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Showing results for tags 'sc3 urk'.
Found 2 results
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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. -
A loose impresson of the Battersea Power station Battersea_PP_Gernot.zip the zip contains the .sjs file for this building, use sc3 urk to extract it to your building list. I'm pretty sure it can be made better, this building i created for "Phoenix" (pioneer space sim) and not for a city sim, for good reasons i like to keep the polycont in limits, while just to render it in blender or a similar program you can have as much polygons as you like. But they are ok to show how easy it can be to make good looking sc3k buildings using such a program. To be honest many of the following buildings you will see here are adaptions of SimCopter or Streets, also i felt so free to reuse some textures (snippets). It's a good starting point even when they are only 32x32 pixels, they way you "plaster" a wall using them is somewhat similar as using the BAT. Above walls of the towers are this: (do not use the jpg's, ask me per p.m. if you like them as .png, but do not wonder if they are palettized to a minimum of planes, i use them in Pioneer and less is less, means it's still a wise thing to use palttized textures) I guess it's quite obvious how to use them, each texture (material) needs an own geometry (e.g. a quad). The planes of the towers have three sections on which the texture is repeated, bottom and top section are the guessed height for a tile, here 3x3meters (usually i use 3 to 6 meters for industrial or commercials and a floor height of 2.5 meters fo residentials). If the plane is 30m x 60m you will repeat the texture 10 x 20 times (bottom and top section 1 x 20 times i.e.). As further example an original SimCopter building (thingmajig): To keep the scale of sc3k you can simply translate pixels to meters, means one cell is 16 x 16 meters, this will result in an ideal scale for the game which i.e. isn't the case for the powerplant, it's 1/2 of the scale and still to small compared to the original building (128 x 128 meters ideal would be 64 x 64m for a 4x4 tile).You cannot keep the scale for the large buildings, they aren't in scale anyway in sc3k, guess of the Nuclear PP, in reality such a block is esay 300 x 300 meters wide, i made a dense one for Pioneer which is 150 x 150 meters and this will result as well in an 1/2 scale (a little less even). Sidenote: Simcopter uses tiles sized 16x16, 32x32, 48x48, 64x64 meters, i guess this never changed since sc2000. If one would create a complete building set he of course could keep this scale (1/2 of sc3k, it would also make the to dense appearance of sc3k better) though that all buildings will be in scale, this also would give you the possibility to shade the buildings different, means instead to have two lit sides only to lit up the south facing fassade (view direction north). I didn't because they won't fit to the rest in this manner. I even guessed of a "night side" keeping it this dark that you can see the glow in the windows. What is of interest is for sure how to lit the model and which camera angle i use. The "lamp" is set to sun with a relatively high power of 1.0 - 1.5, the angle i use from top (x axis of the lamp) is 45°, the z rotation depends on the view angle. if the camera has a x rotation of 60° (this results in the proper angle for the isometric view in sc3k) z rotation of 45° to the model the lamp will have a -30° z rotation (30, 120, 210, 300 depending on where you start, where the model is facing to) i hope i didn't mixed it up, it helps if you keep the shade in the render preview to check if the light has the right angle). As a rule of thumb the lightsource has an angle of x 45° and z 30° to the object, the camera is in top view on the lower left corner and points in a x 60° and z 45° angle to the center. The 45° x rotation of the lighsource isn't a must but i felt it looks closest to the original renderings, x 30° will lit the top more up and a x 60° will lit the front face to much, but feel free. Let's assume it's 3 o clock in the afternoon at march the 21th (equinox). I simply add standard ambient lighting strength and a standard ambient occlusion of 1.0 Factual shade is off because we haven't in sc3k (but one could use). The camera is set to orthographic (obviousely, we like to have an isometric result). If one likes he can simply add a bumpmap based on the used texture, it's not the ideal thing but works fine for such a rendering you downscale to a little image. By and by i will post more, but i have no own web connectivity thus i can't post (or read) often. I'm aware this was only a very brief instruction.

