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SimCity 4 Devotion Custom Content Showcase => BNL Place => Team Custom Content Projects => BNL Creations => Topic started by: w_swietwoot on January 07, 2012, 02:19:41 PM

Title: w_swietwoot's Projects
Post by: w_swietwoot on January 07, 2012, 02:19:41 PM
I'm opening a topic to show you my projects. I'll show you what I've been up to and you can comment. Hopefully this will help me finish some of these projects.
After making some automata (found here http://community.simtropolis.com/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=244259 ) which has been uploaded more than a year ago it's been a bit quiet. But I have been busy. The BNL members probably already seen some of these pictures but this an introduction to start my topic.

Besides playing with my region and making all sorts of other stuff, these are the most interesting I think:
- currently I'm making some Dutch themed street props for the BNL team but also (or mainly... :P) for my own region.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F399%2Fwesterwaardnov171043131.png&hash=757a96a15f09ef4f39e22e8bd508f2ecd159cc32)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F399%2Fwesterwaardnov171043131.png&hash=90a066b32b59cc37b489a429010b9079dafc61b4)

- a chronological tileset which works for all Dutch buildings available from the stex and lex, but I don't know if I can release it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F9572%2Fbouwstijlen.jpg&hash=36726b81baed61640a85e1264a01ffe39c8aa119)

- a truckprop replacement for all American truck props (e.g. PEG's and the BSC ones) with Simcityfreak666 euro truck props. I'm working together with him and he has helped me alot with rendering all sorts of extra truck variants which I needed. The are only a couple left before its complete.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg853.imageshack.us%2Fimg853%2F9457%2Fwesterwaardnov171043130.png&hash=8cd0c90ebae0571a0dfe6f1fcf5aae97574cb8f4)

- some emergency automata reskins for other coutry's. I will try to finish some soon.

Most of my stuff is Dutch themed, but some will suit the other Euro players.
More details tomorrow.

-- Topic name changed of every post on explicit request of the author.
MRTNRLN (Moderator)
Title: Re: w_swietwoot's Projects
Post by: mgarcia on January 07, 2012, 03:40:26 PM
Wasoethoudt - you are awesome.  I love your automata and have replaced every van that can be replaced with your creations. Only one I don't use is the police car because it is not available as a prop and I hate the original boxes from the game.  It is awesome to hear that you are at it again. Amazing work!
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 08, 2012, 01:22:35 AM
The trucks set looks deffinitly ready for release! If you're finished the last few of them and package them up (maybe I can help you with that, since I know how to write installers and proper read-me's), I'll be happy to see it on the STEX :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: CasperVg on January 08, 2012, 01:52:30 AM
Looking really good. That's a great set of Dutch-themed custom content that you've grouped, and the trucks look nice as well.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 08, 2012, 01:54:15 AM
About the truckset:

I've done the exemplar file editing + prop rotating and kept a list of what I've done. There are more than 100 different props or families which have been changed. With this mod there is no need for relotting. Just throw this in the back of your plugins file and your off.
Special thanks to SimCityFreak666 who does the batting and rendering and helped me a lot. The BAT files remain his property, so I can't change them.

This file changes truck props of the following proppacks:
* BSC Mega Props Jes Vol01 to 09
* PEG CDK3 PropsPack Vehicles Vol01
* BSC Mega Props SG Vol01
* BSC Mega Props Gascooker Vol01
And these propfamilies:
* FrankU Farm PropFamilies Maxis and BSC V1.1
* Paeng Modular Truckstop Pack v100

- No SPAM support btw, perhaps in a version 2.0...
- No logg trucks

The initial prop pack file by SCF666 is a dependency. And, offcourse, you need lots with these props to see results of this mod, but are no actual dependencies.


Known issues and will have to be addressed first:
-almost fixed...- does not work for some truck props for Jes'Props -> SCF is working to render the missing ones (almost all done, only one, no two wrong still...)
-fixed!- three props are visually incorrect in some views. Some of those 22.5 deg. ones are split in half as you can see.
-fixed!- if you used the props by Simcityfreak666 in other lots, some of these props will be rotated. I Think I need all the props I rotated again. Just the same ones with other instance numbers and add these to the set ->SCF will not like this news... :-[
-fixed!- I don't know if all the timed props will work properly, I'll have to double check this fist. FrankU explaned somewhere how this worked. I did not know about what he stated and will have to check if things are correct. (remains same as the ones I modd, so if it isn't broken, don't try to fix it...)
-fixed!- one small altego dhl truck is out of scale
-fixed!- pink tractor you see in the picture needs to go!


@mgarcia: thanks, I really apreciate that. Very nice to hear about that. Proper prop files for the cars are on the way.
@mrtnrln: the issues noted above and the new, up to date and resized pics (I've made the pictures much smaller) will show that that will need to be fixed first. But thanks alot for the offer, I will probably use your help, tnx.
@CasperVg: thanks. Glad you like it.
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 08, 2012, 05:24:12 AM
Great work! I'm especially interested in the truck project. Those historical Dutch building sets must have been a lot of work! Though I've never built a Dutch city that seems very useful and I hope you're able to share it with the community.
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 13, 2012, 01:42:33 AM
Hi Wouter,

Finally I took some time to check your files.

1. The small props
The postbox is definitely good to be used.
The small phonebooth is a funny thing that willnot really be recognized, I fear. I think I would not use it.
The large phonebooth is very useful .I also found out hat you can put one of the Maxis sign prop families (forgot to write down the name of it) over the billboard. This will give more variation.

2. The truck props
The shape of these truck props is nice. Also the variation in shapes and types, including the advertisements, of the trucks is very good. That I do really like. The coloring and detailing is a bit too toy-like though. The colours are a bit too bright and detailling is missing. Pity. It would be nice if this could be improved.
Replacing props by other props, especially if there is someting with timing or not: this is very risky! It reminds me of the Prop Pox problem. I don't know if this is exactly the prop pox source, but I would not fool around with this!
You could maybe replace the original model name (in the RKT property) in the original prop exemplars by the model name of your own truck. For that you would probably need permission from the original makers of the props.

I think it will be wiser to release the props as separate files. Of course we would need to repace the SG, GC and JES trucks by yours. But that's not really a problem, now is it?
I promise you on this spot that when you release the set as separate props, with additional prop families, that I will make a European version of the Warehouse set.

3. Automata replacements
I took a short look. The bus is indeed replaced. I  think it is a bit too bright white, but the brightness is apparently a property of these automata, because I see that with almost all automata-replacements that I have tried out (e.g. Oppie, Tag-One).
The police and fire truck: I see no difference, but I must admit that I don't really care about these automata. So I don't bother. Sorry to offend you...?

4. The building style controller
How does it work exactly? I unpacked your upload in my plugins directory, in the ZZZ_WAS folder. Then I unpacked the desc files and the lot files. I started the game. I saw the four building styles. But I guess I have to block the Maxis buildings? What happens with all non Dutch growables? They do grow too, or not? Do the obey the original four building styles?
I don't understand how the non Dutch growables will react to your mod. Also: there is not a good collection of Dutch lots for all stages, so I fear that with only the Dutch lots and a blocker of Maxis the game will not grow correctly. What are your thinkings about this?

Greetings,
Frank
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 13, 2012, 01:54:52 AM
I may be wrong but, for the style selection feature, you must provide the display mode for the tile set and a patch to all Dutch buildings so far, assigning them the "new" tile set, according to their age. Also, keeping track of that, releasing constant updates to this last one would be a good policy too. or else every time a new Dutch building was realsed, they could end messed about its chronology. As I believe all of them are set to euro tileset, all new building would end up on the "after 1980".
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 14, 2012, 12:55:29 AM
First of all, I need to explain a couple of things first to get you all up to speed. This will be a couple of post, one for each subject.

The small props:
My first attemt at batting. It is supposed to add detail to SC4. So ony typical Dutch things will be in there. When possible, they will mod the original Maxis stuff.
Currently I've made these:
1 The postbox (first picture top of this page)-> original:
http://www.google.nl/imgres?q=postbus&um=1&hl=nl&rls=com.microsoft:nl:IE-Address&biw=1357&bih=729&tbm=isch&tbnid=fGDQ3Ud2RV2vlM:&imgrefurl=http://kniepertie.blogspot.com/2011_11_01_archive.html&docid=9nv8FjUd3H_iDM&imgurl=http://4.bp.blogspot.com/-Gkb0oBcxYSU/Trj9UWKK5lI/AAAAAAAAAzA/s4oUsqEFE5o/s1600/postbus1.jpg&w=300&h=300&ei=-z4RT_fMLMGgOsepvYAM&zoom=1&iact=rc&dur=218&sig=113507638268273403600&page=1&tbnh=155&tbnw=143&start=0&ndsp=18&ved=1t:429,r:1,s:0&tx=74&ty=86
2 The large phonebooth (second picture) -> original:
http://www.google.nl/imgres?q=kpn+telefooncel&um=1&hl=nl&sa=N&rls=com.microsoft:nl:IE-Address&biw=1357&bih=729&tbm=isch&tbnid=JbVyzXoKLrACwM:&imgrefurl=http://www.fabrique.nl/het-werk/projecten/kpn-telefooncel/&docid=lXTtVJSY4r0PBM&imgurl=http://www.fabrique.nl/media/visuals/project-visual/KPN-telefooncel2_871.jpg&w=415&h=553&ei=Zz4RT92YE4PoObfC7JUD&zoom=1&iact=rc&dur=216&sig=113507638268273403600&page=1&tbnh=128&tbnw=96&start=0&ndsp=30&ved=1t:429,r:6,s:0&tx=29&ty=75
I will include extra replacements, at least for the phonebooths in the RTMT set and some extra families like Franku said.
3 A small phonebooth
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg252.imageshack.us%2Fimg252%2F4682%2Fwesterwaardmay251044131.png&hash=12c74a2b81de753d42eb2f447aaf690f713682e8)
like this one, but is less recognizable like FrankU said. Maxis made a small yellow phonebooth, and this, I thought, is the NL replacement. Since I've made it I've seen it in a couple of places:
http://www.google.nl/imgres?q=kpn+telefooncel&um=1&hl=nl&sa=N&rls=com.microsoft:nl:IE-Address&biw=1357&bih=729&tbm=isch&tbnid=OZlp12Hy3C_skM:&imgrefurl=http://www.nieuwemobiel.nl/010513/4309/KPN-stopt-met-telefooncel.html&docid=s-BAhL4HVboZ2M&imgurl=http://www.nieuwemobiel.nl/images/nieuws/201111-2304356867_b273cfd9fe_o.jpg&w=500&h=334&ei=Zz4RT92YE4PoObfC7JUD&zoom=1&iact=hc&vpx=678&vpy=173&dur=151&hovh=183&hovw=275&tx=189&ty=99&sig=113507638268273403600&page=1&tbnh=113&tbnw=151&start=0&ndsp=30&ved=1t:429,r:11,s:0

Things I will try to make in the near future:
1 ANWB yellow emergencyphone on the highway (ANWB praatpaal)
2 Paid parking signs NL Style
3 Dumpsters NL style
3 Glass/paper/cloths collector bins (don't know what they are called but perhaps both in above ground and underground variants)
4 Poles for on the pavements (a couple of variations)
5 Large residential bins (called a kliko)
6 Highway hundredmetre info sing (hectometerpaal)
These are what I thought of, but pehaps you will give me some good ideas for other props you'd like to see.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 14, 2012, 01:48:44 AM
The tileset:
It's a work in progress, and consists of the following:
- Its a buildingstyle controller menu update (shown in the picture)
- Edited .sc4desc and .sc4lot in the following way:
Chicago = pre 1850
New York = 1850 - 1940
Houston = 1950 - 1980
Euro = 1980 - nu

and:
Low D. = small village sized buildings (2 stories max, no W2W)
Med D. = small town size (2 or 3 stories max, W2W or small appartment or flat buildings)
Hig D. = city (all over 3 stories, W2W or flats and skyscrapers)

With the addition:
for pre 1850 -> Only the historic buildings for the towncentres. There were no flats, so for example all VDA A'dam buildings are HD
for 1850 - 1940 -> many of the charming and higly decorated late 19 century eurostyle buildings or the more modern 1930s architecture styles could grow here
for 1950 - 1980 -> Medium highrise will grow on MD in this building style. This is where all the cheap post war housing project go.
for 1980 - nu -> For all the modern buidings. Medium highrise will grow on MD, in modern towns, because currently highrise buildings are built in smaler towns

I've not made any of the buildings myself ofcourse, they are made by others such as Haarlemmergold of Vanderaap. So I've only edited al the .sc4desc and .sc4lot files and currently I've got a rather unsorted set of patched files for all the Dutch buildings available on the stex and lex. The old sc4desc and .sc4lot files need to be deleted and replaced with the edited ones, and yes, maxis buildings need to be blocked. But I need to sort things a bit, and need to keep things more organised.
I'm doing the same for all the maxis buildings and for all the buildings I've downloaded. I've got the R buildings ready, but none of the C buildings yet. As you can understand, this will be a lot of dependencies en fiddling around, so thats why this mod will probably not be going public. And when new buildings will become available, I'll would need to update the files (like gm_leugim said).
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 14, 2012, 02:02:29 AM
The automata:
I've tried to make them look like the real ones as much as possible.
Some of the original vehicles on witch they are based:
http://www.google.nl/imgres?q=sprinter+politie&um=1&hl=nl&rls=com.microsoft:nl:IE-Address&biw=1600&bih=815&tbm=isch&tbnid=s8yAVBIxDbgtEM:&imgrefurl=http://www.hulpverleningsforum.nl/index.php%3Ftopic%3D24964.20&docid=IGGx0XGQZ0GGYM&imgurl=http://img85.imageshack.us/img85/3149/44dpth.jpg&w=768&h=512&ei=UVIRT4z9IoWbOrOLhd0P&zoom=1&iact=hc&vpx=938&vpy=468&dur=1633&hovh=183&hovw=275&tx=133&ty=94&sig=113507638268273403600&page=1&tbnh=143&tbnw=182&start=0&ndsp=28&ved=1t:429,r:18,s:0
and:
http://www.google.nl/imgres?q=ambulance&um=1&hl=nl&rls=com.microsoft:nl:IE-Address&biw=1600&bih=815&tbm=isch&tbnid=iA2NyYUHia0IbM:&imgrefurl=http://www.medicalfacts.nl/2009/09/30/ambulance-organisaties-willen-ambulance-simulator-aanschaffen/&docid=YJ12rNPqOD785M&imgurl=http://www.medicalfacts.nl/wp-content/uploads/2009/06/ambulance.jpg&w=800&h=577&ei=glIRT6mLE4WBOuSRmfIF&zoom=1&iact=hc&vpx=1293&vpy=357&dur=366&hovh=191&hovw=264&tx=122&ty=93&sig=113507638268273403600&page=1&tbnh=133&tbnw=191&start=0&ndsp=28&ved=1t:429,r:20,s:0

- I'm thinking of making complete sets for Sweden, GB, Belgium and Norway. Perhaps a Luxemburg version, because this is the beneLUX team I guess.
- I've made them into props. Used the quick and dirty way explained here on the forum somewhere by Cogeo:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg857.imageshack.us%2Fimg857%2F9940%2Fhoeksezandsep1373132653.png&hash=bcfdeb7f37fe94cf9ae30d657a4fad37176b5919)

@ Franku, they are a bit bright. Never really noticed. What do you mean with not seeing any difference?
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 14, 2012, 02:17:31 AM
So, if I get it right, the building style controller mod only adds dutch buildings to the existing sets (and leave the rest of the Maxis lots intact). Of that's so, it's not a bad idea after all, since these buildings represent the same age group. You can also add foreign buildings to the set, like old Euro-styled buildings to the pre-1890 set.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 14, 2012, 02:21:35 AM
That was what I needed to explain first. Now back to the progress on the trucks:
First, I have not made any of those truck props, and the propfile (with only the actual props) will be updated by SCF (simcityfrak666). Currently it is this file on the STEX: http://www.simtropolis.com/forum/files/file/25607-european-truck-prop-pack-vol-1/
So I've got new props in from SCF to finish the set, so I will implement them this weekend. I will look at those timed stuff too. Don't know how that works, so if any one knows if it will cause problems or where i can find info regarding this please let me know. I will try to look if I can find info myself.
This issue:
--- - if you used the props by Simcityfreak666 in other lots, some of these props will be rotated. I Think I need all the props I rotated again. Just the same ones with other instance numbers and add these to the set ->SCF will not like this news...---
I don't think this will be fixed, so if you used the original props somewhere you might go and edit the lot in the LE, and then replace the lot ingame too. But if you know how to use the original props in your own lots, I guess you will also know how to do this. I've only found one lot on the internet which uses these props, and SCF will aske the maker if he wants to update the file.

ps: gn_leugim and franku: thanks for the feedback and taking time to look at things. Hopefully I've answered all you questions.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 14, 2012, 02:39:50 AM
@mrtnrlnm:

How it works:
in the PIMX,  if you change any building to grow in chicago only, it will grow ingame as a pre 1850's buildings (it still is chicago style, but ingame it shows 'pre 1850'). Secondly you will need to change the zone on which it grows. The lotpropertyzonetype can only be changed in the Reader, which takes more time (If anyone knows a simpler way of editing this property, please let me know).
The maxis buildings still grow the way they used to be, but only the buildingstyle controller looks different. You could put a block all maxis mod in your plugins if you don't want those anymore.

Also I'm working on an edited version of all the maxis buildings. So you won't get the typically American buildings and lots, but you do get the ones I thought could look good in a Dutch town (mainly the modern and eurostyle buildings). For this you need the block all maxis mod (except for the industial part, because the buildings style controller does never control the industial buildings) and you will get new .sc4lot and .sc4desc files for the maxis stuff.

QuoteYou can also add foreign buildings to the set, like old Euro-styled buildings to the pre-1890 set.
yep, it will be rather modular, so I will add patched files for buildings I like, and perhaps others can do the same. Only thing is where to keep all the files and the administration of all the dependencies?
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 14, 2012, 05:39:24 AM
But, if you go to PIMX and change the desc. file there, you will get a complete desc. file updated. may not be a big deal, but if you think, you will have dozens, if not hundreds of desc. files, which will weight something at the end.

If you make a single dat. file for all buildings, only with the tileset properties, of each building, it I'll be easier for users, as: 1- lower size and faster loading and 2- it will be a updated only, ti be placed in a z-folder, and there wont be the need to search for the older desc. files to replace.
Title: Re: w_swietwoot's Projects
Post by: cogeo on January 14, 2012, 03:25:38 PM
Quite interesting!!!

Making a phonebooth for RTMT is very easy, just take one of the existing RTMT prop-files for phonebooths, and change it so that it references your model instead. No need to use PM or PIMX, as you don't want a new ID here (RTMT references the phonebooth prop by instance ID).

Btw the model has some room for improvement, I believe.  Very little detail is shown (talking about the small one), and it's hardly recognizable. I would say, try rendering it in HD; this will both make more detail visible and help reduce the "jaggies". You can also make the glass (semi)transparent, if the LODshell is quite tight.

As for RTMT, you can also make a complete Dutch theme (instead of just a phonebooth), comprising a bus stop (or a set of bus stops), subway entrance(s), bus-sign and timetable. Or even road markings (textures).
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 15, 2012, 09:34:39 AM
I (finally...) begin to understand what you are saying, gn_leugim. That way there won't be a need to find and remove all the old ones. Great plan. 1 Dat might be not handy for those not using all the buildings. They will get brown boxes if lots are loaded without the originals installed.
Perhaps two versions, one big DAT file, and a separate version for those seeking a modular version.

Quotejust take one of the existing RTMT prop-files for phonebooths
you mean change its exemplar file, and then change the recource key type to point to the new props sc4model file right? Thats the same as how I've done all the trucks.
Do I need the real 3dmax for high resolution rendering? I bearly understand gmax yet, I've made the models in SolidWorks because I do understand this program. And about the transparency, when I put it on less than 50% it doesn't show any glass at all when I export it, so 51% seems to be the minimal but it is a bit dark. Í will check if the small models glass actually is tranparent, like the big phone booth is. Having imported the model from SW, the render 2 faced function doesn't work properly, perhaps that could also be a reason why it's so dark (ps nice to meet you, I really like those logistics and of course the RTMT stuff you've made.).
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 15, 2012, 11:38:27 AM
Quote1 Dat might be not handy for those not using all the buildings. They will get brown boxes if lots are loaded without the originals installed.
Perhaps two versions, one big DAT file, and a separate version for those seeking a modular version.

no realy, because for you to have brown boxes, the building has to grow in the first place (or the props show up on a lot, but we are talking about buildings here anyway)

if you have only the tileset propertie, there wont be enough data for a building to grow. example, lets say you have in your data file the tileset properties for building A. Unless you have the rest of the desc. file, or a lot set for A to grow on, you wont have A growing on your cities. if it does not grow, you dont have brown boxes ;)
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 15, 2012, 12:36:06 PM
Hi Wouter,

No, I see the original Maxis police cars and fire trucks, not the ones you show in your image.
I put the four dat-files in my plugins, in a separate ZZZ_WAS folder. So they load last, you never know if this improves things.
Did I something wrong? It seems quite obvious.
And now that I saw them in your image I might like them in my game (although I haven't really played for half a year).

Frank
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 15, 2012, 01:33:56 PM
He Frank, I've downloaded the police car and the fire trucks files to check them. I've put the files in the root of the plugins folder. It's my rather empty (well, except for your farms project files) test plugins folder. Started the game and they instantly work. So I'm puzzled ()what(). They show even without the dependencies I said you would need in the readme. The folder should not make a difference. I've also tested it when the files were in a ZZZ_WAS folder, worked ok too.

@gn_leugim
Aha, that makes it even easier. Then it should be rather fool proof I guess. Only I will have to make the updates when needed, and then people will have to update their dat file and it should be ok. I think I'm almost where you are in understanding this... ???
;D
Title: Re: w_swietwoot's Projects
Post by: cogeo on January 16, 2012, 02:42:39 PM
Quote from: wasoethoudt on January 15, 2012, 09:34:39 AM
you mean change its exemplar file, and then change the recource key type to point to the new props sc4model file right? Thats the same as how I've done all the trucks.
Yes, just change the RKT1 property; you may change the exemplar name if you want too, but it's not necessary. The instance ID must not be changed.

Quote from: wasoethoudt on January 15, 2012, 09:34:39 AM
Do I need the real 3dmax for high resolution rendering? I bearly understand gmax yet, I've made the models in SolidWorks because I do understand this program.
To render in HD you just need to download and install the HD scripts by SimFox, for either Gmax or 3DSmax. Then, exporting in HD or SD is an option, which you can set just before exporting.

Quote from: wasoethoudt on January 15, 2012, 09:34:39 AM
And about the transparency, when I put it on less than 50% it doesn't show any glass at all when I export it, so 51% seems to be the minimal but it is a bit dark. Í will check if the small models glass actually is tranparent, like the big phone booth is. Having imported the model from SW, the render 2 faced function doesn't work properly, perhaps that could also be a reason why it's so dark.
Semitransparency in SC4 models works only if there's another object in the (same) scene, behind the semitransparent surface. If there are ground textures or other models, glass will look either fully transparent (<50%) or fully opaque (≥50%). To make a model really (semi)transparent, you have to mod it further. Take a look at my SemiTransparent Train Station Models on the STEX. The procedure is very tedious, by using the reader. Instead, you can dl and install my SC4 Model Tweaker (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2072) utility. This version crashes under Win 7; however, you can download the new test-version (http://sc4devotion.com/forums/index.php?topic=7553.msg406406#msg406406). Run the installer (the old version - V2.20), and then overwrite the (old) executable with the new one, BEFORE running it for the first time. And ignore the warning message on launch.

Quote from: wasoethoudt on January 15, 2012, 09:34:39 AM
(ps nice to meet you, I really like those logistics and of course the RTMT stuff you've made)
Thanks!
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 05, 2012, 10:31:27 AM
After two busy weeks in RL, I finally got time to do some stuff. Just to inform you, this is what I've done.

I've installed the updated MDT, doesn't crash anymore on my win7 (tnx Cogeo). I've made a scaled versions of PEG's PPond water, to make slimmer and smaller version of the ditches made by FrankU. See image, its a rough version but it works.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F8332%2Fvaarlesep4001328464986.png&hash=71f260339b126296203963ee9b03a1543b8fa1c2)
It's a bit of a side project I wanted to do, but I never knew how to do it. So I've finally discoverd how to give an excisting prop a new ID (or in other words to make a duplicate so I could edit it) and learned to scale a prop. Very well, you think, but why do I care? ;) Well now I can fix a problem I had with the trucks!

QuoteKnown issues and will have to be addressed first:
- does not work for some truck props for Jes'Props -> SCF is working to render the missing ones
- three props are visually incorrect in some views. Some of those 22.5 deg. ones are split in half as you can see.
- if you used the props by Simcityfreak666 in other lots, some of these props will be rotated. I Think I need all the props I rotated again. Just the same ones with other instance numbers and add these to the set ->SCF will not like this news...
- I don't know if all the timed props will work properly, I'll have to double check this fist. As you can see, the ones for PEG don't show. FrankU explaned somewhere how this worked. I did not know about what he stated and will have to check if things are correct.

It's the 3rd issue, so now I can fix this problem without the need of rendering new props or anything, and make the truck props more user friendly. No need to relot anything, and you can continue to use the old SCFreak666 truckprops anywhere you like in your lots. You can also continue to grow lots with any of the other Jestarr/PEG/other American tuck props, and by the time I'm ready, throw this mod in your plugins folder and viola, all the trucks will be euro style. But the weekend has already come to an end, so next week I will continue with it. Then there will only be a few small details left, and I would be done, so you will still have to have a little patience.
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on February 05, 2012, 12:19:53 PM
Quote@gn_leugim
Aha, that makes it even easier. Then it should be rather fool proof I guess. Only I will have to make the updates when needed, and then people will have to update their dat file and it should be ok. I think I'm almost where you are in understanding this... ???
;D

Yap, thats pretty much the idea :) any doubts, just ask ^^
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 13, 2012, 01:50:03 PM
It took me about 6 hours and some coffee spread out over this weekend, but I'm happy to inform that the trucks are now compatible with the old SCF666 truckset. I've localized, extracted, deleted all the unnesecairy files and doubles, renamed the props, rerouted all the exemplars and done the bugfixes, then packed it again. 

so this is fixed:
Quote--- - if you used the props by Simcityfreak666 in other lots, some of these props will be rotated. I Think I need all the props I rotated again. Just the same ones with other instance numbers and add these to the set ->SCF will not like this news...---

so you don't have to worry about this if you lotted any of those euro-trucks somewhere.
Title: Re: w_swietwoot's Projects
Post by: FrankU on February 14, 2012, 01:02:58 AM
Very good Wouter!
Title: Re: w_swietwoot's Projects
Post by: Buzzit on February 20, 2012, 04:21:50 PM
totally love those little street props! those are the finishing touches wich make alot of pictures and the overal game so realistic! goodjob!
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 18, 2012, 12:46:33 PM
Hi, its been a while but I've made some progress. The truck props are very close to be released. Only two missing ones because of render errors/bugs. So stay tuned. I've also been editing the dutch props. Made a new zip with, as the main attraction, a lot of bus stop and glr modding to make them look dutch. I've used Wenter13's bus stop.

For the team members: two new files are in the dropbox, with the refurbished truck props and the new and easier to install prop replacements. If someone willing to look in to these files to see if they can find any mistakes, errors or bugs, be my guest. I'd like to get some feedback. I've already tried them in my savegames and they work fine, but perhaps with other plugins files on your pc's it won't... - don't forget to delete all the old files if any before installing the new ones of course. If your done with the test files you can delete them at any time, this won't cause any permanent changes to your save games. Then everything is back to normal again.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F7901%2Flaaggeestmay25511332098.png&hash=d65dfd06b40623132b3a0ff8a99e2abe016674a6)
top: modded, bottom: original. spot the changes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F1663%2Flaaggeestmay17511332146.png&hash=f2b24f0cbd6000a71fef9c642642e3c09ce50207)

-- edit: i've removed the green pedestrian sign and the time table from the rtmt you see in the picture into something invisible. Didn't like them...
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 19, 2012, 03:28:02 AM
now it looks like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F8003%2Flaaggeestmay25113321606.png&hash=771bcf0e5bb072d0432c7a887e883b7b6659be8e)

@mrtnrln ->consider it done. :D

original:
http://www.google.nl/imgres?q=bushalte+amsterdam&um=1&hl=nl&sa=N&rls=com.microsoft:nl:IE-Address&biw=1368&bih=745&tbm=isch&tbnid=KQnbS_A-dWB2HM:&imgrefurl=http://www.hartvannederland.nl/nederland/noord-holland/2010/bus-rijdt-over-been-van-jongen/&docid=RLeMby5jVeqyUM&imgurl=http://www.hartvannederland.nl/wp-content/uploads/2010/10/bushokje-voorkant-467x350.jpg&w=467&h=350&ei=fBxnT-nzMMbrOcq3kIII&zoom=1&iact=hc&vpx=325&vpy=142&dur=2758&hovh=194&hovw=259&tx=132&ty=115&sig=113507638268273403600&page=1&tbnh=124&tbnw=179&start=0&ndsp=25&ved=1t:429,r:1,s:0
Title: Re: w_swietwoot's Projects
Post by: FrankU on March 19, 2012, 03:47:49 AM
Looks good now, Wouter!
The green pedestrian sign is something I have never seen around here (Europe), so it's good that you removed it. It's way too large too.
Nice result now.
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on March 19, 2012, 04:47:03 AM
^^ Well, you could use one of Girafe's sign props for that. Girafe has a huge pack of French/European signage, and this includes the pedestrian crossing sign.

By the way, I might be re-vising my stoplights soon. The new setup will be using true 3D models, which automatically replace the existing models to some point...

Best,
Maarten
Title: Re: w_swietwoot's Projects
Post by: mave94 on March 21, 2012, 11:23:43 AM
Looks good, very useful. It's a small thing, but a great addition.  :)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 02, 2012, 01:48:12 PM
Thanks Matthijs. More small things, because the devil's in the detail they say...:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F7020%2Fpropsy.jpg&hash=4f3c6c4e3ff970047a5434ae305888428a00d43e)

Some you've seen, some new. There is more to come, so it will become a little proppack. I've tried bat4max 5 and 3ds max 2012 this weekend. It works great (took an afternoon troubleshooting before it worked properly, I must admit, but that was my own fault). A shame my 3ds trial will expire in about a month...
Title: Re: w_swietwoot's Projects
Post by: mave94 on April 02, 2012, 11:14:16 PM
I've got a student license, so I can download programmes like 3dsMAX and AutoCAD for free. ()stsfd()
Title: Re: w_swietwoot's Projects
Post by: FrankU on April 03, 2012, 01:01:48 AM
Quote from: wasoethoudt on April 02, 2012, 01:48:12 PM
Thanks Matthijs. More small things, because the devil's in the detail they say...:

They told me that God is in the details. At least, that's a famous saying by Ludwig Mies van der Rohe.

Anyway: your details look good, although I cannot tell what the all are. Most of them I recognize. I see a payed parking sign. But not a ticket machine for that. You will add that too?  &apls
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 03, 2012, 11:10:03 AM
This was just to show you all some progress. I was starting off easy as you can see.
On the to do list (copied from a txt doc on my desktop):
--------------------------------------------------------------------------------------------
Anwb rotonde borden/kruising borden
Anwb Fietsbord
Anwb paddestoel
uit bord
bebouwdekom bord
Parkeeautomaat
Prullenbak groen & geel
Kliko's Groen/Blauw/Bruin
glasbakken
Knot wilg?
Leilinde?

Verwijzing naar fietsen in Am. CS  op cd
--------------------------------------------------------------------------------------------
pardon my Dutch. It will all get increasingly difficult. Lets see how far I get. Maybe someday it will turn into some sort of streetmod with t21's.

QuoteThey told me that God is in the details. At least, that's a famous saying by Ludwig Mies van der Rohe.
aha, well that misunderstanding might be because of my heathen upbringing...  &ops $%Grinno$%
Title: Re: w_swietwoot's Projects
Post by: FrankU on April 03, 2012, 11:25:25 AM
Quote from: wasoethoudt on April 03, 2012, 11:10:03 AM
QuoteThey told me that God is in the details. At least, that's a famous saying by Ludwig Mies van der Rohe.
aha, well that misunderstanding might be because of my heathen upbringing...  &ops $%Grinno$%
Ahm, actually both are valid options. It's clear that details are held very important anyway.
Title: Re: w_swietwoot's Projects
Post by: cogeo on April 03, 2012, 02:15:18 PM
Are these last ones (April 2) rendered in HD?
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 04, 2012, 10:39:18 AM
@cogeo:
the ones representing these in this picture are renderd with the HD option checked, and I maid these as try-outs in 3ds 2012:
http://www.google.nl/imgres?q=anwb+praatpaal&um=1&hl=nl&rls=com.microsoft:nl:IE-Address&biw=1600&bih=815&tbm=isch&tbnid=Tp_iZvjoIb90rM:&imgrefurl=http://theorie.tv/lessen/mod/resource/view.php%3Fid%3D131&docid=lP06BwSHeBfTaM&imgurl=http://theorie.tv/lessen/file.php/3/300_50-autosnelwegen/anwb-praatpaal-270.jpg&w=270&h=203&ei=PIZ8T_KrG42VOs6JwbYM&zoom=1&iact=rc&dur=230&sig=113507638268273403600&page=1&tbnh=143&tbnw=193&start=0&ndsp=32&ved=1t:429,r:4,s:0,i:72&tx=52&ty=90

If you recognise them I did a proper job.
The paid parking sign is in HD too i think, but maid with gmax. This is because I maid the model earlier last week , and I only had gmax installed back then. But I renderd it after I installed the bat4max in gmax, with the hd option checked.
The ones listed in my to do list are not yet maid offcourse.

Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 09, 2012, 12:56:11 PM
More props:
these (except one...) are new + a list of the props maid up to now. The ones missing in the following picture can be found in the previous picture with props, it's the picture with the grey base texture.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F1599%2Fnewprops2.jpg&hash=8006f999ba7fac11b1dd489905f74d62282ce973)

This one fails to show properly after exporting, while the Lod looks good. It also renders propely, but scales the fsh file when inserting it to the file. Don't know why. Probably got something to do with importing it as an Iges from Solidworks. If anyone has a clue? That would be great, well, I will try some things myself to fix it too tomorrow.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F4856%2Fnewpropswrong.jpg&hash=e278dff35d0d7edf5011cbb194b32606496145b8)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 15, 2012, 01:43:19 AM
Pictures of reworked stuff. I had to fix some details before I could continue adding extra props. I think I'm done with this now. Now I can continue adding the rest of the stuff from the todo list.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F9581%2Fnewprops3.jpg&hash=2d337b7863e226e8c0c6f3fbdbe597b6e1564742)
Fixed a couple of details. I've made all the signs match better in colour and pole dimensions. Fixed the bins. Higher resolution for the town-name signs. Completely redone the model for the 'highway emergency telephone' (anwb praatpaal  ::)), it looks way better I think.

An in game picture. I made a couple of simple grass lots with the signs on them so you can use those props in the game.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F9641%2Fduynzandenapr5301334420.png&hash=a6c2a87350f41a476305adcce0af456ab8d3b756)

Title: Re: w_swietwoot's Projects
Post by: mave94 on April 15, 2012, 02:29:44 AM
It looks much better indeed. Great work! :thumbsup:
Maybe you could also add a town name sign for gehuchten, for example here (http://maps.google.nl/maps?q=biert&hl=en&ll=51.833868,4.283638&spn=0.021507,0.055747&sll=51.909965,4.445273&sspn=0.001349,0.003484&hnear=Biert,+Bernisse,+South+Holland&t=m&z=15&layer=c&cbll=51.833159,4.283031&panoid=9uSAtoM-fI81X-JCzUaoAg&cbp=12,58.87,,2,4.92).
Title: Re: w_swietwoot's Projects
Post by: Lowkee33 on April 15, 2012, 11:58:41 AM
Quote from: wasoethoudt on April 09, 2012, 12:56:11 PM
This one fails to show properly after exporting, while the Lod looks good. It also renders propely, but scales the fsh file when inserting it to the file. Don't know why. Probably got something to do with importing it as an Iges from Solidworks.

I've seen this trouble all over the place with 3dsMax.  Short story, your FSH is twice as long as it should be.  It's a pretty quick fix with Null45's GIMP/Photoshop plugins, but annoying non the less.  It happen even more often to the lesser zooms, but since the model is usually so small anyways it's tougher to notice.  Export the FSH from reader, open it with GIMP, cut it in half, and import it back into reader.  Or you could alter the UV values in the S3D.  I think more could go wrong with that method though.

Long story, the S3Ds have a UV mapping of the FSH, and the coordinates of the map are percentages of the FSH.  An S3D is basically saying "This vertex of my LOD is x and y percentage into the FSH".  What is happening is that the FSH that 3dsMax makes are sometimes twice as large as the FSH that BAT has made (3dsMax doesn't touch the S3Ds, it just copy/pastes over the FSH).  Since the UV map is in percentage, it makes that rotation look scrunched up. 

I don't know exactly how to fix it other than halving the FSH in GIMP, but I imagine you could alter the size of your model slightly so that the FSH that 3dsMax makes are the same as the originals.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 15, 2012, 12:21:32 PM
thanks Lowkee. I already fixed the problem. After trying al sorts of things and failing, I increased the size of the LOD with the custom LOD funtion. With the (slightly) XL LOD, it rendered correctly, see picture below the original with the errors on the previous page. Perhaps that was a lucky shot of me. I should check the other views too.

latest creations:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F9438%2Fnewprops4.jpg&hash=c03a4b5bc980d1b111a53b6be166da512f3457e7)
don't like the colours still, but almost there I think.

Title: Re: w_swietwoot's Projects
Post by: FrankU on April 16, 2012, 02:06:48 AM
Hi Wouter,

Very good work! Beautiful props. Indeed the colours of the containers are a bit too bright, but you will be able to fix that without my smartass remarks, no?

Frank
Title: Re: w_swietwoot's Projects
Post by: Lowkee33 on April 18, 2012, 09:43:26 AM
Glad you fixed it.  Maybe I am paranoid, but I would check every rotation and zoom.  After having just done this to 48 models, I can safely say that editing the UV values in the Vert tab is much easier than editing FSH.  Go into Reader and check every Z/R of the S3Ds.  If one of them looks wrong, check the UVMap tab.  Basically you'll see something that should be a nice cube (or whatever the shape of your LOD), is either stretched or compressed.  Note the direction, if it is an X axis issue, then change the U values, if it is a Y axis issue, then change the V values.  The simplest way to do this is to go to the Vert tab, where you can copy/paste either the U or V column into Excel.  In Excel, either multiply or divide the values by 2, and then copy/paste back into Reader.

I think this work will make you happier than guess/check with LOD size within 3dsMax. 
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 22, 2012, 09:31:21 AM
I will check all zooms and rotation. I've made some new props but mainly I've uploaded the truck modd file.
Hopefully everything works fine without to many bugs  &ops.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on April 22, 2012, 12:28:14 PM
again, a bit of progress to show you:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg688.imageshack.us%2Fimg688%2F1773%2Fnewprops5.jpg&hash=5af6aa056ab6fb680131ffea01c3ab4a05ae3976)
Didn't add mutch, but I have been busy tweaking the props. I've scaled some and made the greens match and am happy with the result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F1295%2Flaaggeestjun14541335122.jpg&hash=0eadb1f3b33efec3ac48e1dace9ac4f6d7f199c2)
Created overhanging versions of this sign and you can use them with the RHM.  There are also diagonals.
Title: Re: w_swietwoot's Projects
Post by: Buzzit on April 22, 2012, 12:52:01 PM
oh nice work here! I'm impressed once again!  &apls
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 03, 2013, 12:00:43 PM
Well it's been a while, but I've finally got some new stuff.

I will try to get some of the props ready soon, but I got side tracked with two new models. I have been enjoying myself making two Rotterdam landmarks.
The models are finished I think, now I 'only' have to apply some textures. Anyway, lets see how far I'll get.
Just to show you the current status, here are some pictures:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F7483%2Fax3q.jpg&hash=725d3db7bf178c12d1e857331acf6d90e7f0ff58)

The Euromast (http://en.wikipedia.org/wiki/Euromast)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F4029%2Fax1d.jpg&hash=00ac4ca323895e3a58ac4641ed0574e9d53a7e24)

The Erasmusbridge (http://en.wikipedia.org/wiki/Erasmusbrug)

Hope you like it.
Title: Re: w_swietwoot's Projects
Post by: kelis on January 03, 2013, 12:15:17 PM
What a great news my friend !!! I love two models, they are very realistic !!!  I've got some pictures of the Euromast, if you need them just tell me it, okay ? Keep up the good work my friend !!

Groeten  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: art128 on January 03, 2013, 12:18:48 PM
Some great looking projects here.

I like both of them but I'm most anticipating the Erasmus bridge. ;)

Wait no, I anticipate both, I can already see the radio tower on top of a hill, oh my...
Title: Re: w_swietwoot's Projects
Post by: Girafe on January 03, 2013, 12:36:00 PM
Looks amazing models.  &apls &apls &apls

Wait for the textures :)
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on January 03, 2013, 12:42:09 PM
Yikes, Rotterdam.

I mean, great! ;D


Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: mave94 on January 03, 2013, 02:04:02 PM
Great to see you here again! :) Those models look great. I always wanted them in the game, especially the Euromast. Lovely! &apls
Title: Re: w_swietwoot's Projects
Post by: kelis on January 03, 2013, 02:06:38 PM
Quote from: mave94 on January 03, 2013, 02:04:02 PM
Great to see you here again! :) Those models look great. I always wanted them in the game, especially the Euromast. Lovely! &apls

Yeeep !! Especially the Euromast  ;D
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 03, 2013, 11:20:48 PM
Wow! Great work!

But, ahem, the Euromast seems a bit short. Are you sure the heigth of the tower is correct?
But I am sure the finished models will be great additions to the game.

Frank
Title: Re: w_swietwoot's Projects
Post by: Serkanner on January 04, 2013, 03:01:45 AM
As a native Rotterdammer I have to applaud this.  &apls and a double  :thumbsup: :thumbsup: for two excellent looking projects.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 04, 2013, 03:07:49 AM
Thanks for the positive feedback :D. Gives me extra energy to continue. So hopefully these won't end up in the abyss of never finished bat projects... ;D
Franku, you are right on the money, but the height is ok. I think the observation platform seems to big. The billboards at the top, 'space tower' elevator (will be static here, it's moving in RL), that strange bridge almost at the bottom and entrance building will need scaling too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F2786%2Fscaletesting.jpg&hash=67bd4e65cf9ce3a84145e43713676b1a1a796b5e)
Scale compaired to the 169m high washington monument (erasmusbridge is 149m, the euromast is 185m). I will add 25m to the euromast at least to make it look more impressive so it will be a bit to tall, but who cares ::).

For the brigde, I've made a repetitive piece aswell (16 long, 32 wide for an avenue). I thought a completely flat bridge would do with some simple starters and the bridge you saw in the picture as a t21 on the middle section. The column going down will be offset. Hopefully this won't give problems with the waves.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F6435%2Fax2aw.jpg&hash=d72dbf0827ada828b3ea6a8dbcc3ab5947bb63c3)

Repetetive bridge section with railing piece

The other small problem I can think of is that the erasmus bridge prop and the repetetive bridge prop will give glitches because they intersect.

Closeups euromast:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F9417%2Fax4br.jpg&hash=3ed1739a6a6f38a23c2e14982228e459c5de9986)

The opbservation platform

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F5894%2Fax5a.jpg&hash=205ec612409cdf34e386d821e40254b0856bfff9)

The bottom entrance and the ship bridge like thing ???
Title: Re: w_swietwoot's Projects
Post by: kelis on January 04, 2013, 04:01:18 AM
Hoi  :)

I'm wishing to have these models in the game my friend, but I was wondering one thing, the bridge would be a plop model or a real bridge ?

Title: Re: w_swietwoot's Projects
Post by: noahclem on January 04, 2013, 04:27:34 AM
Fascinating projects  &apls   It would be just fantastic to have that bridge in the game  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 04, 2013, 04:56:46 AM
Oh wow! That looks cool! Great work on both projects!

If you have any questions about bridge modding, I can help you out on that ;)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 04, 2013, 06:57:36 AM
@ Kelis -> I'm trying to make it work, but it's my first bridge so no promises. I've read the bridge building thread here on sc4d and tried to make it fit those requirements.

@ Maarten-> I probably will need your help. That would be great, thanks. I'll keep you posted.
Title: Re: w_swietwoot's Projects
Post by: kelis on January 04, 2013, 09:20:11 AM
Okay my friend, that's great !!!

Anyway, I got a Dutch region inspired in Rotterdam, that region is not started, just mapping, because I'm was waiting for the Rotterdam's bridges, even I can try to do the other famous bridge " Willemsbrug ", and of course this region has a resizing map of Rotterdam and I am not sure if your bridge can fit good, if in the future I have problems with the size can you do a " plop version " ?

Well my friend, greetings and thanks for your models, I have to try to do the other Bridge, even also the Spoorbrug  :)

Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 04, 2013, 10:18:06 AM
A little taller:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9138%2Feuromast23.jpg&hash=c08e98721bd263a485516b0be16532022de608e5)
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 04, 2013, 10:41:38 AM
looks nice :)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 05, 2013, 11:17:51 AM
Result for today (sorry, it's not low resolution friendly ;)):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F4585%2Frender4qi.jpg&hash=ec95f099d6ed07304195f670ef44fdab582cf35a)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 05, 2013, 11:18:46 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg546.imageshack.us%2Fimg546%2F7109%2Frender3x.jpg&hash=051c5ace37c619596c8edf5420b00f8614650f5e)
Title: Re: w_swietwoot's Projects
Post by: M4346 on January 05, 2013, 11:53:06 AM
This is looking really promising! :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 06, 2013, 01:27:40 AM
Oh man, that looks sweet! :o
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 06, 2013, 02:38:07 AM
You're recreation of this strange and beautiful building is coming along great  &apls
Title: Re: w_swietwoot's Projects
Post by: Serkanner on January 06, 2013, 03:45:58 AM
Awesome. Last year I went to the top of the tower for the first time in almost 40 years. The view from up there is fantastic.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 06, 2013, 01:04:02 PM
final version unless you dissagree:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F9831%2Frender9x.jpg&hash=6f1d7d59830b912a52032a02df12e115c3874813)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F1553%2Frender8k.jpg&hash=33c40db4a38034a3d3c144a6914195dc971005e9)

next are the lights...
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on January 06, 2013, 01:10:52 PM
Splendid!

Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: kelis on January 06, 2013, 01:12:26 PM
Fantastic job !!
Title: Re: w_swietwoot's Projects
Post by: art128 on January 06, 2013, 01:44:20 PM
Absolutely beautiful! I like the textures a lot so far. The modeling is top notch.
Title: Re: w_swietwoot's Projects
Post by: M4346 on January 06, 2013, 03:40:01 PM
I like it!  ()stsfd()
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 07, 2013, 12:03:54 AM
Looks great. Only one question: how about nightlighting?
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 07, 2013, 02:12:08 AM
This looks finished in every way I can say from an image.
It will be a great addition to our Dutch cities.  &apls  &apls  &apls
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 07, 2013, 02:49:16 AM
Looks perfect to me as well, though I'll echo Maarten's question about the nightlights. It's really a lovely building  &apls
Title: Re: w_swietwoot's Projects
Post by: art128 on January 07, 2013, 02:52:17 AM
Quote from: noahclem on January 07, 2013, 02:49:16 AM
though I'll echo Maarten's question about the nightlights. It's really a lovely building  &apls

Quote from: MandelSoft on January 07, 2013, 12:03:54 AM
Only one question: how about nightlighting?

Patience guys, patience.

It's a very bad idea to start working on the night lights when you are not done with the textures.
Title: Re: w_swietwoot's Projects
Post by: M4346 on January 07, 2013, 03:12:35 AM
Quote from: w_swietwoot on January 06, 2013, 01:04:02 PM
next are the lights...

I think the pictures excite everyone so much that they miss and overlook the last line immediately under the second and final picture in the post... :P

Next are the lights! ;D
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 07, 2013, 04:48:10 AM
great job :)
Title: Re: w_swietwoot's Projects
Post by: mave94 on January 07, 2013, 08:59:44 AM
The Euromast is wonderful, especially with textures now! However, the texture of the tower itself is not seamless. It it possible to fix that? Other than that, great job. :thumbsup:

-Matthijs
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 07, 2013, 09:22:44 AM
Thanks everyone, thank u!
M, your right  :D. To be honest, it will be my first nightlight attemt, so I'll probably be slow. Learning as I go...

-> matthijs, I'll look into it. Shouldn't be to hard.

Oh, nobody annoyed by the missalligned texture wrapt around the outside wall of the mid section, right under the observation platform where the restaurant is(if you know what I mean...)? I am, but I can't seem to fix that easily... >:(

Title: Re: w_swietwoot's Projects
Post by: Getron on January 08, 2013, 04:14:17 AM
Wouter,

Very nice Euromast. Normaly I can see the real one from my house, but your copy would fit great in my cities  :P :thumbsup:

Getron
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 09, 2013, 01:06:31 PM
My first attemt at night lights. I'am getting the hang of it, but I'm not finised yet

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg33.imageshack.us%2Fimg33%2F6969%2F2hhj.jpg&hash=5b985948f0c195663b9806dd1d578e4b4b0ac5cb)

And an in-game impression:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F9834%2Fnewcitydec2203135776534.png&hash=7acb810ac6ecca36b98b57bd7851dc33bd85c685)
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 09, 2013, 01:09:54 PM
seeing the night picture I asked my self a question, from where the lights from the base on of the tower come from? you can tell, it looks like there is a car with its headlight pointing at the tower. Also, I believe it could be brighter.

Other than that, looking good ;)
Title: Re: w_swietwoot's Projects
Post by: kelis on January 09, 2013, 03:17:18 PM
I like so much the model my friend, in the In-Game Picture it looks really cool !!

About the Night Lights, well I think it looks good, but maybe you can put more "Life" in the tower, because it looks a bit empty, can you understand me ?

Groeten  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 10, 2013, 05:16:41 AM
Hi Wouter,

The tower in game raises the question: how does it compare in size to the Berlin Fernsehturm? Is it in scale? Meaning: if the both towers are the same height in reality, are they this also in the game now? They differ in reality, I don't know how much, but a realistic scaling would be nice.

Also I see strange things in the image. It could be just some kind of screen or compression thing, but I see:
- the round concrete elements of the tower are not exactly aligned,
- the upper part of the tower, where the moving capsule goes is not straight (I see a slight "jump" to the right),
- this upper part shows a white edge on the right (shaded) side, so the tower looks a bit like it is photoshpped into the game image.

And the nightlights can be judged with a night shot in game.

But it's really promising! A good Dutch seaport should have this tower ASAP.

Frank
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 10, 2013, 05:50:45 AM
Both towers differ significantly in height:

Fernsehturm, Berlin: 368m
Euromast, Rotterdam: 185m

So the Fernsehturm should actually twice as high as the Euromast...

However, my latest building BAT, the Haguean Flatiron Apartments, is around the same height as the Euromast. You can compare it with that.

About the nightlights: the windows can be a lot brigther! You might want to use textures for those...
Title: Re: w_swietwoot's Projects
Post by: M4346 on January 10, 2013, 05:53:13 AM
Quote from: FrankU on January 10, 2013, 05:16:41 AM
The tower in game raises the question: how does it compare in size to the Berlin Fernsehturm? Is it in scale? Meaning: if the both towers are the same height in reality, are they this also in the game now? They differ in reality, I don't know how much, but a realistic scaling would be nice.

I also thought the Euromast looked a little "short and stocky" but apparently it is only 184.6 m (606 ft), whereas the Fersehturm in Berlin is just under double that at 368.03 m (1,207.45 ft).

Would be interesting to see an in-game comparison though ;D

I would also echo some of the sentiments regarding the night-lighting for it though.

Great work nonetheless Wouter!  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: kelis on January 10, 2013, 06:09:27 AM
Quote from: MandelSoft on January 10, 2013, 05:50:45 AM
However, my latest building BAT, the Haguean Flatiron Apartments, is around the same height as the Euromast. You can compare it with that.

About the nightlights: the windows can be a lot brigther! You might want to use textures for those...

Both are a fantastic advices for you, they could be useful !! Try to put some textures in the Windows to simulate the Light  :thumbsup:

Groeten Wouter and Keep up the good work my friend !!
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 10, 2013, 06:39:06 AM
He, well I could make it shorter again, it is a bit to tall. It's 220m in 3ds. But this way, at least I tought, it would look less chubby and more like a high outlook towering above all else. If this is a no go, I'll will scale thing down. So let me know what you think.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F5739%2Fnewcitymar5021357592985.jpg&hash=0cf88626ffe3d8538033fca478e50238bbaa9da3)
With the Maxis Fernsehturm. That ball shaped mid section is about 207m high in RL.

- and I will work on the nightlights, found some nice tips on ST forum. Let's say I'm half way there.
- and I will work on the (night and day) windows.
- that offset is caused bij plopping it in SC4 I believe, as you can see, if I rotate it, it's gone and dead straight again. But perhaps somebody can expand on this, since I'm not an expert on this.
- Oh and that white edge, I don't know what's causing that.
Title: Re: w_swietwoot's Projects
Post by: M4346 on January 10, 2013, 06:42:18 AM
Quote from: w_swietwoot on January 10, 2013, 06:39:06 AM
He, well I could make it shorter again, it is a bit to tall. It's 220m in 3ds. But this way, at least I tought, it would look less chubby and more like a high outlook towering above all else. If this is a no go, I'll will scale thing down. So let me know what you think.

Maxis scale is a bit whack, I think the 220m in 3ds is fine. ;D

But that's me, let's hear what the others have to say :P
Title: Re: w_swietwoot's Projects
Post by: art128 on January 10, 2013, 06:50:24 AM
to go against the chubby or squashed effect, you can model the tower with real scales and then scale it by 133% if I remember.

However, I like the height of the tower in game at the moment, not too tall, not too small, just the perfect proportions in my opinion and taste.
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 10, 2013, 07:19:01 AM
My first reaction on the image was: hey, is that all? The Euromast is too small! But scale in SC4 is tricky. We know that.
Since I have seen the image above, I think.... just think.... it might be good to put the tower between a set of high rise buildings in order to see if they fit a bit nice together.
You will never get it right for all situations, because if you put it between farmlands, you probably will find out that the restarant of the Euromast hardly reaches above the appletrees or something stupid like that...

Try to find soemthing that looks realistic in a high rise city center. Looks. Not is. That is the best, I think.

Frank
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on January 10, 2013, 08:14:01 AM
Well it's not that the Euromast is a giant building. That said, it might be a tiny bit too small, but not much.

Of course, the only way to get scale right is to compare similar perspectives. . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1204.photobucket.com%2Falbums%2Fbb419%2Fswm666%2Feuromast_zpsb26cccea.jpg&hash=906a78ec684992dad2609a8ad8d342ca0c384efc)

Plop a couple of roads and see what gives.


Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 10, 2013, 09:52:13 AM
You're scale and height looks great to me, though a little experimenting as been suggested certainly couldn't hurt. Great work on the night lights for a first try! Sort out those windows and you'll have something that shines beautifully at night  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 10, 2013, 12:44:23 PM
I would increase the size a bit, not the 133% said here before, but like 115% or so.
Title: Re: w_swietwoot's Projects
Post by: Serkanner on January 11, 2013, 09:14:33 AM
It looks better and better Wouter.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 12, 2013, 11:28:53 AM
Thanks for the response, though I'm a bit undecided yet. Half of you think it's ok, half say that it could be a bit taller or I sould experiment a little. One thing is for sure, definetly not shorter ;D. I will try a model wit 10m extra to the base pole for comparison. That Bing picture is great btw, it looks shorter on the similar angle google maps view (hihi). OT, I'm tempted to keep the length as is, because most of you thing it's quite ok, and it's less work for me ;).

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg221%2F2673%2Fwesterwaardmay121122135.jpg&hash=9caed4ad7c0e6a6180e2b4424f40ce929b5dade0)
at least I tried it again among some NL buildings and other stuff. It's the non-updated version.

Oh, thanks Serkanner :). Glad to see a Rotterdammer likes it, because he knows!

Here's the update:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg560%2F4599%2F1qqc.jpg&hash=c7f569a5c7fa46219905f712a228f75a352d925d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg715%2F4999%2F2qqj.jpg&hash=0f874876c1ca98434a757810491b83c0cd9dbde7)

Not a lot has changed :). Just polising it. Oh, I got those window texture from Jasoncw thread on the ST forum, hopefully that's not a problem.
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on January 13, 2013, 01:12:18 AM
Well, the nightlights can be brighter, but with those textures, they are already looking better :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on January 13, 2013, 01:24:24 AM
Scale looks right to me. Make sure that Heineken sign lights up brightly in nightview.


Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: kelis on January 13, 2013, 03:17:56 AM
Great job with these new lights, I was talking about about something like this, It's perfect now my friend !!
I like the scale building too, I think it's ready for us  ;D

Greetings my friend !!!
Title: Re: w_swietwoot's Projects
Post by: Serkanner on January 14, 2013, 09:29:02 AM
Quote from: kelis on January 13, 2013, 03:17:56 AM
Great job with these new lights, I was talking about about something like this, It's perfect now my friend !!
I like the scale building too, I think it's ready for us  ;D

Greetings my friend !!!

I fully agree!
Title: Re: w_swietwoot's Projects
Post by: Dantes on January 14, 2013, 10:41:31 AM
The nightlight is awesome °____° *woah*

:thumbsup:
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on January 14, 2013, 01:40:29 PM
just awesome! :D &apls &apls
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 14, 2013, 01:50:29 PM
Great improvement on those nightlights  &apls  This is really going to be a great tower to have!
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 23, 2013, 08:54:44 AM
Since everyone was positive, I've decided to upload it.
It's right here:
http://community.simtropolis.com/files/file/28394-the-euromast/
Title: Re: w_swietwoot's Projects
Post by: noahclem on January 23, 2013, 09:47:05 AM
Thanks! I didn't know it was going to be an HD render--awesome  &apls
Title: Re: w_swietwoot's Projects
Post by: art128 on January 23, 2013, 10:07:17 AM
Thanks man! I'll put it to great use!
Title: Re: w_swietwoot's Projects
Post by: kelis on January 23, 2013, 11:14:20 AM
Thanks for share it, I love it !!!
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on January 23, 2013, 11:34:07 AM
Turned out as good as perfect! Thanks!


Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 23, 2013, 11:42:18 AM
Yes! Very good!
Title: Re: w_swietwoot's Projects
Post by: Serkanner on January 23, 2013, 01:03:48 PM
Found a copy waiting for me. Thanks for sharing Zoethout.  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 10, 2013, 10:43:14 AM
Thanks for all the kind words guys, here and on simtrop. Oh, I've also seen the pictures by art and Sun, great stuff!  :thumbsup: I really enjoyed that  :).

But I thought I'd get an old project finished. I'm afraid this will only interest the Dutchies.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg811%2F3622%2Fnewcitynov1209136052104.jpg&hash=687975364cb3fabddbfbbb4cf0264431e0b29999)

full res: http://img41.imageshack.us/img41/3622/newcitynov1209136052104.jpg

Well this is how far I've come. I guess this will be enough for a vol01 :). Added many new props plus diagonals and polished some old ones. I'm planning to not make any new props for this version. I only have to test them to see if there are no errors.

Title: Re: w_swietwoot's Projects
Post by: MandelSoft on February 10, 2013, 11:15:25 AM
Oh nice! A dutch prop pack. Don't worry it's only for dutchies; we can always use some extra garbage bins, post boxes, posts and benches ;)
Title: Re: w_swietwoot's Projects
Post by: sunv123 on February 10, 2013, 11:25:03 AM
Oh, we love your stuff. &blush

Hey, i'm not a ductchie, but I still like those benches! And what are those, gas tanks on the top right side of the pic? ::) (just kidding)

Looks good. :)
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on February 10, 2013, 11:38:51 AM
Those aren't gas tanks, but actually glass recycling deposit bins...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.milieukrantonline.nl%2Fmko_14%2Fimages%2Fglasbak-nieuw.jpg&hash=df12a420bb0dabc5ec0b4e128d3de6ec63cd1685)
Title: Re: w_swietwoot's Projects
Post by: sunv123 on February 10, 2013, 12:03:44 PM
That's a funny design. ::) But i'm sure the shape serves a purpose...
Title: Re: w_swietwoot's Projects
Post by: Terring7 on February 10, 2013, 12:38:13 PM
I'm living in Greece and I'm seriously thinking about using the Dutch recycling deposit bin in my Barsoom Project :thumbsup: :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on February 10, 2013, 01:15:04 PM
Wonderful set, useful for many, Dutch or not.

1 little cons on the set overall, the models look so polished and clean, and even they handle garbage (some of them) they just look brand new and clean :\

if you know what I mean.

nevertheless. great work!  &apls
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on February 10, 2013, 01:39:48 PM
Great set!


Quote from: sunv123 on February 10, 2013, 12:03:44 PM
That's a funny design. ::) But i'm sure the shape serves a purpose...

The purpose is that these can be easily lifted and emptied by a truck (hence the handles on top). In Belgium, too :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fbin.ilsemedia.nl%2Fm%2Fm1gy0qawi1bk.jpg&hash=f9c8cf8831d90ff87c44a7b2837cbebbc93f9447)

Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: FrankU on February 10, 2013, 11:57:53 PM
Hoi Wouter,

There are many useful props in the set, so that's indeed a good addition. But like gn_leugim already said: I think they look a bit too clean and too... what shall I say... a bit too cartoonlike. The colors are too bright and too saturated for realistic appearances. And too clean. I understand that it will be quite a job to edit them all but of course it's up to you what you do with our remarks.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 11, 2013, 09:36:25 AM
Ok, you have spoken. I will unbrighten the most bright ones, and I will try dirtying-up  ??? the ones who need it. But don't expect wonders  :P.
Title: Re: w_swietwoot's Projects
Post by: WC_EEND on February 11, 2013, 10:45:04 AM
Quote from: Swordmaster on February 10, 2013, 01:39:48 PM
Great set!


The purpose is that these can be easily lifted and emptied by a truck (hence the handles on top). In Belgium, too :)

-image-

Cheers
Willy

Really? I've never actually seen these in Belgium :P

edit: slight clarification: I've seen the containers here, but I haven't seen the lorries used to empy them.

Xander
Title: Re: w_swietwoot's Projects
Post by: art128 on February 11, 2013, 11:09:38 AM
Quote from: WC_EEND on February 11, 2013, 10:45:04 AM
Quote from: Swordmaster on February 10, 2013, 01:39:48 PM
Great set!


The purpose is that these can be easily lifted and emptied by a truck (hence the handles on top). In Belgium, too :)

-image-

Cheers
Willy

Really? I've never actually seen these in Belgium :P

Xander

We have these in France as well... :)
Title: Re: w_swietwoot's Projects
Post by: Swordmaster on February 11, 2013, 02:14:55 PM
Quote from: WC_EEND on February 11, 2013, 10:45:04 AM
Quote from: Swordmaster on February 10, 2013, 01:39:48 PM
Great set!


The purpose is that these can be easily lifted and emptied by a truck (hence the handles on top). In Belgium, too :)

-image-

Cheers
Willy

Really? I've never actually seen these in Belgium :P

edit: slight clarification: I've seen the containers here, but I haven't seen the lorries used to empy them.

Xander

I have one of those on the corner of my street, so I can't really miss it. Makes a lot of noise.


Cheers
Willy
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 17, 2013, 09:54:46 AM
Update:
edited many of the props, hope you spot the difference. Also added two.

The new:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg15%2F8118%2Fnewcitynov1209136112329.jpg&hash=9710193cfaa9ab62cb3c2c215eb36b0e2beddce8)

full-res: http://imageshack.us/a/img189/8118/newcitynov1209136112329.jpg



and the old:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg811%2F3622%2Fnewcitynov1209136052104.jpg&hash=687975364cb3fabddbfbbb4cf0264431e0b29999)

full res: http://img41.imageshack.us/img41/3622/newcitynov1209136052104.jpg
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on February 18, 2013, 04:51:02 AM
I guess they are better =)
Title: Re: w_swietwoot's Projects
Post by: FrankU on February 18, 2013, 05:02:47 AM
Hoi Wouter it's hard to say what the differences are... I cannot see them. Is it my eyes? Could be; they almost have lasted their first half century. I might need better glasses.
But what I do see is that you have quite a set of benches and some of them look quite the same. Are you sure we need all of them?

Props are very beautiful and useful anyway!
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on February 18, 2013, 05:28:36 AM
the differences are subtil in most cases and in many more are none at all. I advice you to open both pics in HD and look carefuly. some props, specialy the white'ier ones were modified. some of the green one could use the same treatment IMO, but nevertheless good work :)
Title: Re: w_swietwoot's Projects
Post by: Getron on February 18, 2013, 06:30:11 AM
Hoi Wouter,

While looking at you great prop set, I'm wondering about the "praatpalen" (Top Left). In comparison to the "TNT brievenbussen" of the "Vuilniscontainers", do look very big.

Or I'm a wrong?

Getron
Title: Re: w_swietwoot's Projects
Post by: Aaron Graham on February 18, 2013, 06:50:44 AM
Lovely props. I love the trash can and the power box thing.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on February 18, 2013, 10:47:19 AM
I thought I'd get some honest opinions when I didn't explain much when posting this picture. The full res picture is much clearer, the resized picture shown on this page is not very representative. Difference is there, big in my world, small in some of yours :P. But that's because I've been looking at them for quite long now ?=mad)=. About half of them were redone, 26 in total, excluding the new ones. I needed those new ones for the modd attached to these props. I've detuned saturation on the bright ones and some the bigger ones have noise mapping on them to replicate filth.

I've noticed big differences in colour representation between my laptops screen and my desktops screen. On my laptop everything is very dull, on my desktop it's pretty colourfull on the other hand.  I've tested some of them in game, using my modds and I think they look good. Some of the stuff, like the mailboxes are pretty bright in RL as well. I guess it's just that I kid of like the colours myself right now... &ops. But I'm not unwilling to learn and I do admit colouring and texturing is not yet my strongest point. And well, you would not use as many of these together like in the picture here, now it's a bit of a colour jumble. The are only small individually, so to stand out a bit, I tought some colour would help.

Franku, as you've noticed it's mostly streetware, so I've made sets of metal stuff in 5 colours. The benches, bins and poles will be modded as a set in the colour of your choice, replacing some maxis props. I've chosen colours found in towns I've been. Green (as in The Hague), brown (The Hage aswell), purple (like in the town I cross going to work, red (like in the town I live) and black (well more as a base colour). I guess the black ones will be the popular choice.

Getron, I'll scale them down, you are right. Didn't notice. And thank you Aaron.
Title: Re: w_swietwoot's Projects
Post by: Getron on March 01, 2013, 10:14:45 AM
Wouter,

Seen the props on the STEX and downloaded them. Hope to get using them soon.

Great work.

&apls

Getron
Title: Re: w_swietwoot's Projects
Post by: kelis on March 01, 2013, 02:08:55 PM
Thanks for all those props my friend, I love them and I will use them, you may sure  :thumbsup:

I was wondering what is the progress with your bridges ? I can't wait to use them !

Greetings and good night Wouter  :)
Title: Re: w_swietwoot's Projects
Post by: Dantes on March 01, 2013, 02:16:18 PM
Wow  :o It's time to recycling systems in SC4  ;D Fantastic prop pack  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 02, 2013, 02:11:44 AM
He thank you guys. I'm happy people like it. I know it's a niche item, but basically all my stuff is. I want to thank everyone helping me getting them finished and giving comments to make them better. I'm also glad I finally released it. They were in this 'never finished' state and it took quite some time.
So this gives room for new stuff. Speaking of which, Kelis, the bridges (an Erasmus bridge and 3 more Dutch bridges) are with Maarten (Mandelsoft) who makes them work. I told him he could take as much time as he liked. He already done some work and it seem to look and work well, very well indeed. But he is curently busy with other stuf including some NAM work. So to speed things up we might have to gently push him a bit... ;D
So I don't know wat I'll do next. Maybe some automata I wanted finishes, maybe some more props or maybe someting totally else. We will see.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 13, 2013, 11:23:57 AM
Something new:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg541%2F7038%2Ftest2bo.jpg&hash=27c5fdb8c64c767c8fe04f266ed7ddbbd596b3c7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg850%2F8553%2Ftest1ij.jpg&hash=f197197c7b6c154fbc576eccd3ddd4d0a21ec201)

An Oldambtster-type farm. Found in the east of the northermost province of Groningen. Owners were wealthy farmers feeding the population of the ever growing cities in the 19th and 20th century.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.kalkwijckdistillers.nl%2Fimages%2Flib%2Fimg_9336.jpg&hash=e6ad84ed6bae045e7a7e1735a55c934e69394568)

Do you like it?
Title: Re: w_swietwoot's Projects
Post by: MandelSoft on March 13, 2013, 12:02:30 PM
I like it, model wise, but the textures can be way more de-saturated. Also, I would go for more brownish bricks instead of red ones...
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 13, 2013, 12:37:45 PM
you are correct so it's desaturated:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg89%2F138%2Ftest3v.jpg&hash=8e71272694cc13be469de98de73d1bbd059c6e3c)

And an ingame picture for the scale (with the old textures):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg13%2F8092%2Fduynzandenjul1301363203.jpg&hash=f6bd7c9b9614a2d81dca7b28e05b60b0972834e5)
Title: Re: w_swietwoot's Projects
Post by: noahclem on March 13, 2013, 05:36:21 PM
Exciting new project! The building has a very interesting style  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: vester on March 13, 2013, 05:55:45 PM
Looks great.

... and the new textures is an improvement.


This reminds me of house along the west cost of Jutland.

Here is a picture from the open air museum north of Copenhagen:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi40.photobucket.com%2Falbums%2Fe242%2Fvester_DK%2FDKPhotos%2FCph%2FIMG12061602.jpg&hash=280886933c14539c44080ba61178c74d6101a5f6)
The farm in the middle, use to stand in Eiderstedt in Schleswig-Holstein.
Title: Re: w_swietwoot's Projects
Post by: FrankU on March 14, 2013, 01:36:57 AM
Wouter, this is fantastic!  &apls

This will be a perfect farmhouse for an additional set of farms in my Dutch Farms set. But wait.... first I have to finish the farm fields and the farms set with mrbisonm.
But it's beautiful! The scale looks good to me and the textures are great. Don't make them too brownish: the bricks in Groningen are quite red.

Frank
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on March 14, 2013, 02:05:07 AM
the only issue I see here is the mental ray XD I don't like it as much as regular (BAT?) render engine :P

apart from that, nicely done :)
Title: Re: w_swietwoot's Projects
Post by: FrankU on March 14, 2013, 03:02:43 AM
Quote from: gn_leugim on March 14, 2013, 02:05:07 AM
the only issue I see here is the mental ray XD I don't like it as much as regular (BAT?) render engine :P

What is that?

And I forgot: Vester, the barn you show looks even more like the back side of the farm houses we have in Friesland. Maybe Wouter is going to make one like that too?
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 15, 2013, 10:19:27 AM
Hi, seems to me you are all very positive. I'm nearly finished, I only want to make the roof texture a bit less repetitive. I still needs lotting though.

Vester, that's very much alike to our sheds. I've looked it up on the wikipedia and it states they originate from the same (pre) medieval northern (viking?) type farms.

Frank, a Frisian farm is something I wanted to do aswell. I thought making this farm would be a walk in the park but it took me longer than expected to make this model. Its not difficult but there are many details and the Frisian farm has even more details...

Gn, I've noticed slight differences wit gmax and the bat4max aswell. But I'm not using the gmax stuff because importing step-files into gmax and getting it to render properly is a pain. The 2-sided option just doesn't work with my files, showing holes everywhere. Oh, I can't be bothered learning to model with gmax, it annoys me so I'm using a different program.
Title: Re: w_swietwoot's Projects
Post by: vester on March 15, 2013, 11:06:19 AM
Quote from: w_swietwoot on March 15, 2013, 10:19:27 AM
Vester, that's very much alike to our sheds. I've looked it up on the wikipedia and it states they originate from the same (pre) medieval northern (viking?) type farms.

...a Frisian farm ...

Thinking about it, that area is called Nordfriesland (North Friesland / North Frisia).

You primary see that sort of house in Denmark around Vadehavet / Wadden Sea (http://en.wikipedia.org/wiki/Wadden_Sea).
Title: Re: w_swietwoot's Projects
Post by: gn_leugim on March 16, 2013, 11:54:27 AM
I jsut said that in a amusing sense :P

but, you may try to see if there is other render engine on the max.
Quote from: FrankU on March 14, 2013, 03:02:43 AM
Quote from: gn_leugim on March 14, 2013, 02:05:07 AM
the only issue I see here is the mental ray XD I don't like it as much as regular (BAT?) render engine :P

What is that?

And I forgot: Vester, the barn you show looks even more like the back side of the farm houses we have in Friesland. Maybe Wouter is going to make one like that too?

Mental Ray is the render engine of Max, which makes the model look sightly different from those rendered in gMax.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on March 24, 2013, 10:27:31 AM
Hi, I've added a Frisian-style farm, commonly found in this province. The name of this type is, when literally translated, a head-neck-torso farm.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg716%2F3193%2Fnewcityoct2910136414524.jpg&hash=21a5e7f90959354b74ca1802fd44cf5235ba2512)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg6%2F9003%2Fnewcityoct2910136414533.jpg&hash=7669795a2dbd73c0d7757ce89a171b2ead7fc62d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg824%2F6751%2Fnewcityoct2910136414527.jpg&hash=bc9eaed870c4333060fa456164f4742ba869f7e3)

I will add 3 sheds of the same type, derrived from these models.  I'll try to finish those this or next week.

Title: Re: w_swietwoot's Projects
Post by: FrankU on April 16, 2013, 01:56:06 AM
Hi Wouter,

Did I tell you already that the models are fantastic and that the size of them is accurate in combination with other commonly used farming props?
I'd say: don't change anything, but add a few barns and sheds.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 14, 2013, 12:43:56 PM
Well, after a small period of absense I felt like making something new again and it's time to show you. These are the first versions and will be a bit rough around the edges but anyway, tell me what you think.
Also more variations on these two themes are in the pipeline. More different models (albeit similar) and some brick and roof colour variations. These building styles are very common in the Netherlands and were missing from my sc4 plugins. Especially those sixties rowhouses seem to be built everywhere. My plan is to make a small set of generic versions to fill this gap.

1930's rowhouses (first theme):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg24%2F1148%2Fewl9.jpg&hash=07bda91c1a4327c56a0ce81dac9d284416418bf8)

1960's rowhouses (second theme):
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg542%2F2321%2F1wxt.jpg&hash=0af94e5328af523fb45bf7b2bb08f71c036139ec)

Hope you like it, gr.
Title: Re: w_swietwoot's Projects
Post by: FrankU on December 14, 2013, 01:10:33 PM
Hey Wouter,

Oh yes They are great! Both look quite perfect to my eye. The architecture, which is my profession, is good.

Consider the dakkapellen: we have some already available as separate pros inthe BNL Essentials. You might use these, or add some new separate ones for this project.
Title: Re: w_swietwoot's Projects
Post by: vortext on December 15, 2013, 03:40:06 AM
Rowhouses are sorely missing indeed so they'll be a welcome addition!  :thumbsup:

The sixties rowhouse looks great, though for the thirties rowhouse you might want to read up on Amsterdamse School (https://en.wikipedia.org/wiki/Amsterdam_School) as the dimensions seem a little of to me. Maybe Frank has pointers to improve on this style.

Also, a few corner houses would be great as well!   ;)

Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 15, 2013, 05:31:17 AM
Thank you Frank, glad you like them, and thank you Vortex for your reply. I'm still fiddling around with them and made some minor changes, so another picture here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg7%2F6919%2Ff7sn.jpg&hash=35e76842915019cfecd907123d9c4830957b8903)

and the reference:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageack.com%2Fa%2Fimg607%2F6454%2Felkb.jpg&hash=7afd7bef948157f799261dd6e97d9e98045d625a)

The roof is darker, the white wooden frames less white and more details a bit sharper.
For the Amsterdamse School bit Vortex, I don't know if this building fits that style or if it might be a cheaper rip-off. I think it looks quite accurate to the RL building though shown here in the picture.
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 15, 2013, 08:35:57 AM
result of today:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg196%2F6459%2F8d9b.jpg&hash=4b7e263260d7ddfb2404d6cf22ded4dda21e4ed7)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg23%2F8131%2Fyoi5.jpg&hash=e686873e9e4f9f367fc9d9156fcf9f6dd01e7759)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg23%2F6779%2Fpnw7.jpg&hash=6cc99ab57d0725d1d16cc29539bd6b72262a1989)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg202%2F5907%2Fk2yk.jpg&hash=2236dc70085874d9a5cca192bf529fce5142849d)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg842%2F2573%2Fmki1.jpg&hash=8a2590cc009ca12df327c1ce07d041836af275c1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg546%2F6632%2Foaru.jpg&hash=2391af6499c111e875227c714e6f0d80f6599563)

Gr.
Title: Re: w_swietwoot's Projects
Post by: Girafe on December 15, 2013, 08:45:59 AM
Models are nice but I think you could upgrate the textures. They are a little bit too clean. Think about adding small details that do the difference between a common BAT and an excellent BAT  ;)
Title: Re: w_swietwoot's Projects
Post by: MTT9 on December 15, 2013, 08:51:59 AM
They look really good! I would change the windows textures though (at least the 1960's ones) :)
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 17, 2013, 10:47:31 AM
Thanks again for the comments, Girafe and MTT9, I think you are both right. So I'm giving it another go.

I think I 'm finished with the 30s building (except nightlights and lotting that is, but that will come soon) unless you guys have a couple pointers still. I must say I'm feeling pleased about the result.

the result:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg703%2F7408%2F1xvu.jpg&hash=8f23c06c0b69f1893b3eb80d066c246233f4c624)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg202%2F5053%2Fcs5w.jpg&hash=9dbbbe2161e6c69564ad7281f06806e5d23d579e)

New are a weathered roof and a weathered tar-top for the garage. Gradients added to the bricks and to the garage door. And more details, but not very important though.

Now the 60ties set should get the same treatment, and some better window textures with more variety.
Gr.
Title: Re: w_swietwoot's Projects
Post by: Girafe on December 17, 2013, 11:00:23 AM
Your dark colors are too dark, especially for the doors.

For the windows, you can try to put a glass material with a ground map, the result will be better than what you have now.

The rest is fine
Title: Re: w_swietwoot's Projects
Post by: noahclem on December 17, 2013, 11:41:02 AM
Quite a nice looking project.  Nice attention to detail  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: whatevermind on December 19, 2013, 07:56:22 PM
Looks good! I do agree with girafe that the windows are a little off, they seem too dark to me. Otherwise a very nice building though!  :)
Title: Re: w_swietwoot's Projects
Post by: vortext on December 21, 2013, 10:01:57 AM
I concur the windows need some more attention. The color variations for the sixties rowhouse are very nice though! And the thirties row is good too. Obviously I didn't know it was based off a RL model, you pretty much nailed it!  :thumbsup:
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 29, 2013, 01:16:02 PM
Hi, thanks again for your comments and interest. I've been working on those windows and the blackness has been made less black. But I'm not sure if it is up to par, let me know.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg46%2F2737%2Fzwrf.jpg&hash=e47b1b6185aeb9f1967219e2357bdb2be9a37fad)

And since this last picture was not shockingly different to the ones earlier, I thought I'd also try a bit more interesting building. Also because I think these row houses are a bit square.  ;)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg600%2F5285%2Fqzne.jpg&hash=2ce3c6e6182826a1005ae774a911b797019fa756)
Title: Re: w_swietwoot's Projects
Post by: MTT9 on December 29, 2013, 06:32:14 PM
I still don't like those windows that much. The curtains effect is nice but the rest seems like the interiors are just empty black spaces.
I find the easiest methods to be to either use a glass plane and a busy looking texture on the inside. Or to just use a window texture that is noisey enough (i have used store fronts textures to do so) like you can see  here (http://www.sc4devotion.com/forums/index.php?topic=12670.msg385578#msg385578) on Aaron Graham's bat thread.
Hope this helps :)
Title: Re: w_swietwoot's Projects
Post by: art128 on December 29, 2013, 07:03:04 PM
That last one is from Rotterdam, isn't it?
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on December 30, 2013, 12:33:37 PM
Yes it is, Art. It's this odd but cool (at least I think it is) landmark:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F5%2F5f%2FKubuswoningen_in_rotterdam.jpg&hash=191c9910e9317492b292635e7caff9176fbf739e)

Kubuswoningen in Rotterdam. But it is not nearly finished as you can see, but I have made a 3d model last week.


Windows: Ok, I will have to make the textures for the glass more interesting. I had already offset the glass inward, gave the outer one glass material and kept the texture for the inner one. Ik looks much more 3d this way, I think and I like this. Well thank you girafe for the tip :thumbsup:. Another update will follow soon with some improved textures.
Title: Re: w_swietwoot's Projects
Post by: FrankU on December 31, 2013, 04:08:28 AM
Hi Wouter,

I have no opinion on the windows texture, but the houses themselves are great.
And the Kubuswoningen are unique and surely a great addition to SC4.
I will gladly use them in my game.
Title: Re: w_swietwoot's Projects
Post by: kelis on December 31, 2013, 08:02:52 AM
I agree  :) can't wait to see some progress my friend.

Groeten
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 12, 2014, 05:36:10 AM
Hi Wouter,

I just wanted to pop in and tell you that your dutch props set is becoming a standard dependency for my lots. Not very surprising, perhaps.  :)
Only thing is I think the transparency of the phonebooth could have been a bit better. Its a bit grey now. Otherwise perfect props.

Greets, Frank
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on January 13, 2014, 11:57:03 AM
Thanks Frank. Great to hear you really like them. I've noticed it's a real buzz and always a surpirse to spot my stuff in someone elses pictures or uploads. I guess other uploaders feel the same. Looking forward to those you speak off.

And well, I don't want to be an 'excuus truus'  ;) but it happend to be one of the first 3 models I've made in gmax and it was quite an adventure to get it to look like this, trying to find out how the software worked. Transparancy had to be more than 50% otherwise it didn't show glass at all, but it makes it look very dark. And maybe I did something wrong aswell. I also wanted to make a nightlight in it, but I couldn't get it to work back then. It's in the past now ;D.

No pictures today, but I just want to tell the updates on the kubuswoningen and rowhouses will follow soon...



 
Title: Re: w_swietwoot's Projects
Post by: FrankU on January 14, 2014, 04:16:37 AM
Quote from: w_swietwoot on January 13, 2014, 11:57:03 AM
Thanks Frank. Great to hear you really like them. I've noticed it's a real buzz and always a surpirse to spot my stuff in someone elses pictures or uploads. I guess other uploaders feel the same. Looking forward to those you speak off.

Hi Wouter,
Yes, I know the feeling. It always makes me feel useful to the community when I see images with my lots, used by others. Yours will be good for a lot of us. No worries.
Title: Re: w_swietwoot's Projects
Post by: Ernestmaxis on September 27, 2015, 11:03:32 AM
Will we ever see these beautiful row house on the Lex?
They are marvelous!
Title: Re: w_swietwoot's Projects
Post by: w_swietwoot on September 29, 2015, 10:03:09 AM
Hi,

thanks for showing your interest in these models. I'll try to forward some of my finished work to the BNL group. But I must conclude after the low activities from my side I should officially pause my activities here. I just do not get round to work on the projects here lately.

I had a great time here and maybe I'll see you guys soon.
Regards, W.
Title: Re: w_swietwoot's Projects
Post by: FrankU on September 29, 2015, 12:13:50 PM
Hi Ernestmaxis,

Well... just sometimes asking a question actually leads to something here!

w_swietwoot sent me his house models and I have the intention to add some lotting to them. Just don't hold your breath.... it may kill you before I finish. But there should be some future in them.

If someone who knows how to work with bridges is interested in finishing w_swietwoot's bridge models? I have no clue how to make functionals of them....
Title: Re: w_swietwoot's Projects
Post by: Ernestmaxis on September 29, 2015, 12:41:15 PM
Hey Frank U

That is really awesome, I really gonna follows your project now. Really can't wait for it!
This awesome news!
Title: Re: w_swietwoot's Projects
Post by: FrankU on October 05, 2015, 05:03:37 AM
Hi to all,

I started lotting the beautiful models of the 1930ies and 1960ies housing Wouter had made. The bridge models are in the hands of eggman121.
So have patience..... the projects will take some time, but there will be releases some day!

Frank