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CT14

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Everything posted by CT14

  1. Adding the dimensions is what I have done to arrive at sensible figures, yep. If one prop is taller than the other, you can average the height of the two. It's all just a guesstimate as T Wrecks said - if you examine Occupancy Size exemplars on Maxis lots you will find they didn't do a very consistent job of measuring their own bats. As for filling degree, I leave it alone but perhaps someone can tell us what is best there.
  2. CT14's Railroad Lots and BAT

    @Silur you're welcome! I'm glad you like it. Here's a peek at a new BAT. Can anyone guess which building this is? (it's the one in the drawings I'm using for scaffolding...) I goofed on the scaffolding and it's too wide, but I'll correct that during final scaling. Edit: here's a preview of the state of it with final scaling applied... 140k+ poly already and Gmax is crawling
  3. Can't find it?... Ask here!

    I'm glad it's useful. The color isn't the best match - when extracted with FiSHMan the image file doesn't have the same hue as the texture in game. Attempts to correct for this were not entirely successful. Here are two more versions: one with a lavender hue to (hopefully!) better match the in-game texture, and one with no color correction at all. CT14 Overhanging Prop from Maxis Texture 0x258d1000 Alt Tex.dat
  4. Can't find it?... Ask here!

    @jacko2110 @Tyberius06 I've never seen an overhanging 0x258d1000 either, so I have made one, here it is for anyone to do what they like with. CT14 Overhanging Prop from Maxis Texture 0x258d1000.dat
  5. Chiming in to ask, what are the consequences of not restoring the original, smaller occupant size? Let's say you had 8,1,8 for the blank vs 8,12,24 for the size of a BAT. What else does this affect? Thanks.
  6. simcity 4 NYC maps

    Cool! Can we see the Navy Yard?
  7. thecitiescenter's BATS

    Scale is a beast. For buildings, I always model to real life height, then scale everything 133% vertically just before exporting the BAT. This compensates for the in-game squish that happens, and keeps my head from exploding trying to keep track of scaling while creating the model. Specifically, I do the following: Group all geometry and lights and LOD (not cameras) Scale this group 133% vertically Using a side elevation view as a guide, move the group up the Z axis so it is flush with 0 again (the foundation point) Save to a new file as 'my_project_SCALED_005.gmax' so I know it's the scaled one - good for retexturing, not good for modifying geometry There are other ways to get the same result, but this is simple enough that if I want to change major geometry it doesn't take too long to go back, work on the unscaled version and rescale it again.
  8. CT14's Railroad Lots and BAT

    @JimC I agree these buildings could be from nearly anywhere! And thanks for the nifty prototype picture - quite a lot of interesting details there. Here is the 19th Century Small Shops download to play with, just released:
  9. SC4-related Acronyms made Clear

    @Sapador Castelo Yeah it's Cycledogg Productions, the BSC Team guy.
  10. CT14's Railroad Lots and BAT

    Still churning out 19th Century Small Shops variations Setbacks Setbacks have been set to 2 tiles for all 7 lots. Lots I've added one that has 4m 'side alleys' between the buildings and I quite like the effect. I will add a couple more of those. Base textures match JBSimio now: Maxis $$ Gravel, 0x258c2000. All lots have SCILT support to extend sidewalk appearance (get your SCILT set up now if you haven't, it supports all the different sidewalk mods!) Props I've decided not to finish the board fences before this project - SM2 Old Pressure Treated Fence is doing the job splendidly. All the props are HD from Historic Harbor and SM2 with a few Maxis weedy clumps. BAT variety The set is almost where I want it - need more "Medium" models in particular. Several BATs have already been fixed (textures, positioning, etc) based on tests runs. There are 37 unique BATs in the set right now. It will not be more than 50, for the sake of my sanity. Most of the remaining renders will be awningless and lack exterior staircases, for variety.
  11. CT14's Railroad Lots and BAT

    19th Century Small Shops lots I've created lots for the prop families for 19th Century Small Shops large, medium and small BATs. I'm pretty happy with the results so far, although there are some obvious issues remaining. So the issues right now: Base textures and SCILT overlay need a cleanup (rear of lots will match JBSimio dark gravel, front $ sidewalk with SCILT overlays. The intent is that the back of lots can form alleyways. We probably need IRM-style dark gravel filler lots to match this, to provide period-appropriate parking and so forth. Cornices, doors and certain roof tiling are too similar. New BATs will vary these points New 2 story BATs will have interior stairwells so it's not a forest of identical exterior staircases At least one BAT has an LOD issue, and another is off center Some foundation fronts need paint to match pilastres Setbacks: it's apparent that Cycledogg is also 2-tile - the lots need to be adjusted to 2-tile. Lot modding with PIM-X All of the lots have occupant size matching the prop buildings, not the blank used to make the lot. For the lots with combinations of different size buildings, the numbers were averaged. This yields stats similar to default CS$ lots (40-50 capacity satisfied or so). In testing, it took a little while to get the full size 8x24 3 story BATs to appear, so it seems to be working OK. The lots are all stage 1 and 2 right now, and I'm considering doing some larger ones (Still W2W chunks) so that PIM-X assigns Stage 3 or 4. For now, I'm considering the 2-3 story BATs as "medium density" and the 1-story BATs as "low density". The plan is to look into modding the lots this way in addition to the automatic stage balancing that PIM-X provides.
  12. It would be great if we had an organized list of this stuff. If you want to maintain the top post by editing/categorizing as people post, I'm sure you'll get plenty of contributions. This would be perfect for the Omnibus, by the way. It's made for that sort of thing and has lots of top lists that get views and comments. https://community.simtropolis.com/omnibus/ I'll get it rolling though - List won't be complete without Cycledogg: Early 19th Century Small $ Houses: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=241 19th Century $$ Houses: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=686 Early 19th Century Tenements: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1277
  13. Lyons Elevator

    Version 1.0

    353 Downloads

    The Lyons Elevator was a marine grain elevator in Buffalo, New York state. Located on an island in the Peck Slip, it was not rail-served, but functioned as a transfer elevator, moving grain from canal boats to steamers. This building was built in the late 19th century and was gone before World War I. There are at least two good photographs known of this building: a front elevation and a side elevation. For the other sides, some details were modeled after similar prototypes in Buffalo. The corrugated iron siding is a typical retrofit on surviving elevators of the period. All models are HD with nightlights (Maxis nite only). Dependencies: BSC Mega Props Jes Vol 01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 (registration required) BSC Textures Vol 02 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=638 (registration required) Historic Harbor https://community.simtropolis.com/files/file/29880-historic-harbor/ Installation: Unzip the CT14_Lyons_Elevator.zip file to your My Documents/SimCity 4/Plugins folder. Remove: Remove the folder CT14/Lyons_Elevator from your Plugins folder. Lyons Elevator for Shore: Size: 2x2 Landmark: I-AG Plop cost: 500 Capacity satisfied: 10 Slope tolerant: yes, with foundation Notes: This lot is intended for sloped sites at shorelines, and features a foundation with prototypical piers supporting the front of the elevator. To avoid burying the boilerhouse area, a gentle slope will be ideal. Lyons Elevator for Canals: Size: 2x2 Landmark: I-AG Plop cost: 500 Capacity satisfied: 10 Slope tolerant: no Notes: Located in the Landmark menu. This lot is intended for use with your favorite canal set, and has been tested with the following sets: SG Canals Cal Canals Diggis Streams Lyons Elevator for Historic Harbor Size: 1x1 Park effect: Neutral Monthly cost: 0 Water compatible: yes Notes: Located in the Water menu following the Historic Harbor lots. This is an eye candy lot, which does not require road access. Plop it next to your Historic Harbor dock pieces. Seamless fit with "Ortho Quay A" or "Ortho Pier A". Bugs: None known. If you find any, please report them to the development thread: https://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  14. CT14's Railroad Lots and BAT

    Shorty is here 8m by 12m BAT. I've been a bit confused about the setbacks, even though T Wrecks tried to show me the light. Each tile on a Maxis tiled base texture is 1.6m. When speaking of 1-tile setback, 2-tile setback, it's thus 1.6m or 3.2m, etc... This means that the Wild West BATs really have a 1-tile setback, not 2-tile. Gonna stick with it for now with both the commercial project and the Wild West, since it matches most other things anyway. She's got a new cornice top, weathered awnings and cleaned up a few meshes while resizing the walls. Flat roof with 2-story front, and 1-story variations for pitched and flat roof models are the only others I have planned for this series. That will yield several dozen color/shape combinations, enough to avoid repetition. Yes, that is a picture of a dog smoking. Prop families I've assigned prop families from my range to 19th Century Shops regular, medium, and small, Wild West 8m, 16m and corner, along with new prop exemplars for each prop in the families. Final lots using these prop families are in testing. When the renders and the lots are solid, I'll fill out the varieties on the BATs.
  15. CT14's Railroad Lots and BAT

    @T Wrecks Thanks for confirming that the new roof texture is an improvement! True corner lots With a new red brick corner BAT comes true modded corner lots, and the chance to seamlessly cap the end of 2-tile blocks with the same corner BAT growing on both sides, effectively appearing as a 1x2. Using this tileset, I no longer get anything growing on a left corner except this red brick building, and never get the corner building in the middle of a block (whack-a-mole!) Board Fences Yet another bit I always reach for and never find. There are some low res ones in Jestarr props, and a few small HD pieces in the SM2 prop packs, but no large board fences with all the angles. I've created 4m, 8m, 16m props as mentioned above, with longer props to match diagonal, FA2 and FA3. The filler lots aren't done yet (base textures be buggin!) but there will be lots to match Dirt, IRM I-D and IRM I-M. The angled filler lots are all based on the great work of @Tyberius06 and @kingofsimcity. Rough preview of the IRM I-M appearance: FA2 with dirt lot is also visible in the next shot: With Cycledogg Tenements... fixed hardware store on right and SCILT textures on its test lot. Dirt filler lots finally cooperated for a few screenshots. Some more dirt fillers here.
  16. CT14's Railroad Lots and BAT

    I fixed the wavy foundation bug, I think. It seems to be due to an off-center render. The problem also affects some of the new smaller BATs I'm showing here, but at least I know where to start fixing it. Wild West Commercial Pack Another thing I've wanted to do forever. These have 3.5m stories. I may do some utterly squalid shacks around 2.5m or 3m. Here are a few of them - they'll be in prop families for 8m and 16m widths. The corner BAT will be modded for corner lots. The buildings all have 2m setbacks with 2m awnings. I'm happy with how this looks next to the game sidewalks. And here is the fixed 1x2 Commercial with JBSimio and Cycledogg houses...along with the 1x2 Industrial and Wild West of course. The industrial has boxes on the floor and a revised roof texture, along with a crane at the cargo doors. Another view showing three different variations on the industrial. The plan is to render 4m, 8m, 16m sections of fencing/side lot to put into the Wild West and 19th Century Commercial 8m BAT prop families and give the lots some room to breathe. Another lot can have one 8m bat in center and 4m fence surround...a whole 16m lot with just fence and outbuildings...etc. Looks like most of the Wild West night lights need a double check.
  17. CT14's Railroad Lots and BAT

    @T Wrecks thanks for the useful information on setbacks! I appreciate the rundown on which content falls in where, as I hadn't done much investigation yet. The other thing about 2m setbacks is it gives enough room for large balconies/boardwalks in front of the building, so I'll be sticking to the 2m for these lots. I may go with 1m for the Cast Iron models though. I agree that the Smalltown USA BATs have realistic scaling which has been scaled properly in game (doors not too wide being the easiest way to spot this at a glance). It's definitely on the shorter side of what is realistic (i.e. typical "Wild West" proportions), while my model has nearly 12-foot ceilings as you'd find in larger towns. To address this, I'll make the 1x1 versions of this BAT to also have smaller stories, to provide a nice blend between the sets. And, it seems inevitable that I need to test side by side with the full regalia of other W2W Chicago-tileset BATs you mentioned, along with IRM W2W - full plugins folder. I rebuilt the geometry of the area that's ruffling under the building's front door, but still ruffles. Split testing a variety of LOD, mesh and lighting conditions is next... Oh, and this happened...
  18. CT14's Railroad Lots and BAT

    Testing W2W 19th Century Commercials with JBSimio Smalltown USA standards Well, the BAT works ok with the JBSimio Smalltown USA stuff, which has been a major goal for the project. I was wrong about setback - standard is 2m for the front. I'll be lotting them to match that, and the textures JBSimio used for the base textures - so it's as seamless as possible. In the first image here, you can see a comparison of one of his buildings: white with green trim, and one of mine in the same color - on this green/white render you can see two of the LOD problems are now fixed (Cornice and awning), but the front of the foundation still looks like Ruffles... they've got ridges. Some interesting spaces forming in the center of the 4x4 blocks. I really like the little fence on Stanley and Mercer Buildings lot...and the matching setback here. The alleyways came out well, I think. I may do future 1x2 commercials at around 8m by 25m, to give 5m in rear for alleyjunk while allowing 2m setback in front. This will be a better match for Smalltown USA. The 1x1 versions I'm planning will also give plenty of room in back when lotted as 1x2. In this image I also see less tiling on the small buildings' shingles than on the warehouse, which is good - I can go back and apply the different technique. Here, we can see that the 4m Beltlines (plus .5m foundation) are a reasonably good match with Smalltown USA, although not perfect. JBSimio was not always consistent within the series, so it will be impossible to match 100% anyway. His target seems to have been closer to 3-3.5m; this gives a direction for my future work as I certainly wouldn't want to go taller than 4m where it is now.
  19. CT14's Railroad Lots and BAT

    FA3 Intersections Rendered scaled versions for testing. Still need to place interior objects to have something to look at through the windows. Another new BAT... So far, all the work I've done has been on industrials and transport. I keep visualizing a small 19th century commercial building...finally whipped one up this week. For this project, I made all new scene parts, without reusing any of the meshes from the industrials. The building is made to fit on 8mx27m so you can have a 3m setback in front, 2m in rear (or 5m in rear). Here's the result so far. Need to test side-by-side with JBSimio Smalltown USA and Cycledogg houses. For this model it was all about the details - One gas vent flue, two stovepipes Awnings! With authentic awning patterns! Downspout to cistern (ooh, gonna make it a rain barrel on the bare wood versions) External staircase to second story Hatch to access basement Windows with real geometry Old advertising signs Gold leaf on the windows And more! gotta leave an Easter Egg or two... At night, the shops are mostly closed, and the shopkeepers are upstairs with their families. I can see at least 3 LOD problems, one mesh problem and one texture problem in the test images... but overall I'm pretty pleased with the results. I'll be applying some of what I've learned on these to finish off the brick warehouses shown on the last page. I also started on a cast iron facade but it's gonna take ages - so this little Wild West thing came first. This model will lend itself to 1 story and 1x1 variations, and I'll make those before release. Testing models as shown here are not yet scaled 133% vertically already to compensate for the 'squish'.
  20. pclark06 Retail BAT stuff

    Bueno...and good job turning this around into a release so quickly.
  21. pclark06 Retail BAT stuff

    Looking good! It would be nice to be able to see the sections on the garage rollup doors, maybe combine the best of both textures? I don't think the panels are really that bright, but they could come down a little bit.
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