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Shy Dude

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Everything posted by Shy Dude

  1. Shy Dude's BATs

    I always wanted to since I registered here so its about time I start to make something. I'm modeling the Old Point Loma Lighthouse in San Diego. Here is what I got so far with some HD renders just for kicks (133% z scaled). I think I may have done the walls too thick (.4m) and the bars don't really translate well form far away. I also exaggerated the window sills but they still look flat maybe some texturing will make it work out better, but yeah... Any criticism appreciated
  2. Maxis References

    The Casino Looks really loosely based on the Trump Taj Mahal Casino. It might be a bit of a stretch but what seals the deal is that you can really see that they stuck the Hard Rock Cafe's dome on the top of the tower.
  3. So is Simtropolis now going to endorse a certain SC4 crack that was so blasphemous that it was never to be spoken of?
  4. I like how the lighting for the daytime was redone, there is now some bluish-ness to the shaded sides of the buildings but the shadows still seem to be that dull gray color. There should really be a simple way to come up with custom lighting/shadow/sky color presets like there are for LUTs.
  5. None of those buildings can work with the 4x4 growable limit besides the Oliver Building (be aware that 4x4 tiles is 32x32 meters). The Oliver building actually works nicely with the grid but its not a corner building so of course it'll be easy. Replicas of corner buildings that work within the 4x4 limit and the grid will be impossible, so it'll be best to go with fictional renditions of buildings which I actually think will be fun. Also, I think as a workaround for the limit, a set of similarly styled buildings can be made so that when they grow next to each other it looks like one wide building, I'm not sure if it'll look stupid though. I still need to learn how to use Blender so that's why I haven't started anything yet.
  6. Yeah, I dream of making a pack of Chicago School buildings. I really hate the 4x4 maximum size for growables though as a lot of those buildings are larger than that.
  7. My SC4 CJ Scrapbook | Important update and news!

    Wow, that's amazing, I love the contrast of the new vs the old vs the very old.
  8. The Opression Office is the Baltimore City Hall. And the Courthouse is the New York State Supreme Court Building (hexagon-shaped building).
  9. Mojave Texture Development: Phase 0b

    Oh, I made the wrong assumption that the driveways of the houses in my area are of pretty typical proportions, I never realized they were really narrow compared to driveways from across the nation. Yeah, it should be around 20% wider just going by how many parking lot spaces can fit in 16 meters. It still makes a big difference.
  10. Mojave Texture Development: Phase 0b

    Shouldn't the width on the lines be multiplied by 1.33 since it appears everything relating to cars in the game is scaled up by 33%? (which has made making suburban BATs quite an annoyance). I've never really cared for HD textures, I love the charm of well crafted low res textures, but you gotta do what you gotta do I guess.
  11. Yeah building sets should definitely be a district thing. People should also be able to make their own building sets because no predetermined building sets could possibly cover everything everyone would make and because of that, there should also be the ability to give a district multiple building sets. I actually thought it was going to be like that. I wish Paradox would've discussed it a bit before releasing the update.
  12. Maxis References

    Yeah, it's the May Co. Department Store, it's called the Dennis Department Store in the game. That's weird, I could have sworn it was one of the early ones identified in this thread but I can't find the post.
  13. Maxis References

    @Odainsaker: The Union Trust Building is done in the Romanesque revival style while Mutual Savings Bank Building is done in an Baroque revival style. There actually seem to be quite a handful of skinny Baroque revival buildings like that in the US. The Triangle Building is most definitely the Northwest Tower. I will never understand why city building games that force you to work in a grid have the audacity to add non-square buildings in their games. That's just mean.
  14. Maxis References

    @T Wrecks: Yeah, I attempted to relot the buildings, got a couple lots in and realized it was way too much work. And you have to keep reloading the lot editor because it doesn't update it's lot list; really annoying. Quite a lot of the buildings are scaled wrong/ugly/have rendering problems anyways. @Nevermore2797: Simon Manor is most definitely some Art Deco era apartment building - probably from New York City since it has New York style setbacks and some Beaux Arts style to it. Well ain't that convenient, I found the real building by looking up those random terms I was talking about in Google, it is 895 Park Avenue, built in 1930. Maxis made the setbacks start at different heights which I always thought made no sense.
  15. Maxis References

    The majority of the default Maxis lots are pretty terrible; old buildings fronted by parking lots as if your city was some sort of large-scale postmodern tourist attraction.
  16. I think people are underestimating the power of normal maps. The only problem I see is doing a building with tons of sculptures or columns but stuff like pilasters and windows doesn't seem troubling.
  17. Wouldn't simply making all the middle floors use the same texture give you more room to make them higher res?
  18. Feindbolds Buildings

    Yeah, I like to do a bit a clean style myself that was probably an extreme example but making details like the windows have crisp edges will make make the normal maps a lot easier to make, at least that's what I think, that was actually my first time messing with normal maps, it's fun.
  19. Feindbolds Buildings

    I think the sources have enough quality to show what is going on but they have unnecessary detail like shading and shadows that would better be left to the normal maps. For Example: I have taken this texture: And simplified it as And made a height map for it. and converted that to a normal map I'm not sure how the lighting in the game will make it look, but it looks decent in this preview.
  20. This is why I think buildings should be procedurally generated so a 8 story building or a 40 story skyscraper can be made from the same modular parts, and doesn't even have to have a square footprint, and maybe then you can add mathematical building codes that determine the shape of the buildings (like the NYC 1916 Zoning Resolution) making every skyline unique. Unlimited possibilities. One can only dream.
  21. nybt-forum-threads Huston@NYBT

    The blurry reflection map looks very nice, it really emphasizes the imposing form of the building, it's a real breath of fresh air from the realistic rippled reflection look.
  22. Feindbolds Buildings

    Interesting, toning down the saturation does help but they still look like photographs pasted on the buildings, I think redoing the textures completely (with the photographs as a basis) without the blurry imperfections and unnecessary details of the photographs would make the buildings much more readable and cuter pro-quality. Also, now that i notice the normal maps, I see that they seem to be interpreting dark details as holes so that might also need some work. But I have to give you credit because back in the SC4 days, almost no one attempted Beaux Arts architecture. This seems like the start of something new, keep up the good work.
  23. Feindbolds Buildings

    Very nice, I feel like the textures could be cleaned up for the sake of clarity though. Maybe use bump mapping too? (can that be done?) Man I wish I had a computer that could run this game.
  24. Jason's BATs & Tutorials

    Maxis somehow pulled off the leaning tower in *cough cough* Sim City 2013.
  25. 2x4 NY Tenement 1

    That's 849 St. Nicolas Avenue! Goodness I have been hoarding too many architecture photos.
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