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hugues aroux

Recovery Team
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Everything posted by hugues aroux

  1. AGC BAT Thread

    Ah, that's all. ...Sorry, I thought it was a technical issue with the creation of the Props. For this problem, whether you put the pointer in the center or at the head of the Props, it doesn't change the placement; a "long" vehicle integrated into a family of "medium" vehicles will always have an overflow problem. You're not going to introduce buses or 15-ton trucks into a family of cars, are you?! As I told you (elsewhere), it is preferable to have families of objects with roughly similar dimensions. It's significantly easier and more practical to manage when you're creating Lots in PIMX or when creating T21. And it is especially in this latter case that centering and the fact that Props occupy a +- identical volume makes sense. Oooooh yes !! (With the T21 editor, the box - the LOD - is crucial!). Trust me, having created hundreds of sets (test and production) for my parking plugin, or for the SAM1 T21s: having a "centered" Prop box is much easier, faster, and more practical to manage! Even the slightest variations in vehicle "size" generate variations, just like in real life: nobody parks perfectly! If I were you, I'd keep your vehicles as they are, good dimensions! Centering the "volume box" is fine! It's up to the Lottery Creator, or you if you're suggesting families, to manage the placement based on the space the Props occupy!
  2. AGC BAT Thread

    I didn't know that could be a problem!??
  3. Show us your Camera Angles

    The village looks really lovely under the first snows, not a vehicle, not a pedestrian, as if petrified early in the morning !
  4. AGC BAT Thread

    Yes, the placement constraint (box) of a Family forces you to create Families taking into account the dimensions of the vehicle... hehe... no choice : Family Big ego .. uh... big car ! Or, you need to create new car props in the small model range. Oh yeah, those .. tanks .. don't fit in parking spaces. !! Real or Sim ! These parking bays are really nice!
  5. Show us What you're Working On

    It's great to see you back with such exciting projects!
  6. Art Deco Commercial Pack

    Simple and effective! And the added bonus is that it's on the walls!
  7. Show us What you're Working On

    Eeeeh ! And that's already, definitely better!! ...Héhé Nice "catch-up"! Wow ! I hope you enjoyed making it as much as we enjoyed discovering it here! Hats off to you!
  8. Show us What you're Working On

    Aaaargh ! Sorry for you, request a refund, pfffff, ..However, cardboard painted to imitate bushes is very trendy this winter. Whaaaat...I said something stupid ?
  9. Show us What you're Working On

    ...even better... laurel or boxwood hedges! .. and this shapes and cuts, cooool ..
  10. Show us What you're Working On

    Personally, I'm not shocked ... it doesn't sting the eyes, so...it works very well!
  11. Font Finder

    ..more of this type : https://www.dafont.com/fr/linux-biolinum.font
  12. Font Finder

    To identify certain fonts, you can use this site; I'm not promising anything, but it might help: https://www.myfonts.com/fr/pages/whatthefont .. Don't send a large image, just a text excerpt... The one you're looking for (Sega .. Genesis does ...) is -> Gill Sans : https://font.download/font/gill-sans-2
  13. Show us your MMP work

    @11241036 and @kergelen beautiful natural scene…
  14. Scoty's small tinkering

    Ouch, There's a lot for me to take in! Interesting .. And... amusing: "Sim 3D"... quite simply! => A very reasonable philosophy, even for a game! Separate the raw data from the processing and the "display"! We adopt this approach in many areas. It's a real shame that the data exchanged between EA and these modders wasn't "transmitted." That would have opened up a lot of possibilities for us.
  15. Show us What you're Working On

    Oh Oh Oh, but I have a good idea of what could be done ... ... Seriously, with the first rocky texture,a fine brush (+-1m) for rocky outcrops on riverbanks, at the foot of cliffs, and a wider brush to follow mountainous relief, over wider fields ... As for this last texture, others have tried such brushes, but here you have a beautiful texture.The roundness of its overall shape is excellent. The material, with just the right amount of "cracks"/relief for wide fields like the one you just showed us, But as always, I would recommend a fine brush (1m !) of the same material, for paths, edges of terrain, mud runoff, etc. ... But of course I have no idea how long it might take, sorry, I got carried away with my dreams ..
  16. Show us What you're Working On

    @Barroco Hispano ... oh ... a brush !
  17. Scoty's small tinkering

    First of all, thank you for the links and the information contained therein.. Although I'm completely overwhelmed by the technical information presented by Andrew Willmot, I'm particularly struck by page 27, regarding the accessibility that could have been given to "non-engineering artists" for the "animations/effects" mentioned. But apparently, it's blocked! You say? I was hoping that you (or another coding pro, no pressure ) could intervene and, one day, offer 3D modders a way to rework the "animated" Sims and the "algorithms" that manage, for example, this strange football match - where the game often continues outside the field! We can guess the movements as in a Rossler "attractor", ...ok ok .. with eccentricities! Personally, beyond the "movement" of objects, the graphic designer in me has always screamed like a madman about the enormity of The Sims (With, pun intended, I stand by it). I would be willing to replace them with "static" ones but with the design, definition, size (especially the size), of the Sims from AGC! Which fit perfectly into the environment 133%, of networks and buildings. Which would make this football match even stranger, I grant you .
  18. Scoty's small tinkering

    This morning, for breakfast... between sips of coffee... (hey, I've seen that somewhere before!?) ... I thought to myself: What if I shrunk the Maxis soccer ball!? I already don't like football, but if it also has to take up 16 precious pixels of my screen... An elephant balloon, right? Before After No Kevin, it's not the playing field that changes in this DAT! Just the ball : soccer_ball.dat For those who are interested, the match is (+/-) between 12h and 17h (SC4 clock).
  19. Yasaka Island Shrine

    Beautifully done! It's peaceful... all that's missing is the birdsong... Thank you for these scenes!
  20. Scoty's small tinkering

    This morning, between sips of coffee, I was thinking... what if I completed my MySim collection? Is that true?! Who wouldn't want to complete their collection? ... thimbles, painted plates, or rattan Darth Vaders! Since I don't think this warrants a full article, I'm offering my 42 ready-to-use Sims portrait BMPs here. Just the BMPs! That's all, and no questions! As for the rest: Name, astrology, ... HEX file ... ...in this article by Cori and CB, you will find all the descriptions and tools to make your own Sims set : Here are the 42 Scoty-style portraits : Scoty_MySim_01-42.zip ... have fun on this beautiful rainy day... and doesn't want to know anything about your little corner of the Earth where the sun shines brightly!
  21. Scoty's small tinkering

    Exactly! Since I was careful to "crush" the T21s from the NAM... only those will reappear! ... have fun !
  22. Show us What you're Working On

    Yes, yes, yes! And I see that there are already some interesting things in your collection... even for a European. ..
  23. Scoty's small tinkering

    @SneakyDeaky Oh beh ...I had completely forgotten about that plugin .. Note that this allows you to select (by deleting a file) which network you apply it to: street, OW, road and/or avenue. If you don't want the decorations and scenes (trees, Sims, etc.) in WW-Firenze and WW-Detroit, it's simple: locate and delete the files that contain "_T21_" in their name. Only the T21 elements from NAM will remain — very few objects. Oh yes .. Creating T21s games – like those in my SAMs – is long and tedious, at least when you want to cover all the segments of the SAM and the various variants that SC4 allows on a network. Canceling the T21s from the NAM on the SAMs would be... hmmm... quicker. But I won't hide from you that it won't be on my agenda this .. semester + ...
  24. Scoty's small tinkering

    Hello, ... I'm glad you like WWStreet. My plugin doesn't affect the T21s – trees and other props – on the roadside. As it stands, WWStreet only corrects about twenty Maxis/NAM sign positions. So you inherit the trees (...) from Maxis.It is possible (I wish I had the time) that I might one day propose a T21s module for WWStreet, as I did for my SAMs. In the meantime, to change the "content" of the streets, you need to add a plugin such as, for example: ST : bsc-sfbt-street-tree-mod which offers tree changes and adds various props like parking bays. I highly recommend applying my corrective "patch" : SFBT Street Tree Mod - REVISED !! If the goal is - really - to remove the trees from the streets, then a plugin is needed that redeclares the existing T21s (maxis, ...) and partially empties them of their contents... I don't recall seeing such a plugin on STEX, but I could be wrong.
  25. Show us What you're Working On

    Wow, thank you! ...and even something to simulate a garbage collectors' strike ! Awesome!
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