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Darf

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Everything posted by Darf

  1. Tris count is not the most important factor, 250-400 tris per square is the guideline, less is always better. Ofcourse you can make some exceptions for very detailed buildings. Most important to keep in mind is texturesize. Rather have a building with a 1024 map with a 1000 tris more than one with a 2048 map. Most of your maps should be able to convert to C:S, except the illum map.
  2. Yeah I think that looks like a good addition. The brick already looks a lot better, but the normal map makes them look really rounded, I don't know if that was your intention, otherwise I would try and retrace the normal map of the brick with flat squares.
  3. First ingame test: Textures came out great I think, you can really see the wear and tear, but the repetition is hardly noticeable.
  4. I think the side wall (brick?) texture could use some work and I also would add a little staircase infront.
  5. Ronyx

    Some great looking stacks! Not better to release them as props? Or are you supposed to add them as sub buildings?
  6. Show us your Downtown/CBD

    Great looking downtown!
  7. Polygons are only visible in one way. If you want them visible in both ways you have to duplicate those polygons and flip the normals.
  8. Why just not save in Sketchup8 format and import directly? No need to do all that, just import and attach all groups in 3ds, than readjust the pivot of the total model. 3ds will recognize your groups as components, scale and rotation is as they are in Sketchup.
  9. Wouldn't you be able to create a path on it? People probably could use it as an overpass. And yeah, so far probably some 60 hours on modelling alone. Fortunately textures are not too hard and there's plenty of pictures.
  10. This is a project I have been working on and off since august: The Penobscot Building in Detroit. It's almost nearing completion on modelling: As you can see, there's tons of details to the building, so much so that I had to improve rendering quality to catch everything. With antenna and all I hope to finish at a bit under 20k tris.
  11. You will have to apply transformations in 3ds, do a reset xform in the tools tabblad. I'm also not sure if you know what uvmapping is. You will need to manually UV map the model, you can't use the auto UV feature for gameready models.
  12. That´s a typical problem for the old mod yeah.
  13. Thanks! I think you are right, it does look bright. I desatured the colors a bit and adjusted the pivot of the LoD.
  14. Ah, before I forget, I released a university: http://steamcommunity.com/sharedfiles/filedetails/?id=955760059
  15. Anyone knows any way to terraform the land of an asset in the asset editor. I want to make an asset slightly raised on a hill. Is there any way to do that?
  16. Looks very promising AJ3d! It's everything what I thought C:S currently needs. If you manage this mod I hope it becomes as popular as RICO is currently. Probably one of the most important ones for sure. I understand most of it still it's infancy stage, but also hope you eventually can make the demand algorithm more robust than the current one. Keeping city size in mind for higher density levels, for example. One thing from your post I still miss is how you will deal with increase in density and spawning new buildings on currently occupied spots. Or is that out of your scope for the moment?
  17. Ronyx

    I'm currently working on the Spring arcade building in LA and I was planning to do the Roof of the lobby with the rotors shader and some of the transparent windows in the front, but I also wanted to make it growable. So from what I gather you can also use the rotors shader on props?
  18. I updated Kauker Manor a bit, no full remake this time, but mainpoint was to redo the LoD, which had some very high triscount. Reduced LoD tris by about 900 faces, reduced texture size LoD texturesize to 512x256. Reduced triscount by around 150. Redid some textures (the brick should look especially sharper and updated the UV map. Added new props like the hawnthorne bushes instead of my own I made at the time. http://steamcommunity.com/sharedfiles/filedetails/?id=529720148
  19. No new DLC, just a patch that adds citizen wealth, new spawnalgorithms for buildings, balances gamevalues, adds meaningfull decisions.
  20. I suggest just using the theme manager mod, it's so usefull and so much better than the vanilla styles.
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