple plops. Textures gone over for matching scale, bricks are still too big and may come down some more.
  18. New Lots (Advanced)

    Hey, these look pretty cool. I like the "giant civics" idea. Two things that would help others test them out: dependency lists, and a single zip file with all the lots.
  19. Show us your Railroads!

    @philforhockey51 Great layout, I like the wide curves and grade separation. The diagonal borders are also top notch. Something strange about the Warbonnet train shown above, I wasn't aware it was possible to get an array of different passenger cars running. It seems possible to load these cars into the freight automata and obtain a result like you show... but that's not how it was done, was it?
  20. IRM W2W DDT & Sons by Odd_from_Sweden

    I like the variations on this @Odd from Sweden model. The open roll up door showing the inside is a particularly inspiring detail... the roof weathering is also splendid. The Romanesque style is also rather underrepresented in small industrials, so that's another plus.
  21. NAM General Support

    @rsc204 that all makes sense. Thank you for answering what must be frequently asked questions. I forgot about draggable viaducts, those will be such a paradigm shift!
  22. NAM General Support

    @rsc204, thanks for the suggestion - unfortunately when I install that plugin nothing changes with regards to STR crossings, as above. I do enjoy playing with that RUM mod in my normal plugins folder. Dirt, gravel and asphalt streets fully supported for STR is already remarkably nice. The unimproved surfaces especially are found together with single track lines very often in real life. As an aside: The large selection of high quality viaduct choices in this mod seems shiny enough to be in NAM core. I'd also like to talk about untextured viaduct switches... currently the best solution to branch viaduct lines seems to be 15.5m slope transitions. I suspect retexturing to realistic radius this requires new pieces, paths and much work...
  23. CT14's Railroad Lots and BAT

    Detailing: utility boxes and roofjunk Aside from more conduit and gas pipe runs, I think I'm done with the utility boxes. Per standard artistic license, they will be placed around the building such that any rotation will include a few in view. I was pleased to find some excellent photos of old meter gauges for both electric... and gas... Roofjunk and seamless/modular aspect All the roofjunk has been adjusted to not cast shadows on the cornice/wall top. In Gmax, there is no "Cast Shadows"/"Receive Shadows" property for objects, so the only workaround for shadows is to move/rescale the objects, in this case the roofjunk's maximum heigh and distance from building's lateral center determine whether or not it shadows the cornice. Window Vents got some weathering: And some vent stacks/chimneys are poking out of the side of the building: A plank walkway has been added to protect the roofing material and provide access to the water tower/rooftop AC. The cyclone dust collector got a cage to protect against storms. When the orthogonal part of the cornice is free from shadows in every rotation, it blends nicely with another building plopped next to it. Windowsills and foundation are no longer brick and are now ashlar (or concrete, take your pick). Next up: get brick texture scaling sorted, finish conduits/finalize roofjunk, and return to cranking out the different form factors.
  24. CT14's Railroad Lots and BAT

    I finished 95% of the detailing on the coaling tower, then the savefile got corrupted (probably from too many booleans) and I had to redo everything from the basic shapes in an old save copy. I used the opportunity to fix some minor inaccuracies in the first version's concrete meshes. More on that model soon. FAB Diagonals are nearly finished. I spent a while getting sidewalk fitments verified, as well as overall building dimensions. Diagonal sidewalks are rather narrow, as it turns out. Almost all the building details are complete now - need to add utility boxes and chase down one or two remaining texture glitches. There is new roofjunk, and the windows open now. The water tower has gotten an access ladder.
  25. challenge upload KOSC SG Large Shopping Center Relot

    Lotters, take note. This right here is how you fit large trucks into small spaces. Each tractor and trailer has plenty of room to get in and out of where it's portrayed, and is using realistic loading areas (narrow angled docks at irregular rear faces of strip mall buildings are very common).
×