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Spamoidutout

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About Spamoidutout

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  1. I feel like @rivit's point of view on this and mine are not the same... and I hope he didn't take it badly when I said I didn't believe his method would give the same results as mine. What I do requests actions that can only be performed in photoshop (for now). @xxdita, once a building is adapted using my method, it will work with darknite, maxisnite, every imaginable light plugin. It's now reacting like maxis created buildings do. I've made tests and I can see no noticable difference between a darknite render and a building I modified when people use the DN mod. It also allows DN users to use the night day cycle and have nice looking dusk and dawn time. It could also allow builders to only render DN (because you can get better results when using a DN render to work, it allows better contrasts over the day render). I will always release as additional .dat files requiring the original sc4model files. And of course always credit the authors. I made my files as zzzzzz "insert name of the building" and placed them alongside the sc4model files, it works flawlessly. SC4 loads the original and then overrides the night renders using my files. I will ask permission to active and non active builders. Yes will mean yes (duh) No will mean I will keep my files private and that's sad... No reply will mean I will release the files but if the original author finally says no I might someday have to remove them. I will ask said permission HERE, meaning the authors will have to come here and see what it's about instead of just seeing a message and maybe not paying attention and (maybe) just dismiss it not really knowing what it's about. Does it seem ok to everyone?
  2. Mayhem Plaza and Neihu Plaza, now 100% operational. Just a reminder about these buildings, the Maxis versions of both were broken (they contained both MN and DN renders, and DN renders were showing at night... so no actual MN version for them.). These two and a dozen more are almost ready to be released... but still I'm not sure how I should release stuff. It's not really building, but in some cases it's a fix (like the example above). In other cases it's added functionality. What is it???
  3. Can't find it?... Ask here!

    Yep, kellydale does fantastic buildings. It's that particular one:
  4. What to do when custom buildings grow too much?

    Right... the Go away Wren mod must just modify the capacity of all the Wren Insurance lots... BTW is there a good way to determine said capacity? I guess it must take into account the capacity of the buildings of the same category. Edit: I wonder why nobody ever made a "Go away Reflect Systems"? It grows a bit too easily too.
  5. Hi everyone. I've got one question about SC4 bats. What do you do when some custom bats grow too much? (I'm certain you know how infuriating it is when you find a nice looking bat and once in your plugin folder it grows absolutely everywhere and ruins your city) What's the easier way to fix that? (Apart from bulldozing, of course). Secondary question, it probably involves modifying lots... if we do so, is there a need to bulldoze every instance of the building already in a city or is it ok to leave them? Thanks for your future replies.
  6. News! Well just short news. I've now worked on almost 50 buildings. I've reworked some buildings from the Trunite period and they work as fine as the others. Oh, and btw, about DarkNite... I think I've been asked if what I do makes it possible to use Trunite or MaxisNite only buildings with the Darknite mod. The answer is yes, they look great when used with DN. Here's @Jasoncw's Ouellettte Electronics, a Trunite Building, now usable with the DarkNite mod: Here's how it looked before
  7. Can't find it?... Ask here!

    The red circled one is @mattb325's very cool Ivy Nightclub : ... and I think it'll be great news for you that I just worked on a Night4Max version Edit: Damn I just realized I was replying to an old message... Sorry, guys.
  8. Wellington Hotel

    Sadly I also confirm this. it grows on low and quite often.
  9. TANK 5000

    I like how people say "amazing"... when it's broken and will force you to waste time searching what happened in your industrial zones and destroy it.
  10. Centre Place - Bank of Moscow

    It looks absolutely stunning but it seems it overhangs a little bit. It causes problems for stuff trying to grow against it (buildings not appearing) or when you bulldoze it.
  11. Figueroa at Wilshire

    Looks superb ingame. Great job!
  12. PaxMillion Ltd Logistics Solutions

    Looks nice but there is a least one dependency, some ground textures are missing.
  13. Hi, folks. Been completely off for a few months, new job, new appartment, this stopped me right in my tracks for a while. And then had to reinstall my whole machine and backup all my files in an emergency. Some landed in different harddrives and it was a complete mess. I've started having time to look at this a couple of weeks ago and finally managed to regroup my wip files just a few days ago. Now... where am I? As I didn't have the time to take note of everything, I have to rediscover parts of my own process, but I think I went the wrong way to streamline it and make it less time consuming. I think the part where I regroup all the tiles that form the complete textures is unneccessary. I saw @rivit made a lot of additions to his GoFSH tool. The proofsheet function he added will be extra useful I see two ways it could be done much faster. 1 - Having a tool like the GoFSH proofsheet addition but for all zoom levels, and also (and I don't think this exists at all) a tool that would recut the whole textures back to tiles and rename them correctly and automatically (it's still the worst part of the process, it's hard and long to do manually). 2 - Using the proofsheet to find the correct settings for the photoshop actions, and then batch-treat all the tiles separately, without having to recompose or rename anything. Problem is I don't know how to do this with photoshop. Batch treating simple files is ok, but you have to work with separate layers to obtain the alpha and I don't know how to script this. Edit: the only viable solution is the first one. Why? Because while doing some of the buildings I already did I noticed some of them had the night render slightly offset (the result would be sligthly blurry in some parts if left uncorrected) this need fixing as a whole in photoshop and would be extremely difficult to do if processing all the tiles separately. So... I need some help to make the renaming of the tiles easier. @rivit , is there a way this could be done using GoFISH? Or maybe @violins77 (if you're still around and your help proposal still holds), because that part does not need to be visual.
  14. Taylor House R1and CS1 and LM

    Looks great... but sadly the residential version grows in medium density zones (oh and far from stage 8, I'm just starting a region and only have one city with 30000 sims...).
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