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Everything posted by AP
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Ah, the Köln-class is the F120 class with Frigate Köln carrying hull number F220. Also very beautiful ships! Alternatively I love SMS Mainz light cruiser from Kolberg-class I think this one was in WoW. Unfortunately I did not. I described it in the ReadMe and the "About this file" section. You have to plop it on an iseland that is hidden under the vessel. Not ideal Accordinng to @mattb325 it is not possible to fix that for props. (Maybe an excellent modder can come up with a solution)
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@Barroco Hispano Haha, Please do take the thorne away from me, I am always so excited for new models from you: If I may request one, please do a frigate type F122 Bremen-Class (first type I ever sailed on <3) I did not really resolve the reder issue, I broke the model down and made it into several props, which is not ideal for ships, since props sink to the seabed when plopped on water and lighting rendering is difficult
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I am more than thrilled to announce that I am able to publish my latest project and can finally move on to my next idea. This last one really took it out of me and the result is not perfect, but I decided that it is time. It was quite a large model and very complex: I created a wind turbine installation vessel from the example of the jack up vessel PACIFIC ORCA. These type of vessels have the ability to be lifted out of the water by lowering six giant jacks to the seabed to conduct heavy lift operations. It is available for download here:
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Ran across another issue and hope someone can help... I have a building that I want to plop on water, therfor I removed the base texture (that works fine, in game testing looks good). Then add the line "LotConfigPropertyWaterCompatibility" to my lots exemplar file to make it water ploppable and then this happens: it looks like the lot now hase a very foundation (you can see that brickwall around it if you look closely). This was not the case before I added the line for water compatibility... I remember using this method before and it worked just fine, no idea where this is coming from (we are definitely missen the facepalm emoji here) FIX: This issue has been caused by the type of building i selected for the model in PIM. I used the "harbour building" which appearently does this offset when removeing the base texture. Using "waterfront object" instead fixed it.
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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Thank you very much mattb325, this advice is absolutely crucial and I think it would be worth putting into a tutorial! ... it will look like this: -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Understood, I was under the impression all LODs need to be cubes of the same size... I cut down the high objects of the model to make it smaller and the render starts now however it crashes showing the following: -- Error occurred in FnExportAllZoomsAndRotations() -- Frame: -- zoom: undefined -- timeStr: undefined -- numOfSteps: 22 -- ModelName: #stModelName(compassNames:#("S", "W", "N", "E", "NS", "EW", "X"), nameParts:#("00030", "A_1P_JUV", "UserModel"), destPath:"C:\Users\Adrian\Documents\SimCity 4\Plugins\", tempSubDir:"C:\Users\Adrian\Documents\SimCity 4\Modding\gmax\gamepacks\BAT\Temp\", zoom:5, rot:1, mUseNamingConvention:false, kPropertyFileName:"File Name", kPropertyModelID:"Model ID", kIntS3DTypeID:1523640343, kIntBuildingGroupID:1873952754, kIntFSHTypeID:2058686020, kIntFSHGroupID:1873952754, kDefaultInstanceID:"0x00030000") -- thisModelType: #building -- starttime: 60529062 -- bHasNightMats: true -- curStep: 3 -- lodNodes: #($Box:TB2_TempLOD1_Box @ [2.674999,-13.500000,0.000000], $Box:TB2_TempLOD2_Box @ [2.674999,-13.500000,0.000000], $Box:LOD3 @ [2.675000,-13.500000,0.000000], $Box:LOD4 @ [2.674849,-13.500000,0.000000], $Box:LOD5 @ [2.674849,-13.500000,0.000000]) -- nodesToSave: #() -- errorMsg: undefined -- success: 6 -- destPath: "C:\Users\Adrian\Documents\SimCity 4\Plugins\" -- datName: "C:\Users\Adrian\Documents\SimCity 4\Plugins\A_1P_JUV-0x5ad0e817_0x6fb23ff2_0x30000.SC4Model" -- called in btnExport() -- Frame: -- quality: undefined -- bExport: true It's really starting to be an enourmous waste of time... really frustrating considering that I spent hundrets of ours modeling this and now nobody gets to use it. It seems to happen when it changes to the next angle of rendering In HD as well as in SD export even at "Draft". How small do the LODs actually have to be? you seem to have a few very small and some larger ones. If I have to use dozens of LODs for that and then reassemble them in the LotEditor I am not very motivated to do that... are you using a script for those things? or are you manually creating and moving around those 3 LOD boxes? -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
@Jasoncw Thanks for the tip. I am however still facing issues and am pretty devestated about not being able to export my Model. Do you have more advice on how I could approach it? The Model is a Wind turbine Iinstallation Vessel that is 160m long, 50m wide and 100m high. I tried using custom LODs (20x50x100, see first one in orange on the bow, the rest as scetched in red in the screenshot) that cover parts of the ship at a time but when exporting, BAT either crashes, or shows the error message "code 4" or "unknown exemption". Do I need to use even smaller LODs? How should they be arranged and what is a good size? @Barroco Hispano I saw that you are able to export giant ship models, how are you approaching this? -
How am I ever going to get this rendered....
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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Would I be able to put props on the deck if the LOD box is as high as the bridge? Would the props not just fade away? that's what happened to me when I tried to put props on the bow... -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Hi Jasoncw, thanks for the reply! So if I understood you correctly, I need to put my own dimensions to the LODs and render parts of the model (eg. 0-40m, 40-80m, 80-120 m) how would I proceed with that then? define one .sc4model as building and the others as props and assemble them back together in the LotEditor? The other problem I would have with that then is that I put lots of other props on the deck (which I got from other prop packs and don't have as gmax models, like the container and people) these would disappear then, since they are stuck within the bigger ship sections. Is there a way to solve the problem with the lighting like suggested in my post? -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
I need to raise another question on lighting myself here, regarding props shining lights on other props. (described using the following picture) (1) the bow section is the building of the lot and rendered with normal lighting (unfortunately the vessel is so big and complex that trying to render it as one model [over 300MB] keeps crashing, therefor I had to split it and the working deck with the jacks and cranes are all props added to the lot.) (2) now I have the problem that the light cones stop at the border of each prop and I cannot light up my deck properly (3) I tried adding other props that have lighting to see if it is a general problem, but this standard MAXIS lantern shines without any issues on the base texture and on the deck prop (4) (5) My own light pole, even tho it comes with Target spots, does not light up anything (which makes sense, since these spots are only used to shine the light while rendering, and the program does not know that there is a light source once it is converted into a prop.) (6) If I include a random ground surface in the LOD limits you can see the spots do light it up while rendering, but that is obviously no solution to my problem So...long story short: How do I light up my deck? -
BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Hi Rott, I came accross that exact same problem lately (see: https://www.sc4devotion.com/forums/index.php?topic=18785.msg536197#msg536197) and I solved it by doing the following: When you create a new texture in the Material Editor and go back to the Parent (1) and then tick the box for Self-Illumination select a color and play with the Opacity (2). That adds some level of glow to the texter in your night render and it gave me pretty nice lighting for my vessel while still being able to use the night windows in the way they they were intended to. (1) (2) If you need further info on how to do that just let me know, I am more than happy to explain it in more detail. It is kind of sad, that all this knowledge gets lost and the tutorails on how to work with it are rather bumpy... -
Almost Luxury ships are not really my center of intereset, but also not too far off: the service and the amenities on these vessels are awesome! @Art128 glad to hear that there might be someone who is going to plaz with it! It is gonna be something like this: https://www.marinetraffic.com/en/ais/details/ships/shipid:125055/mmsi:210548000/imo:9601326/vessel:WIND_ORCA
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My latest project is drving me insane... Can anyone guess what type of vessel it is?
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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Has anyone ever come across the following while exporting with BAT: Export failed! Code = 12 Is there a proper list of error codes? I didn't manage to find one... Any help is greatly appreciated. Thanks a lot! -
@Dead_End something like this? V1.1 is available with turbines in 3 different versions:
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Absolutely beatiful... the speed which with some of you guys are modeling is insane! I also have a new addition available for download: An offshore substation (OSS) as it is used in offshore windfarms to pool the energy from the wind turbine arrays and transform it to a higher voltage level to then transmit it ashore through the export cables.
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Version 1.0.0
579 Downloads
This is an offshore substation (OSS) as it is used in offshore windfarms to pool the energy from the wind turbine arrays and transform it to a higher voltage level to then transmit it ashore through the export cables. The hoses leading into the water on the Jacket are the so-called J-tubes that feed in the subsea cables. source: OWP Butendiek (17.01.2021) https://www.owp-butendiek.de/technology/substation/ Below is some inspiration how to use it: -
yes it does, 3600 (kW) I don t know the SIM unit for that really
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I have a new addition as well for the offshore wind industry: available here: As a next project I plan an offshore substation and some installation vessels, to get the wind turbine components out from their lots at the port and to bring some life to your offshore world.
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Beautiful! Thanks
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Version 2.0.0
1,181 Downloads
This is an offshore wind turbine generator (WTG) as it is widely distributed in European offshore windfarms. It is inspired by the SIEMENS wind turbine 3.6MW with a rotor diameter of 120m known as SWT-3.6-120. source: windfair.net (14.01.2021) https://w3.windfair.net/wind-energy/pr/31349-deutsche-windtechnik-siemens-riffgat-offshore-wind-farm-turbine-ewe-maintenance-service-provider This File contains one wind power plant on a 1x1 lot (located in the power plant menu) with a production of 3600 and O&M costs of 125$. Below is some inspiration how to use it. Thanks to the simtropolis and sc4devotion community especially Simmer2 for lots of support, patience and advice during the creation of this lot.- 3 Reviews
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BAT - Getting Started Guide / FAQ / Resources / Help
AP replied to Jasoncw's topic in SC4 BAT & Lot Workshop
Hi everyone, my model seems to get missshaped while rendering, even though my rendering preview in gmax looks perfectly fine. Has enyone ever come across that and knows how to fix it? Help would be greatly appreciated. Original Model: Output:
