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Dubai Skyscraper

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Everything posted by Dubai Skyscraper

  1. Burj Dubai (Burj Khalifa)

    Version 1.0

    43,296 Downloads

    Special thanks to Ray Fleury a.k.a. Fury from Skyscrapercity for providing some top notch data! ------------------------ >>> View on Steam <<< Burj Dubai (Burj Khalifa), Downtown Dubai, Dubai, UAE Version 1.0 This version goes to all detail-fanatics and those who appreciate accurate modeling. Enjoy! ------------------------ Future versions may include - better entrances - more details on the terraces - Annex buildings, in case larger plots become avaliable someday ------------------------ Stats Size: 12x12 Type: Monument lvl 6 Construction cost: 1,500,000 Fire hazard: 1 Fire tolerance: 20 Garbage acc.: 8 Maintenance: 2000 Electricity consumption: 35 Sewage acc.: 10 Water consumption: 10 High wealth tourists: 250 Medium wealth tourists: 100 Low wealth tourists: 50 Workers: -Uneducated: 24 -Educated: 24 -Well educated: 12 -Highly educated: 0 Attractiveness acc.: 10 Entertainment: - Noise: - ----------------------- About the building Location: Downtown Dubai, Dubai, UAE Status: Completed (2010) Height: 828.00m* Floors: 162 *) My model is 824.00m due to the limitations in this game. One entance of the Burj complex is on level B1 and 4 meters below the concourse level. Couldn't be modeled on 12x12 plots ----------------------- About the model Height not exact (see above). The base was modeled as accurate as possible, but the entrences buildings were all lowered to the concourse level. Else the building complex would become simply too large for C:S. This is a HD version with 4096x4096 maps. Such large textures are not recommended for use by Colossal Order, but I could not notice any performance loss at all. I will, however, release a low definition version with 2048x2048 maps in co-existence to this model.
  2. I'm sorry if this was discussed before, but I didn't read all posts and threads related to this mod development. Anyways, I was wondering if the algorithm is going to 'produce' all possible plot sizes? For 4x4 plots we got 4² = 16 possible sizes, but with 8x8 plots we're having a maximum of 64 combinations already... am I right? That would make it hard for both modelers and players to design or grow a certain building. For example, if I wanted to grow a 7x8 building, I'd have to zone exactly this area to make sure the zoning algorithm doesn't divide the plot differently. Also, having more plot sizes means less variation for each individual size. This might lead to very monotonous looking cities. So, wouldn't it make much more sense to have the algorithm zone a smaller set of standardized plot sizes, for example even numbers ( 6x4, 6x6, 8x4, 8x6, 8x8 ) wherever it is possible?
  3. Revolutionary Loading Screen Mod

    Finally! This is exactly what I was waiting for! Does the mod by any chance speed up the asset editor, too? (One reason for why I stopped making assets for C:S were the terrible loading times in the asset editor. So if this is finally resolved I might consider to continue my work)
  4. Hello everyone, I've just registered here to enter this nice cimmunity and to share some of my work Here's some assets I'm currently working on: 432 Park Avenue, NYC, US (under construction IRL) [finished] [download] Burj Dubai, Dubai, UAE (completed IRL) [WIP, modeling complete] Euromarine Tower (fictional) [WIP, fine-tuning] [download]
  5. Growable Office 02

    Version 1.0

    10,246 Downloads

    >>>View on Steam<<< Version 1.0 -------------------------- Stats Size: 4x4 Type: Office H3 ------------------------ About the building Status: Fiction Height: 82.00 m
  6. As AJ3D said, you could (should) bake normal maps from the detailed models. This will create the illusion of 3D details that aren't actually there
  7. I'm not going to make the glass of any of my buildings yellow. Why can't we use full RGB values in the illumination map instead of greyscale??
  8. ... I'm not sure whether I understand this or not. In their post they are showing the base game highschool which has blue glass, but the ingame illumination is yellow
  9. Oversized growables

    Your assumptions are absolutely correct. The best way to make a statement about the "weight" of an asset is to put polygons in relation to its size, or the volume of the model to be more specific. There is a wonderful mod that does that: Mesh Info. If you're building way beyond thedimensions of a standard max sized plot, ignore the 10k triangles recommendation. I've done it before, my Burj Dubai model is something about 20k polys I believe. Mesh Info however confirmed that its weight is significantly lower than most base game growables. So yeah, no point in sticking to dogmas
  10. I was about to suggest that (or to make a larger model that extends way beyond the max size), but this also holds disadvantages such as having only one texture for all buildings. It would probably be the best to find a balance between splitting and combining parts of the complex.
  11. Very awesome yet ambitious project, I hope it will succeed
  12. Feindbolds Buildings

    Is the entire model a single mesh? If so then there's tons of options to reduce the tri count
  13. LOD : Scale problem

    Are you sure you followed my suggestion "- The scale of your object (SketchUp components oftenly import with an offset scale for some reason; to reset the scale to 1.0 -> select object(s) and press CTRL + A -> apply scale)" correctly? Because 2.5 is pretty much the ratio which Blender randomly assigns to Sketchup components (2.54 to be excact). Here is an example, this is what you will see immediately after you imported a .dae file selected the object: Blend004 by Dubai Skyscraper, on Flickr [1] - Offset scale of the imported object [2] - The object in the scene explorer As stated before, before you do anything to it, select the object and hit CTRL + A -> apply scale That's all I can think of, I'd surprised if the problem still persists after you follwed my advice.
  14. LOD : Scale problem

    Regardless of what it looks like in Blender, it can be scaled incorrectly ingame. Also, you need to change the unit settings before you import the .dae file
  15. LOD : Scale problem

    In Blender there are 3 values that influence the scale of your model: - The scale & unit settings in the Scene tab (I use metric units and 0.01 scale) - The scale of your object (SketchUp components oftenly import with an offset scale for some reason; to reset the scale to 1.0 -> select object(s) and press CTRL + A -> apply scale) - The scale option when exporting to .fbx (leave it at 1.0)
  16. Oversized growables

    Some update from my side: I've had a look at the game source code with ILSpy, and a look at ZoneBlock.SimulationStep in particular. But this wasn't really helpful at all, I have a really hard time understanding the code. I wish there were comments in the code, giving me at least a hint of what's going on. It feels like running circles, every other line of code is full of things I've never heard of. I can't get a clue of the methods, not to mention the zoning as a whole, and I don't think I'll ever figure it out on my own. It seems I have no choice but to leave this to the experienced programmers among us.
  17. Chinatown Assets

    Just a thought, not all signs should be iluminated 24/7, it looks kinda weird at daytime.
  18. Drosovilas Assets

    I don't have any experience with donations but I thought I'd throw in my two cents anyway: In general I think it's a good thing. People can show their appreciation of your hard work and reward you for it. I would not expect too much though, but it is definitely worth trying. But don't start selling your skills, it will probably kill your motivation if you have to model something you are really not interested in
  19. Oversized growables

    I assume the game draws some kind of hitbox around the plot, and when it's off screen the model won't be drawn of course. I wonder if this can be modded using a larger hitbox, or a custom one introduced with the .fbx file at the import. Sounds complicated though
  20. Oversized growables

    May I ask, how good are you in C# and how well do you know the game code by now? I've been thinking a lot about learning C# lately, since I found out it is very similar to Java, where I have advanced/intermediate skills. It would be great to have someone to "guide" me, someone who can explain the Unity and C:S API basics to me. I'm confident to learn the essentials in a matter of weeks, with a little help and advice of course.
  21. Oversized growables

    I don't know, this sounds like a ton of annoying, nasty work. For example in this scenario: We want to grow a 8x8 building using a 1x1 plot. But how do we know what street side it will face? Please correct me if I'm wrong but I believe there is a 50% chance it will grow on the wrong side and cover the street as well as some tiles on the other side Edit: You can avoid the issue using a corner building but then you're running into other issues. Also, maybe I missed some new mod but you can't change the number of residents/workers of growables in the vanilla asset editor.
  22. Drosovilas Assets

    God damnit!! CS is easily the most beautiful never built tower in the world! Amazing work, thanks for doing it!
  23. Oversized growables

    The main problem is that we can't restrict the growth of a certain asset for individual plots, only zones. The larger buildings would grow a lot in places you don't want them to. You would also run into gameplay issues such as having too few residents/workers for a huge building.
  24. Chinatown Assets

    I can think of a couple of ways to make the LOD significantly smaller than 114, but first let's see if 114 tris influence the game performance
  25. Chinatown Assets

    Hmm. Normally I'd say 114 is okay but using it in larger quantities, say 500 or 1000 of them... I'm curious if this would affect the performance. I'd recommend to test it with a few thousand instances before releasing it on Steam
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