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Rott

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Everything posted by Rott

  1. Show us What you're Working On

    Finally found the patience to try nightlighting again, time to finish some of these lots off...
  2. @AP Seems like a neat trick for windows, if only this self-illumination could be applied as a night light source it would be super easy to make store signs. Doesn't sound like there is way to do that unfortunately. Is anyone familiar with how the Oregon sign is lit up? If only it would open for me I would have a better idea...
  3. I have had a look at these, the top one has some broken links but I think what it means is you make the night scene yourself without relying on Gmax to do it for you? Could be wrong about that one... The middle one had something I got caught up on about making a dual texture for windows... and the bottom one was giving me an error when I tried to open it, even though I did open it once before, seems like it uses 'Material' for night lighting from what I remember but I have no idea how to use that feature...
  4. Actually there was something I might have overlooked, I think there can only be a single uniform night window texture used for everything right? I can't have the windows be beige and the signage be red can I?
  5. So I seem to have found the folder where the night window textures are in Gmax, would adding more of these be as simple as adding the folders with the mapping files in them into the directory? I figure this would make a lot of signage super easy to do, just use text and apply a night window texture to it to give it a bright red illumination at night?
  6. Show us What you're Working On

    Plz don't short sell this lot it will RIP all my stonks
  7. index SimCity 4 Prop and Texture Catalog

    The search bar/autocomplete feature there is exactly what I was thinking, some of the pics in that post have broken links for me though so I'm not sure of the other ideas yet but that is looking great...
  8. Going through this guide to nightlight windows; It illustrates how to use two textures, one diffuse and one using opacity, which I think I figured out how to do, just one issue, when I applied this method the opacity was where I could barely see it. How would I reduce the opacity or am I doing it correctly in the first place? (I'm using the button next to the opacity dial then applying the same texture)
  9. Show us What you're Working On

    More boring wall to wall stuff again
  10. Lambert Building

    Version 1.0.0

    514 Downloads

    Another little wall to wall building in Seattle's University district, just a few doors from the Gelb Building I also made. CS$$ with 57 jobs, designed to be a middle piece in a wall to wall block so it doesn't have much of a side texture. Made this one more to scale with the actual building so it's 2x3, larger than most w2w lots, especially for a 1 story building but it's not uncommon to see a single story building among much larger buildings in large cities streets where the buildings are wall to wall and I felt we needed more of these. Also the rear of the building is on an incline so I had to improvise it a little. Something about the roof doesn't look quite right to me so I will probably update this one too at some point.
  11. Thanks for the reply, it turns out it was something different that I overlooked by not applying a map to the column behind the texture face I placed on it... HOWEVER... when I went over that quoted post I realized I had over 40 textures when I looked in the Material Navigator, which I have never actually looked at before, and many of the textures I wasn't using. So in future I will save before applying a texture just so I don't have all those excess unused materials to avoid the disappearing texture glitch mentioned there. So thanks for this!
  12. Got a weird one here, my building has these columns on the front with a fancy design: And it looked fine in the preview: The problem, when the building shows up in game, the columns have no texture: They have UVW mapping on them so why this is going on is beyond me...
  13. index SimCity 4 Prop and Texture Catalog

    I should have specified, the download was fine, and I was looking through the catalogue it was fine until a certain point, then I was getting that "File cant be accessed'' message, no clue why I don't think I changed anything. But I downloaded it again and it seems to work just fine now. Is there plans to create even more subcategories for the catalogue? Things like vehicles, trees are all there organized nicely into subcategories, if there was even more it would be great, or if there was even a search engine for a certain prop, in case someone is in dire need of an igloo etc This is a great feature, it will save us all oodles of time.
  14. index SimCity 4 Prop and Texture Catalog

    I was looking at it for a little bit last night and it's super handy finally having a way to organize all the props. As of right now it's giving me "Your file couldn’t be accessed" for everything but I'm guessing it's being updated or something right now? Also if you need someone to help further organize everything for future updates I'm willing to do that.
  15. AGC - Wooden Windmill 01

    Awesome detail, windmills are one of the best additions to the game
  16. BAT Request Thread

    I went back through some of the BAT requests and I think you found exactly the type of diners I was looking for. I'll start work on at least one of these soon...
  17. Show us What you're Working On

    This was some stubborn light, neither of those could get rid of it, no clue what it could have been, it seemed to mess up the night light on the windows too, and only seemed to affect objects I extruded, but thanks for the recommendations anyway. Thought I was making progress on lighting then THAT happened, too bad because I was really liking the way it light up the particular room it was in too... And just to show HOW stubborn this light was: I moved the roof back so far it was through the back wall, even that didn't stop it
  18. Show us What you're Working On

    Does anyone know what is going on here, I'm trying interior omni lighting to give it some effect, it's working fine in the room I intended it to but it's having some really goofy unwanted effects as you can see: That weird lighting on the roof and a few other places obviously needs to go, I just have no idea why it would be there when I have an interior floor and walls that I figured should be containing the omni light source to just the lower right room?
  19. Daiwa House, Tokyo

    That's a heck of building to start off the new year with, what a beauty
  20. Show us What you're Working On

    I believe 'capacity satisfied' is where that is done, I've not made any commercial or residential lots yet so I might not be the best to answer this one...
  21. Show us What you're Working On

    Meanwhile, have a little W2W almost ready while I level up my lighting skill
  22. Show us What you're Working On

    Capacities and the like? I'm pretty sure all of that is done with the SC4 Plug In manager, you can probably make it a landmark if you want to plop it.
  23. Show us What you're Working On

    @Barroco Hispano Making models look dirty is an art in itself, it looks great!
  24. Show us What you're Working On

    Ah, a bit of reverse engineering for the neon effect, nice thinking. Seeing it right there in Gmax should be a big help, thanks again Matt... Funny you mention that sign, I was scouting buildings in that exact same neighborhood it's at. PS I like the apartment
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