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Rott

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Everything posted by Rott

  1. @Behy Lot Editor will take existing buildings and allow you to add things like parking lots/fences etc. BAT is the one used to create the actual buildings. I might not understand what you are asking, but If you are trying to make the buildings themselves then BAT is the one you want to use. So you would create the building in BAT then use Lot Editor after to make the lot the building would use to appear in game.
  2. Show us What you're Working On

    Phase 2, making props for the warehouse, is coming along. Problem being trying to make small trees and chain link fences in Gmax is not fun...
  3. Pacific Supply

    Version 1.0.0

    597 Downloads

    A plain old building supply warehouse in a now very run down part of Oakland, California. Figured we needed more nondescript industrial as fillers so I made this one. Because there isn't really a proper industrial designation for this type of thing we made it an I-M lot but modified the stats to reflect it more accurately of a warehouse found in an industrial area, pollutes way less and uses way less city resources than a typical I-M at the cost of having much less jobs and taking up more space than a typical larger industrial lot would (5 x 3 lot). Also, this is just the vanilla version, there is a much more decorated prop dependent version I'm working on I will release soon. Thanks @sejr99999 for testing this
  4. NAM General Support

    I had some ideas for rail textures for the NAM, unsure if they exist already or not, two of which were decorative rail spur pieces for industrial areas, and a 4 wide avenue style rail piece. Also is there a way to alter the textures for rail like there are streets?
  5. Can't find it?... Ask here!

    Was wondering, the latest version of NAM, is the download supposed to redirect off site or whatever that is?
  6. Show us What you're Working On

    Building supply warehouse is almost done...
  7. Can't find it?... Ask here!

    Figured we need more generic warehouse style filler lots Just realized this was not 'Show up what youre working on'
  8. AGC A-Frame Houses

    I can smell the firewood
  9. Gmax is kind of like a Toyota from 2004, very basic and might have a wee bit of a breakdown here and there, but it has longevity and it will get you there eventually.
  10. Show us What you're Working On

    The finishing touches are always the toughest part...
  11. Show us What you're Working On

    Not sure if anyone would have any interest in a prop pack like this, just some minor parking lot/lawn clutter as props if you really like to get into lot editor details:
  12. Show us What you're Working On

    I have but it takes a lot of patience to get a lot of the smaller details down properly in HD, also I kind of like the way the standard definition looks in contrast with the in game lots.
  13. Version 1.0.0

    510 Downloads

    An old pumping station constructed in the 1930's located in Leatherhead, about an hour southwest of London, U.K. A larger more decorative water pump lot that can blend into residential areas, also has some night lighting that shows off some of the interior. The roof and sides differ from the real life building because I wasn't able to find detailed images of everything, in particular the rooftop. Thanks @sejr99999 for testing and re-lotting this one. Dependencies (not essential but recommended): BSC Mega Props - CP Vol02.dat CP_PropPack_Vol01.dat Mattb325_UrbanCivics_MN_Vol01.dat SFBT_CP_Street_Deciduous_Trees.dat
  14. Show us What you're Working On

    Appreciated, btw I sent you a DM the other day, unless I may have forgot to hit send or some other error occurred?
  15. Show us What you're Working On

    Procrastinated almost a year on this one, after getting it about 95% finished, maybe time to close the deal? Also, I still need a volunteer for some lot testing to anyone who is familiar with that sort of thing, got a few lots ready to go pending...
  16. Show us What you're Working On

    I think this one is good to go pending some in game testing if anyone is interested:
  17. Show us What you're Working On

    Two complete lots in addition to the upcoming Bellingham collection I'm working on, it's so much more satisfying going that last extra mile to design the interiors...
  18. Show us What you're Working On

    From Bellingham, Northwest Washington... Might have to play around with that mildew green color first...
  19. Show us What you're Working On

    I agree with this, SimCity doesn't always have to be about an actual city, designing natural/more open and uninhabited areas is always neat to see...
  20. Show us What you're Working On

    Portland we meet again... (Just a medium quality render with roof incomplete of course)
  21. Cecil Hotel

    Maybe the most notorious building in L.A., I was thinking about making it not too long ago but you have done a much better job than I ever would have. PS Do NOT use the tap water...
  22. Show us What you're Working On

    Oh, I remember seeing this way back when I was first learning BAT and totally forgot about it, it seemed super confusing back then but I think I can do this now with a much better understanding of everything. This could also make night light windows way easier too since I wont be restricted to a single night light map, good find and thanks again...
  23. Show us What you're Working On

    There's some useful tricks in there for sure that I've used a few times before. I'm actually using a different technique involving targeted directional lights and mesh on the lettering similar to what jportland used on the giant Made in Oregon neon sign they made, the issue is that glow that I realize I'm going to have to omit sadly because it doesn't seem feasible in Gmax. The problem I'm having now is the night lighting on the windows looks unrealistic, but I might also have to accept this is limited to what Gmax can do...
  24. That last point you bring up is exactly my issue, on a smaller building or house the 'nite' feature is fine, but the model I'm working on is much bigger so it looks a little lazy, I tried to compensate by using the selection feature to individually change the shade of segments of the windows, but it's only a slight improvement: This is just a draft quality render so it looks worse than the final capture but you get the idea... The opaque glass method is a good one I've done a few times, but given the size of this one, which is already pushing the limits, it would probably be unsustainable (this image is about 1/20th of the size of the building). This projector method seems like something to try out however, especially if I can alter the brightness/hue. I'm just worried because of the amount of lights it would need for the total windows it would also make this unable to render...
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