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kaimai

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Everything posted by kaimai

  1. Found Custom Contents

    I re-uploaded the Kori files (although I know @pikachu_SQ later uploaded a possibly more complete collection)
  2. Found Custom Contents

    Ok, will keep it here for now—remove if inappropriate / if there is a more official restoration effort in future.
  3. Version 1.0.0

    74 Downloads

    This archive contains as many of the files of prominent Japanese modder Kori (Fox and Tanuki), active from 2004 to 2012 on both SimCity Force and Hide and Seek, as I could locate. Kori's models include three sets of Japanese-style rural houses, a series of public housing apartments (danchi), a large number of civic buildings, seasonal rice fields, temples, a set of historic shops and more. Some of the models are in high definition. Many of these buildings were originally modded to overwrite Maxis lots. I have reassigned all of these new unique TGIs so that they can be used alongside Maxis content and are also easier to find in the buildingplop menu. I have not otherwise modified the lots and only changed the names of building and lot exemplars, and don't know if they need to be otherwise edited (e.g. with new stats, etc). These files may eventually be restored in a more official form but hopefully these can be used until that happens. Screenshots do not show every possible combination of building/prop families or seasonal props. The archives separate Kori's works posted on SimCity Force from those posted on Hide and Seek for reasons of upload constraints.
  4. Found Custom Contents

    I have a possibly-complete set of Japanese plugins from user Kori (Fox and Tanuki). However I have re-instanced most of these, as they were originally intended to overwrite Maxis lots, and also to make them easier to find using the buildingplop cheat. So they are not in their original form anymore but with the closure of Hide and Seek and possible closure of SimCity Force, they may not be otherwise accessible. I haven't changed anything except TGIs and item names, and haven't gone thru to remove duplicate building exemplars or to attempt to translate the gibberish LTEXT back into Japanese characters. I can nonetheless upload the collection (134MB—may or may not be entirely complete) to STEX if permitted.
  5. Version 1.0.0

    126 Downloads

    Not sure if people want to use these, but I'm always on the lookout for smaller wall-to-wall buildings and only really started playing SC4 again after LEX was shuttered. Therefore until such time as the LEX restoration work brings back SG's content in its official form, I created fairly basic W2W lots for 62 (I think) of his buildings, mostly commercial although with two residential buildings as well. These are lotted without setbacks and therefore should visually match most North American-style W2W buildings (although possibly not Smalltown USA or spa's Halifax series). All the model files are in the BSC Common Dependencies Pack labelled "SG Models [type].dat". The only other dependency should be the SHK Parking Pack. (I will be back sooner or later with additional BATs, have just been dealing with a lot of mental health problems)
  6. IRM I-M SFBT Maschinenbau by MatheMan (SFBT)

    The current dependency link for the building model is on the STEX here.
  7. NAM.dll Open Beta

    I'll also have to wait for the Java installer, since I can't get SC4Pac installed and working on my setup for whatever reason. These are encouraging developments though.
  8. Can't find it?... Ask here!

    Apartment buildings (JNR-Apartments) are by NKT, current links to all of NKT's buildings can be found in this post:
  9. AI For Building Creation?

    Yes that's more or less what I expected—it's not much better than photogrammetry at this stage, which has all the same problems (try editing any file exported from Google Earth or the like). There are a few more serious efforts at AI generation of 3D models such as this but it only seems to work for small, simple objects right now, and is obviously much more heavily geared towards the 3D printing industry.
  10. AI For Building Creation?

    has this person gone into detail about the process, results, formats, software/AI model used, etc? paying $4 for a 1.2GB mystery file with AI-generated game screenshots doesn't seem very practical for the average gamer
  11. Can't find it?... Ask here!

    I'm fairly sure all the apartments are from Kei's "Japanese Building Style" set uploaded on Gobanboshi's website, but I don't have a link to it offhand. The commercial building is probably from Rush's zakkyo set, which is here: https://sim4rush.tuzikaze.com/sc4/bat.html
  12. Show us What you're Working On

    I hadn't planned to, since the props are in the BSC Common Dependencies Pack (or similar) and W2W lots are necessarily quite basic, but could do so if there's interest...
  13. Show us What you're Working On

    making W2W lots for a bunch of Simgoober buildings (also some W2W lots of RRetail and PClark buildings)
  14. BAT4Blender

    Quick glass update. In 3dsmax this was considered the "lazy way" of creating blinds but in Blender it was surprisingly labor intensive: half my windows were upside down for some reason (?) so each column had to be manually selected and rotated 180º, UV islands had to be reset and manually shrunk down to ~25% and then randomized, and some of them still don't line up. (Setting a random location on the blinds image using "random per island" also didn't work.) But at least I have something that looks more or less like glass with blinds behind it. Is there a better way to do this? Next texturing challenge for this will be metals (specifically the steel frame). Also I forgot to model a BMU and also should create the actual entrance to the building (and maybe model the surrounding plaza to make the reflections more accurate; currently just using an aerial photo)
  15. Show us What you're Working On

    Here: https://www.toutsimcities.com/downloads/view/1713
  16. ACE's BATs and Blender Tutorials

    Nothing useful to say here, just wanted to say I love everything here and will absolutely apply some of these techniques and ideas whenever my mental health improves.
  17. BAT4Blender

    Did a test render with glass to compare/contrast with BAT4Max glass. As a (more or less) texturing novice... how best to replicate 3DSMax results? I'm aware that the distortion bumpmap is overscaled relative to other BATs, but that's very easy to fix—am thinking more about IOR, reflection tint/distance, anisotropy, transparency and whatever other settings are necessary.
  18. BAT4Blender

    Ok I looked up what graphics card I have and, in retrospect, this explains a lot of my problems.... Anyway I think I'm following this convo. When I test exported MN/DN variants of the small building I shared earlier, all I did was turn the sun off and set the world background to the night color values that someone (maybe Jasoncw?) mentioned earlier, and then added light objects in the appropriate places. Obviously the actual final lighting rig will be more complex and realistic. But if I understand drivers correctly: you have to compose Type Expressions to turn all lights/emissions on or off? Or are those just for setting the day/night rig and then you turn on/off the various lights manually like in BAT4Max?
  19. Neon & Nightlight Billboard BATs

    I've always liked rhino's I'park Headquarters and these by on001222 and these from Roe99 ... and also Mattb325's Ginza buildings: (and of course: )
  20. Show us What you're Working On

    What are people's thoughts on the Blender built-in glass material? (obviously bumpmap, color, etc are tunable)
  21. BAT4Blender

    In this case, with all the textures being images blended together with HSV or Mix Color nodes, I could get comparable results to what I was expecting by just adjusting the values on those: However it is worth noting from a workflow POV that, for whatever reason, a full preview render from your scene was significantly slower (1-2 minutes, compared to a few seconds). With Ace's light rig the preview render is also 1-2 minutes, and textures would have to be color-corrected in the opposite direction (made darker/more saturated, etc). I am still not very good at texturing, don't know how to use procedural textures and haven't really worked out how to use UV maps in blender, but I can upload the blend file with embedded textures if anyone wants to play with it (even if only because it would demonstrate how inexperienced batters are likely to proceed)
  22. BAT4Blender

    Here's a textured model for comparison. "Default settings" are a world background of (0.56, 0.56, 1.0), sun (1.0, 1.0, 1.0) with no emission node, exposure set to 0.47, no changes to the shadows/distance/anything else
  23. BAT4Blender

    BAT4Blender question (@memo, @Fargo or anyone else): what's the current workaround for producing nightlights? i.e., once the night scene is created, how do you designate the FSH files as night scenes and merge the SC4model files?
  24. Tiniest hospital

    assuming this was meant to be in this thread? if so, I'm assuming you meant this one:
  25. Urban Vibravant's BAT Lounge

    One possibility is to place it on top of one of the overhanging diagonal filler props from here: https://community.simtropolis.com/files/file/29797-mgb-diagonal-filler-set/
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