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Everything posted by Gernot66
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Hey! I'm new here. So... I've made this landmark for SC3K using the Rendering Kit.
Gernot66 replied to Mayor Torres's topic in SimCity 3000
That's a paint job? I kneel in respect.- 10 Replies
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Cheat engines are ok but it's a hell if you have to bypass such junkware, i use since decades a simple but powerful hex-editor (Tiny Hexer) which can browse as well a running task. It's not as easy to find the respective value if you loose/gain like with a cheat engine but results in the same. Perhaps a bit advanced i'm aware, it's like working with the cheat engine of MESS you have to know the adresses and find them yourself. Gell? 255 marios
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Show us what you are working on in SimCity 3000!
Gernot66 replied to SimCityHawk's topic in SimCity 3000
I principles nothing is wrong, it's just that you look at your building from the wrong side, by default is the lit side on the left (for image 0, or the south-west facing front, in other terms view direction north-east). Your building is displayed proper. If you expect that the "blue stripes" should face south-west then you built the building "wrong". Changing this in the BAT means a complete rebuilt - i know. But as long as the lit side is on the same like the rest i see absolutely no problem. It is somewhat important to know in advance which you like to be the lit or south facing side. It's like i would say this one is "wrong" because i liked to have the front as lit side and not the side of the building. But made is made and unfortunately i made the same "error" for both "Riegelhaus" ("Fachwerk", half-timbered) i made. Not really wrong but i understand you.- 212 Replies
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Some questions regarding the Rendering Kit
Gernot66 replied to Tyrannodokuro's topic in SimCity 3000
Was this pointed at me? You can still use the SC3_URK to add somethuing to an existing builing it's just a bit tedious but usual image creating. I made an example for this, The trees are good old cutouts from Streets of SimCity, in the zip you find the rendered images without any trees and a couple of trees use. I guess it's obvious how to use it, it needs some imagination to find the right positions. Just as an example how to use the SCU_RK if you don't use models to render, while honestly it isn't that hard, it's a learning by doing and buildings are a rather easy stuff since you can create all from a cube, no advanced geometry and just to render them for SC3K you won't need to respect a lot of things you else have to. hospital_naked.zip (i can't add the originals since this exceeds the filesize and meanwhile i changed the floor to "lawn").- 19 Replies
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What about an old helpful proggy? I (still) use the "Map Editor" from anno domini, it runs fine in win11 (except that it argues about a missing buffer but never mind). Apart from raising the terrain you can perform some simple tasks like to tilt the map and more advanced operations like fractal mountains. It's a bit difficult to select regions but if it's just to raise a map perfect. Unlike another old terrain ed i used it displays correctly just that the very basic 3d window needs a lot of time to be updated (the missing buffer i guess but i swear it wasn't faster back then, much slower even). For your task just "select all" and raise the terrain (unfortunately only) increment by increment. examples, first after decades of not using it, "one click" and it's done. A more "sophisticated" idea, a map i created using a fractal terrain generator for SimCity Classic. it uses only three colors (1 bitplane in fact but the "channel" i don't need, each is definitively a height difference you can't see this in SimCity Classic but if loaded to SC2000 they show a height difference, for SC Classic it's just channel, sea/river, open land and forest), sure in this colors it will end up extreme but i used gimp to use a greyscale which differs 10 units each (i.e. from 0x808080 to 0x909090). Finally i loaded this rough layout to the mapeditor and it resulted in this quite heavy to play map (you can't build without the bulldozer). the hills i created by selecting the "forest" with the magic wand, that's why the three colors was ideal, it's else hard to select a region in a generated terrain but this made it easy. the proggy: sc3maped12.zip the final terrain "Userousu": Userousu.zip It's an .sct, means a "real city" terrain, just rename the final map incl. trees and rivers from .sc3 to .sct and you can start it as terrain with your settings. I forgot the greyscales, Albobata.zip Both names "Albobata" and "Userousu" are generated as well. I didn't came far with this "crumbling land". And now i like to see the frickin' craziest terrains ever
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Done... Church (residential) R_1x1_St_Simsun_20240224.zip --- Time is up (for today)
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"1000 beds" in this? they will be still piled up in this, The real advantage of this SimCity Classic Hospital is that it is to identify from far (in comparison). Perhaps i should use a different medical vehicle, yes i'm aware finally it's just a "dot" that's why i used this primitive model. Btw, the medical van is from SimCopter. If i would use the one from Streets it will be somewhat more detailed like these, I see that my files get a little more attraction on the buildings download page, the thing is i don't like to post them there because they aren't finished, i rendered them more or less as i made them for "Pioneer" and it needs some time until i know what i like to change, i.e. i guess my lawn is to dark thus i copied the one from sc3k transformed i back to a quad and used it as texture for one bilding but until only one others will follow (or not). It was worth the little effort. from this to this I guess i only will apply this on residentials and leave i.e. the hospital as it is now (suggestions and critics welcome, it's not that much work i'm a lazy modeler and often to easy satisfied). Recently i'm satisfied with it but who knows if i change my mind tomorrow, i could add awnings, never did so but i guess it would look fine. It leaks of "life" my rooftops are "empty" in comparison, on the other hand as i worked as fitter on the construction site we don't put the stuff on the roof the supply is in the basement, mostly only the aircondition and chimnneys to see (little of, most is even here in the basement), even and especially commercial or industrial buildings far more organised as when i compare it to SC3k or shots from US cities which to me looks like a random mess, like made by someone who don't know where to start, or each does his thing without to organize it with the other supply technics. As one can see i started a simple name scheme for my buildings, R,C,I,S and the tile size before the name (resp. function of building the name can differ) plus that the zip has a date stamp. Again the images are included to leave the opportunity to (pack and) rename the buildings (or whatsoever). Classic Hospital S_3x3_Hospital_20250224.zip Disinformation Center (SimCopter School) S_3x3_School_20250224.zip Bewezett (Berufs und Weiterbildungs Zentrum) S_3x3_College_20250224.zip You can pass by a building everyday yet you won't know how it looks exactly, i mismatched the "struts", they aren't yellow they are of concrete. Hunwong ("Wohnung") R_2x2_Hunwong_20250224.zip Tetromino (Streets of SC, abandoned 7) R_3x3_Abandoned_7_20250224.zip Communist (Streets of SC, abandoned 8) R_3x3_Abandoned_8_20250224.zip Saint Simsun I'm not religious at all but it looks good, i use it as a rare upper class replacement, make it historical and the lawn around to. It will be changed soon (why not now?)
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And pardon me for mixing it all up, but i play SimCity since 1989 and if i'm in the right mood then i do dig out SimCity Classic, or the above sc2000, it's still a good game to play, foremost both have a faster paced gameplay. coming up next (even if i still have others in reserve): "Chrüüzcheib" just this was made for Pioneer and is far to large for SC3k as hospital (about 120m x 120m, "chrüüzcheib" = the lure which is hanging from the cross). Let's get rid of this "sc2k-ish" hand painted hospital which hardly suits to the rest of buildings (even if i respect the effort behind much, it was made by a real pixel monkey).
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"Who the heck is Escher?" a little dwarf hidden in the sc2k design I know he's not famous and i don't like that, imho he was a fantastic artist and far to less honored for his work. An "illustrator" and illustrators can be as good as they like the will never reach a chaos in blue which depicts only the artist emptyness in his brain. Check out archive.org for "Metamorphosis" and get fascinated "the real wonder is that we can wonder at all" Maurits Cornelius Escher. "Where is the link to SimCity?" In the design of certain sc2000 buildings, especially the office tower 2 or the office park. They aren't the only ones, when i worked on the SimCopter models i had a sort of "escher-flash", i mean i suffer from this, my mind sometimes can't stop flipping between convex and concave, it's a curse - or a talent. Sure it's caused by the isometric depiction, but i do have this problem, often when i work on a model i get confused and sometimes it's hard for me to determine between convex and concave (resp. inverted and proper shown). Yes i didn't matched it exactly and it wasn't my goal neither, i recreated the cube from remembering, and for this it isn't bad also his cube is a "cheat" mine is a real object but an illusion as well. an illusion which only works perfect from a given angle and in orthographic depiction. as comparison "man and cuboid" (woodcut printing) The rest is a reminiscense to older games which used escherisms, "q*bert" and "Illusions" which unfortunately never was released by Mattel (and i don't have a glimpse of an idea what the gameplay is about). Commander Keen doesn't reminds of this but well he needed a home (on mars). Dunno if i will put this in sc3ku, i made it as fun building for my Pioneer Space Sim release, but i showed it off because of the cuboid, i could have chosen the museum it shows the same cuboid. get inspired: https://archive.org/details/EscherMetamorphosisMachine
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Version 1.0.0
49 Downloads
This is a SC3URK suite (.sjs) and not a BAT building that's why it is zipped, i don't know if the .sjs format is accepted here and as well because it includes the four bitmaps of the building, for pleasure or if that is just to give the building a different name (perhaps one will dislike my cheesy names). Of course you will need SC3_URK to extract and add the building to the list of buildings. I won't upload many here, not before i can say "it's finished" and this is rarely the case. -
Anyone have images of cities using my buildings?
Gernot66 replied to Quelquechosedautre's topic in SimCity 3000
You sir are quite productive as i have noticed, ever thought of leaving the BAT behind? Wouldn't you like to get rid of the limitations (especially the brick size), or create trees and hedges for your park which won't look like a brick? Personally i guess that a clinged on much to long to the BAT back in the days, i was advised and can only repeat this advice, try to use a CAD and render them, it's to see that you are capable of it and have the right imagination and it's not much harder as to use the BAT once you have setup the software for this task. Using blender it's a play imho (yes i wasn't always this experienced but trial and error are my friends, "probieren, probieren, probieren".) I commented "it won't take you longer as to create a prop" and it's true, i made a short tutorial and it took me 50 minutes to build, render and process the four images. Sure it's not a race but just to show how much further you will get with the same effort. When i needed days back then for this, it will only cost me one day to get a better result, a far more personal one as well. Yes it's BAT not BAT+, i guess i lost all i made using the BAT+. Dunno if i will use one of your's in general i like to avoid the blocky BAT buildings i would have a couple of them myself. As i already commented i like the maple syrup bottling plant, this could fit. ("ich will dich bloss anfixen", i just like to make you addicted to) -
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Show us what you are working on in SimCity 3000!
Gernot66 replied to SimCityHawk's topic in SimCity 3000
Looks impressive dude. But i don't think it's a problem of the OS, i use DXwnd to window and scale up old games (works also fine for sc3k), i can't see any choppiness. But on the other hand i don't have such an oversized screen and it even would confuse me (you will never see the whole scene at once, ever though about that?). But never mind what a pong player has to say :). It's still an impressive setup.- 212 Replies
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Show us what you are working on in SimCity 3000!
Gernot66 replied to SimCityHawk's topic in SimCity 3000
Hi there, the question is which is the right side? Since you won't know where the building will popp up either of the four sides is front. Guessed it would be on the other side of the road it would have its front facing the street. I understand the problem but there is no solution, look at the grocery on ther other side it even faces the "wrong side". You was just unlucky in another quarter of the city, under different conditions they will be both right or one and the other or like here both "wrong". One is a fits perfect the other not at all. What can be done is to design the buildngs less defined, in example at the "Tetromino" it's from Streets of SimCity and it has no defined front side, each can be front and will look well when facing a street (in streets ).- 212 Replies
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Some examples "Percolator", it's not a real world building yet it is one - it's made based on what i remember from "Leibstadt" (CH) where i worked as service personnel for almost 20 years (only a month per year, resp. service turn). Imho it comes closer as the one in the games, less oversized but still 1/2 scale of the rest. YourSoft_Nuclear_PP.zip (sc3_urk suite and the four images) "Futurama" Obviousely a Landmark Make sure to check "Unpack as Landmark" else it will end up in the buildings list. YourSoft_Futurama_Landmark.zip ...and another such outcast from Phoenix (Pionee Space Sim). A lot of empty space - yes. YourSoft_Retrorama_Landmark.zip Who cares for the real world, "real" is this: (just to show where they are from) back to SimCity looks like i can't upload all today, but it won't matter revisions are on their way. the classic sc2000 medium codominium 1 SimCopter_M_Condo_1.zip the school SimCopter_School.zip and the museum SimCopter_Museum.zip an hommage to M.C. Escher
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I was quie busy over the weekend, but it's also easy the buildings are already made. I made a tutorial, but i guess i need to make a new one, i changed some of the settings for the lighting and mostly i still was a bit confused with the rotation of the light in respect to camera angle. In terms i now light up the model still in a 45° x rotation but now z is 22.5° instead of 30°, it lights the lit side more up resp. leaves the other a tiny bit darker and this comes closer to the original artwork. Speaking of artwork, i guess some are paintings in the same manner you painted a sc2000 building, just all four sides, the hospital in example clearly shows in a close up view the sc2000 style. The rest is i assume a combination, you render a building and work on the result, at least it looks to me like, with a little experince you can add props like trees or cars like to a bat building - on the other hand if you have a few simple models at hand you can also render them just that it will look less natural except you put a lot of effort in the model and i guess in this case it's easier to to alter a pixel here and there. I haven't tried yet but i guess it's obvious, that's also behind the idea of unpacking buildings, assumed you have a bat (not bat+) building you for sure can add a lot of soul to it in this manner. This school leaves a lot of space to add details, sure this can be done otherwise like this, Both have their roots in SC2000 resp. SimCopter. I can offer you already a handful of buildings but expect changes since i need time myself to see them in the running game to decide what i iliketo change or add. Feel free to work on the images i will post them together with the sc3_urk suite (.sjs). The scale isn't ideal for all for some there is no option left like the Battersea pp or the nucear pp but others i have to change the scale. The 16x16m per tile doesn't suits exactly, it's fine but it looks to me sc3ku buildings are a bit stretched in height. On the other hand the "m_condo_1" above fit's well in scale and is 32x32m. Besides the sportscar is form streets and the other are from SimCopter, latter are very simple but alright for the final result.
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Thanks, that'll help, even if nothing is lost since then i still keep the same crap. I haven't looked up what i posted before, but it i assume it's either sc2000, streets or simcopter related, perhaps even sc3_urk, i made a few renderings many years ago and the images are still on my hd.
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Hi, i was already present here (2018) but i looks like i forgot my login (the machine as well). I guess i din't posted musch, some stuff for SimCopter and Streets i assume.
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Before i leave i post the few other i already rendered for sc3k. "Allegro" a simple residential, not very ompressive and ontentionally made for "Phoenix" To be honest front and backface are almost the same, it's more as enough for a background object which has else no relation to the game (Pioneer). Folloing one is even more identical on front and backface and a bit to large for sc3k (about 96 x 96 m) "Bienenkorb" Perhaps this looks somewhat familiar, it's based on the Museum in SimCopter. Last but not least (for today) the "Maxis Theatre" Both models are nearly untextured in SimCopter (they use one single very simple texture), this is what i saw as i stripped the texture from it, something roman. Museum_SC_Gernot.zip Maxis_Theatre_SC_Gernot.zip Bienenkorb_Gernot.zip Allegro_Gernot.zip tschüss bis dann...
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Some questions regarding the Rendering Kit
Gernot66 replied to Tyrannodokuro's topic in SimCity 3000
In general, BAT and SC3 URK aren't compatible, you can extract a BAT building to BMP's work on them and pack them using SC3_URK that's all. But i suggest to switch to SC3 URK, the BAT is clumsy compared to i.e. Blender, creating buildings and textures isn't really hard, in the time you creaed a prop you will create a building (once you are a little experienced). Shading (i.e. ambient occlusion) and bumpmapping is a your hand and not left up to a standard. If one takes him some patience he can create in this manner buildings which look as good as the originals (except animated stuff like smoke). Not only for sc3k i did this tediuos work even for a sc2000 building set just to reflect the buildings of streets in sc2k to build better scenario cities - knowing in advance how they will look like. I already posted an example, but i guess i better open a thread for my buildings and it might be useful to create a tutorial how to use blender to render for sc3k and how to make in a simple manner quite good looking textures (old skool).- 19 Replies
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Some questions regarding the Rendering Kit
Gernot66 replied to Tyrannodokuro's topic in SimCity 3000
looks like your little issue is solved.- 19 Replies
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Can't use custom buildings in SC3K, or the Building Architect
Gernot66 replied to Tyrannodokuro's topic in SimCity 3000
Hi, in which folder you installed the game? "programs x86" is a secure folder and often games cannot write to it, because of this i usualll install old turd to games. One need administrator rights to write to "programs x86" and often the game can't even if you started it with administrator rights, i hate this paranoid stupidicity but i'm not responsible. I run the gog version of sc3ku on win11 x64 and it runs flawless, but as i said i installed it to "c:\games\maxis\sc3ku" and not in the suggesget folder "programs x86\.." I just installed it to see how my leftovers from simcopter will look in sc3k. To get the rendered images in sc3k i use sc3_urk (but this won't help your problem, but try to install to a different directory it could help).- 8 Replies
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