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CT14

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Everything posted by CT14

  1. Show us your Industrial Areas!

    @Simmer2 You nailed it with those textures! I can't quite figure out what the gridlike objects hovering slightly off the wall above the loading docks are supposed to be, though - floodlight racks?
  2. CT14's Railroad Lots and BAT

    @SimHoTToDDy hey, thanks for stopping in! Obviously I've been a big fan. I guess the employees probably came in the back - I'd like to release an addon with the 'expo' parts of the building: elevator houses and large shipping docks which sat behind the main building. I had some trouble deciding how I wanted to model it as modules - I'll get back to it at some point. Although RL has been busy - starting a new job next week - I've already begun on a similar model - Fisher 10 in Detroit. It's a red brick set, 4 and 6 stories. I'm going to take my time and build up the base brick texture with grunge and gradients before applying it. This last project was really the first time I've done a lot of custom textures for BATs. Per others' encouragement, I already have a folder of "Yellow brick Maxis BATs" images that I used to calibrate this set - I'll be doing the same for red brick.
  3. Show us What you're Working On

    Those Balloons look like a great way to view crop circles!
  4. Entry no.45 - The Transfer pt.1

    Ped bridge under highway bridge is super intricate, nice work!
  5. https://www.sc4devotion.com/forums/index.php?topic=1478.0 It's SC4 Startup Manager, I believe. That's the Dev page for it, hopefully it has a link somewhere. I couldn't find a link in a mobile search either; not sure how well indexed the LEX is as it is technically deep web behind the login portal ...
  6. Show us your Industrial Areas!

    Had to get out of the city for a while...here's the Old Mining Company in all its glory And the situation, on the western flank of the Cascade Range...
  7. Show us your Farm Land!

    Cows and trees! Some hotshot developer named @Fantozzi has bought up and redeveloped all the farms in the region! Just in time for Big Milk takeover courtesy of @Simmer2. Colossus Farming is working just fine with SPAM - I've removed the stage 6-10 lots, though I plan to mod the 7-10 lots to stage 5 for use with SPAM, per the comments on the mod download page. The area has a lot of dairy farms and forestry... The smaller town in the tile is near the Borden Dairy: This farm was built with selective bulldozing - a very rewarding technique with the wide variety of fields in Colossus Farming! Fresh water is everywhere here. The tree farms send their timber to the sawmill for processing... ...and the sawmill supports the larger of the small towns in the tile.
  8. From zero to riverbank I'm working a new copy of the Bel Air region. It has all this great terrain, but one fatal flaw: these unnatural cliffs next to all game water. I wanted to place trees all the way up to the water, so the cliffs had to go. I used the Soften tool in the God Mode Flora menu... Already with god mode trees it looks much better: A few MMPs and it's a riverbank! Well, down the riverbank I had to terraform a bit differently: I wanted a street to come down to the water at the end of a peninsula. Some wrangling later....
  9. No promises, but I'm definitely excited to try my hand at that Administration Building. I managed to get a flora plop working after making a model. I'll post pictures when I can. edit: 4 plop MMP - can anyone identify these trees? I'll be able to apply this method to make shrubs like the ones in the Admin Building picture...
  10. Thanks for the heads up! And yes, I've never heard of the methods he's referring to - I'm excited to try them out as we are still lacking a lot of HD flora props (despite much progress by girafe and others). edit: Geosphere is the bees knees! Never had a use for that before. Basically you can make a geosphere primitive, check the box for "hemisphere", dial up the number of faces, convert to mesh, add noise and bam, it looks like a tree or bush or whatever. There will be some finesse required to model specific trees or bushes, of course... As far as I can tell, mattb325's geosphere example uses a slightly different method which makes it easier to get a specific look: masked textures on individual geospheres representing clusters of leaves. I went to try that first but textures.com is having technical problems, so I tried out noise maps before making my own masked texture... To be honest, I said it was difficult to make flora in Gmax in hopes of being proven wrong...and that's been done quite adequately.
  11. There aren't any premade flora libraries with Gmax, nor a lot of the sophisticated procedural generators found in 3dsMax, so you have to do things like Noise maps to get a decent effect without spending ages modeling every leaf. I've made decent hedges with noise maps but it would be a bit of a challenge to make those trees look good. Hopefully someone chimes in to tell us how to easily make trees in Gmax from scratch.
  12. Some nice modern prototypes there! I really liked one of them and went to find out what it is - it's FPT University's administration building, in Vietnam. If it weren't for the trees, this one would be very easy to model in Gmax.
  13. Show us your Railroads!

    @JulianMIA I think your best bet will be to get the newer version from Rivit's development/testing site, linked in this post. That way you have a good base for contribution - my version is ancient:
  14. Show us What you're Working On

    @Silur those recolors are looking great! The model is actually by Coyote56 as I nabbed it from the Sketchup warehouse here: https://3dwarehouse.sketchup.com/model/u4b39fdad-b115-4f4e-a9a9-7afba136a519/1946-Ford-Coupe For anyone who wants to work with their own versions of these models, I've listed all the sources already in the description for the prop pack.
  15. Show us your Railroads!

    @JulianMIA it's the RRW AltTex mod, I didn't have to lift a finger. Those concrete tie variations are looking great! A lot of light rail uses that sort of track.
  16. CT14's Railroad Lots and BAT

    Well, Fisher is as done as it's gonna be! Have fun with it and let me know if you find any bugs - I'll try to fix them. Next up: I-M Grunge Filler lots, I-M Rail Fillers, Wild West BATs. I already want to do a modular Packard Plant. High-quality problems.
  17. Version 1.0

    713 Downloads

    Firstly, thanks to everyone who gave input and feedback: @matias93, @T Wrecks, @jimc, @krasner, and especially to @mattb325 for BATting help, and Daeley for documenting the click-to-copy mechanics. This is a modular factory puzzle piece set, based on the Fisher Body Plant No. 1 in Flint, Michigan, by architect Alfred Kahn. Stats: Nite lites: Maxis Plop costs: minimal Monthly costs: none Other effects: none Power/water required: no The building models all use modular components in the form of prop families. With millions of possible combinations in windows, roofjunk and weathering, no two plops should ever be the same. However, with millions of possible combinations, you're definitely going to want to run the crucial bugfix mod SC4Fix - it's listed as a dependency below. How to use it: By default, the lots will appear near the bottom of your park menu. I use DAMN Manager to handle the problem of overflowing menus, so there aren't any MML lots included here. For ease of endless labyrinth construction, all lots use "click-to-copy". After placing a lot, simply query that lot ("/" key), then close the query box to plop another of that lot wherever you like. Note on viaducts: There are lots for NAM heavy rail viaduct docks and passthru (cosmetic only). The passthru uses a viaduct prop that should match the appearance you chose when you installed the NAM. Factory Lots: Ortho Corner Corner Fancy Vents Roof Vents Windows Doors Dock Filler Viaduct Dock Viaduct Passthru Park Lots: Ortho Var1 Ortho Var2 Corner Sign (Ortho) Sign (Diagonal) Sign (FA3) See included Readme.jpg for a view of each lot. Install: Unzip "CT14 Fisher Body Plant Modular Factory.zip" into your plugins folder. This will create a new folder "CT14" containing a folder "Fisher Body Plant Modular Factory". If you already have a CT14 folder, say "yes" to merge. Remove: Bulldoze the factories, and let the brownfields lie fallow for generations to come. Remove the folder "Fisher Body Plant Modular Factory" from "Plugins/CT14". Dependencies: CT14 Prop Pack Vol 1 BSC - VIP girafe bushes https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 SC4Fix Bugs: Probably. Please report bugs in comments to this post, or to the development thread: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat4F
  18. CT14 Prop Pack Vol 1

    Version 1.0.1

    737 Downloads

    A pack of various HD props to support upcoming releases. Includes Fisher Body Plant puzzle piece modules, transparent grunge props and roofjunk. Prop families will be found by name in the Lot Editor. Install: Unzip "CT14 Prop Pack Vol 1.zip" into your plugins folder. This will create a new folder "CT14" containing a folder "Prop Pack Vol 1". If you already have a CT14 folder, say "yes" to merge. Remove: Remove the folder "Prop Pack Vol 1" from "Plugins/CT14". Bugs: Probably. Please report bugs in comments to this post, or to the development thread: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  19. CT14's Railroad Lots and BAT

    Adjusting building props in Reader to eliminate gaps Fixing the last few gaps between building modules has been a challenge, especially with the asymmetrical corner BATs. I have been resorting to hex editing in Reader to move the building props around on the lot in micro adjustments; the "push" amount in the Lot Editor is about two times larger than is required to actually line up. This is still pretty tedious but I have got pretty close to perfect alignment now - still working on a few spots. Daeley's "Click-to-copy" method a.k.a. Query to Plop! @T Wrecks Well, I got query to plop working. Here's the tutorial by Daeley, way back in 2008: https://www.sc4devotion.com/forums/index.php?topic=4278.msg135101#msg135101 The query to plop functionality requires a .UI file in the lot... so I made one and put my favorite picture of the plant in. And here's the tutorial I used to make the query: Saginaw water tower And, here is the updated roofjunk, with some new water towers including a concrete frame tower from a Saginaw, Michigan factory rooftop. I'm really enjoying modeling these prototypes; I found some amazing tower houses with 3 stories in brick on top of the roof under the water tower! These only have 1 story... While it is fairly easy to get a water tower to spawn, it took me many dozens of plops to get the one on the right to appear - so the "difficulty" is dialed in right where I want it. Window props Several first story window props have been added to the prop family to improve variety. These are also visible above. Props feel like they're done at this point; I've gathered everything for datpacking.
  20. Modular factory - Resource pack

    Fantastic models, thanks! They fit right in to any factory scene.
  21. Show us your Railroads!

    I-M Rail Fillers yard overpass
  22. CT14's Railroad Lots and BAT

    A few lots need pixel shoving again. I'm going to re-render the fancy corner model to fix textures at the top, same for machine house roofjunk. I think it's pretty much ready now, model-wise. Still need to finish modding lots, do readmes, cohort files for prop families, datpack.
  23. CT14's Railroad Lots and BAT

    @Krasner well, these are Satan's mills, as Blake would say! Roof texture improvements After staring at this stuff for a couple of months, I've realized I can use just three different textures and give a nice gradient to the edge of the roof. Since I'm redoing the models anyway, why not? I used a layer mask in GIMP on the roof texture and applied a gradient. The gradient fades out by 25% of the way into the tile, which seems to match other BATs pretty well. I made a texture with 1 edge gradient, and a texture with 2 edge gradients. The third is the existing no-gradient texture, which will remain on the filler piece. Visible here is the Ortho with new parapet and roof gradient: I also made more blanks for roofjunk and grunge prop families. In this next shot the latest texturing for one of the FA3 intersection fillers is shown. And finally, a 'cutaway' of sorts, showing what's left when the main BAT is removed: El Road over rail fillers: Overhanging props to the rescue I realized the underbridge areas can be done with an overhanging prop I happened to have sitting around. DTR End, STR End, and empty filler lots can have versions with this prop extending the concrete - here, it's done with the DTR End. Some funky shadows in this rotation, probably a misaligned bridge prop on the El Road over Boxcars lot.
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