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AntigOne's Projects: Elsewhere.

Started by Badsim, January 17, 2007, 02:14:19 PM

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Badsim

#2520
Hey , would you guess what's becoming true ... ?




... an old dream of mine , for those following this MD since several years ... just a teaser , the thing is scaled 1 ( means 10x8 tiles = 80 textures ) but I did just forget that Sims are scaled 1.3 so I'm gonna enlarge it to 12x10 = 120 textures , that incredible  jewel definitely deserves  it ...  $%#Ninj2

C.

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manga rivotra

I am looking forward to seeing what you have planned for fumaroles?  :D
Anyway, the textures are once again totally amazing !  :o

juliok102013

Maybe that project of the Grand Prismatic Spring?

Your MD is fantastic, your last update was sensational. Congratulations!

Badsim

Grand Prismatic Spring , Yellowstone National Park , Wyoming , indeed Júlio  ...  :thumbsup:

The real picture I used as canvas to extract 120 textures ( 12x10 tiles ) :

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Ingame :

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The borders of the LOT ( a single 12x10 LOT ) are less complicated to integrate than I feared , the latest Simmer's terrain brushes help me a lot , notably white sand to represent white concretions as well than my duplicated and re-sized version of Girafe's cattails as dry grass ... for the time being there's no  intention to enlarge my texturing work to the whole Midway Geyser Basin site including Opal pool , Turquoise pool and Excelsior geyser . At least as long as I don't find a  proper  aerial view of it all .

Quote from: manga rivotra on February 18, 2017, 09:44:41 AM
I am looking forward to seeing what you have planned for fumaroles?  :D


Fumaroles ( not exactely , fumaroles are gas and smoke  ::) ) are made with 5 x Effect_nuclear_smoke ...  ;D , the best MAXIS steam effect available for that occasion , excepted that it has green particles ( highly fantasist even for nuclear power plants .  $%Grinno$% ) I removed them all for the 2 above pictures but here's a GIF ( made online with GIFMaker.me ) showing ingame swirling fumaroles animation ( huge 4,4 MB file so you may have to wait ... a little .  :P ):

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Enjoy !


I spent some time too about the two requested textures for the  RRW Reskin Automation to come , and following scrupulously the patterns and alphas that Robin has shown in his MODing thread , I'm pretty sure to get this :

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If I'm right I'll stick with that version . ;)

C.

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vortext

#2524
Ooh that's awesome!  &apls 

Though I've to say the colors do seem a little on the bright side - or rather I should say maybe a lessened saturation would jive better with the game color palette. As for the gif maybe an idea to use ScreenToGif which, as the name implies, allows you to simply capture sc4 game window.  :thumbsup:
time flies like a bird
fruit flies like a banana

Nanami

#2525
Is that a hotspring or a crater? I ever see similar one near here which is a crater filled with water with sulfur.

Anyway that picture is awesome! creating 120 texture sounds like a hard work, which is a great work! :thumbsup:

About the railway looks good! although I feel the sleeper spacing a little bit to tight? I manage to calculate the number of sleeper in that texture which is 33 per tile which is 32 gap total. consider one tile in sc4 is 16m and assume the sleeper width is 250mm (25cm), I find the sleeper spacing about 25cm between sleeper which much smaller than real life which mostly 60cm in normal sleeper and 30cm between the rail joint (about every 20 sleepers). My suggestion is maybe put about 16 sleeper total in one tile texture which leave 50 cm between sleeper (with same assumption of sleeper width).
However that paragraph above just me being too detailed about sleeper  $%Grinno$%and consider this just SC4, I think its much more than fine to leave it like that. as i said in my previous comment, its really awesome work! keep up the great work! :thumbsup:  &apls

Simmer2

It looks out of this world! &apls

Erik does have a point regarding saturation. You could also give the tableau texture edges a slight shadow effect in order to give it a bit of depth.

Nick
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Themistokles

I love that railway texture! Nothing bad about the standard RRW one (may I call it vanilla? $%Grinno$%), but this one feels so much more European. And what are those catenary poles? I don't think I have seen them anywhere else. %confuso They look very French indeed. ;D

(And that spring... Seriously? :o )
Come join me on a hike to St Edmea!

Latest update: 7

"In the end, our society will be defined not only by what we create, but by what we refuse to destroy." - John Sawhill

Gugu3

Incredible rail texture!love it...

Great effect on the fumaroles... &apls &apls &apls

Sciurus

OMG OMG OMG OMG OMG I'M STUCK ON MY CHAIR RIGHT NOW AND FOR A LONG TIME ! :o :o :o  I just love your work, it's amazing. I love the rail texture... Hope to see more progress about it soon &apls

L'atelier d'architecture
* * * * * Longwy * * * * *

manga rivotra

O.K, so you found a way to do fumaroles !   :o This is Amazing !
We can really see the depth of the pool, which is very very hard to achieve with textures.
This looks very lively, even boiling!  ::) You overtake once again with mastery the limits of the game !  &apls &apls &apls
About railways textures, they are also very successful and constitute a very good alternative for those who prefer the sleepers in concrete.
Thanks again  :thumbsup:

Badsim

Well , let me say at first that I need to calm down a little , I'm too excited by what , since 3 or 4 days , revolutionizes completely my SC4 activities ... I'm overwhelmed by new possibilities , and spend too much time , night and day , with all this stuff , and I start to have real and serious headaches during these long  sessions in front of a computer   $%Grinno$% ... the culprit ? Its name is GoFSH and its partner in crime is named  RRW Reskin Automation  . Will I ever thank enough Robin ( mgb204 ) for having invited me to test it , and the other members involved in that incredible tool and its scripts ( rivit , eggman , simmer2  as well ) ? I don't think so , but I can try ... and to start : a batch of K-points . :thumbsup:

There's really a lot of things to say about possibilities but , for the time being ,  I'll try to stay concrete with what I've done . ( not to speak that I've got still a lot of things to learn and to master ...)


1  -  About what GoFSH can do : It took me more than 2 hours to split and index the 120 textures from the first Grand Prismatic's canvas version with Photoshop and SC4Tool , but , after Erik's and Nick's comment , I decided to re-do them all , but , that time , I used  GoFSH freshly installed for all these tasks and the entire process took ... 3 minutes !  :o

New version :

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Changes( made on the canvas )  have been made with Photoshop ; reds saturation  decreased and I added a light Plastic Wrap effect to give it some relief . The pool itself has been excluded from the process with Photoshop's Magnetic Lasso . Let me know if you prefer that second version and what I should yet improve , considering that now the complete set is requesting a few minutes to be re-generated and then automatically re-adressed to the LOT , that's almost as simple than to say « Hello! »  $%Grinno$% ... and thanks , Erik , for the ScreenToGIF advice , but it requests Windows Vista or later while I'm running a 11 years old computer with XP , not the best to let enter the every-day-brand-new-world but pure happiness for my SC4 activities ...  ;D (for the rest of my activities , a single tablet is enough . ;) )

2  -  RRW Reskin Automation scripts for GoFSH : It took something like 15/20 minutes of a fascinating show ( it should take more time but I've got a problem with the script about crossings ) , as you can see it creating live the thousands of textures , and the feeling when you drag ingame a few minutes later your own railways textures is almost indescribable : :bnn:

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That said , my first feeling about these textures is that they're slightly lighter than what I have in mind , most of all when de-zooming ,  so I'm gonna darken it a little ...  and maybe desaturate a little  the red color , but  I would  like to have  some feedback first .

@Nanami , whatever you think about sleepers spacing , it can't be changed without changing more than 4000 textures ... Willy ( Swordmaster ) , who is in RL a rail specialist decided ( and worked about it surely like a slave ) to implement a new gauge more accurate for SC4 railways , he worked like a slave ( already said ) where we could debate endlessly ... of course sleepers spacing , of course rails spacing ...  :-\ personally I'm more annoyed by trains automata which , if you look at them closely , seem now to drive on the ballast on their left side .  That's another detail ... but , overall , that's with no doubt a tremendous improvement .

Thank you all for your enthusiastic comments and Likes . :thumbsup:

C.

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Nanami

Quote from: Badsim on February 23, 2017, 04:13:29 AM
@Nanami , whatever you think about sleepers spacing , it can't be changed without changing more than 4000 textures ... Willy ( Swordmaster ) , who is in RL a rail specialist decided ( and worked about it surely like a slave ) to implement a new gauge more accurate for SC4 railways , he worked like a slave ( already said ) where we could debate endlessly ... of course sleepers spacing , of course rails spacing ...  :-\ personally I'm more annoyed by trains automata which , if you look at them closely , seem now to drive on the ballast on their left side .  That's another detail ... but , overall , that's with no doubt a tremendous improvement .
Geez, 4000 texture is a lot of texture  :o . I just feel sorry for him to do that man thats a lot of work that we users can tanks for. anyway as I say in my last post, just ignore my word for being too detailed about it. Yeah well thats a lot of improvement, I cant agree more on it.  ;)

Great work so far and good luck to finish the RRW Reskin project!  :thumbsup:

mgb204

Were your original sample textures made for the Lot Editor?

RRW is a puzzle based network and so the scripts colour-adjust everything to handle the colour-offset. If you run your textures used for Ballast/Sleepers through GoFSH's Adjust Color (Darker) before you generate them, that would compensate for the difference. Of course if the originals were used for RRW in the first place, ignore this, the adjustment needed will be much more subtle. Looking good though :).

Simmer2

Looking much better, bravo &apls

Nick
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Sciurus

L'atelier d'architecture
* * * * * Longwy * * * * *

kbieniu7

That's one of the most colorful lot editing, I've ever seen. Radioactive fog adds more humour to it :D very intruguing, eager to see it completely finished with MMP ;)
Thank you for visiting Kolbrów, and for being for last ten years!

Pixelrage

Whatever happened to that "hybrid terrain" mod? Been dying for something like that  :-[

Missvanleider

Well, this will have been said many times in this thread before but wow, bravo!

I discovered this thread just this last week (don't ask me where I have been all this time) and am amazed by the pictures but also how you let us see what happens 'behind the curtain' so to speak and find it quite fascinating.

I think that I can certainly learn a few (hundred) things here, do any experienced thread watchers have any recommendations of particularly helpful sections, I am especially interested in learning more about lotting, and this thread seems a happy medium between explaining how to do these things whilst also showing what can be achieved.

Specifically, reading back a few pages there was mention of some unfinished village looking buildings by vnaoned. Were these made available somehow, even if in the forms of props etc? buildings of that size / design would be very welcome to use even if I had to lot them myself.



tigerbuilder

Since you are an obviously very skilled modder, I thought I would point you to the S3D files of your preferred automata. The tables that make up the model can be easily edit/paste in a spreadsheet. There you can adjust the trucks (bogies?) by bringing the X values closer to center. Perhaps eggman or someone similar knows the exact X values for RRW. I have only guessed to what looks good. I would like to know that number.