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Author Topic: Reddonquixote's International BAT Thread  (Read 39732 times)

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Offline mgb204

Re: Reddonquixote's International BAT Thread
« Reply #220 on: January 09, 2018, 07:19:04 PM »
Simply WOW. &apls This is so impressive even without texturing, you've clearly been busy. I can't recall seeing such a monolithic project like this being achieved before. But you are probably one of only a handful of people capable of seeing such a project through. Your progress here is testament to your abilities with 3DS Max. Just imagining seeing everything here textured and rendered in-game someday gives me chills and I'm not particularly a fan of NYC either.

For roads there is only FAR-2 and FAR-3 at present. I forget the angles of those, but it means 1 tile up for every 2 / 3 tiles along. But that does allow for a total of 24 differentially angled road choices. See this video for how to build these networks along with some of the WRC options. Bear in mind, there are limitations within FAR in terms of intersections and the like. But if you test it and things are "close enough", I'd consider filling any gaps with some new code/textures for you. This is one of those projects that really deserves those little touches, if you get to that stage.

Since you are handy with modelling, I'm guessing UV mapping is within your capabilities? Assuming it is, you can put a road anywhere, at any angle you can texture, using Overhanging S3D props. It's really not that hard to make, but limitations include not being functional and they really, really hate slopes. But it's another potential solution. I have to imagine for your purposes, batting them in would work too, although I really hate it when people do this :(.

You are limited to Ortho for regular draggable bridges, this is true. But to work, you need to break it up into parts, frankly at this level of quality, I think we can find a way to get this into the NAM, if that works for you. Of course you could simply cheat with Network --> Subway lots to make an eye-candy bridge function. However, if you were breaking it up into repeat pieces, it may just be possible to use rotated versions with the Advanced Bridge Enabler plugin (formally DBE). This would give you a diagonal variant for sure if the pieces lined up correctly, I suspect FAR might even be possible too. You'd need to make the Bridge Supports and Cabling separate props that are manually plopped into place. However, it looks doable to me. I'd guess though you have to stay somewhat true (in terms of the map), so as to keep the main gridded part of the city at the correct angle. Based on that, what sort of angle is most ideal for the bridge?

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Re: Reddonquixote's International BAT Thread
« Reply #220 on: January 09, 2018, 07:19:04 PM »

Re: Reddonquixote's International BAT Thread

Offline reddonquixote

Re: Reddonquixote's International BAT Thread
« Reply #221 on: January 13, 2018, 04:13:09 AM »
Wow.. both so helpful thank you so much  &apls &apls

I thought next thing I better do is try creating some networks on the map to see how it might come to work (mgb - your video was extremely helpful, thankyou again)

Here's what I've created so far...





The biggest issue seems to be getting the intersections to join up, and more problematically for the lower-right section of map, is getting FAR pieces to intersect with other FAR pieces - I don't think they do that? I need to watch more NAM tutorials I think  :thumbsup:

Here's also a copy of the map I've gridded up to use for reference (green are straight roads and orange are the FAR pieces I've added so far. This shows the angle the bridge would need to be. (I've oriented the map so Broadway runs straight down the middle)



I have to run, but I'd be grateful for any comments/suggestions on what I've done so far  ()stsfd()
Pay heed to the tales of old wives. It may well be that they alone keep in memory what it was once needful for the wise to know.

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Re: Reddonquixote's International BAT Thread
« Reply #221 on: January 13, 2018, 04:13:09 AM »

Re: Reddonquixote's International BAT Thread

Offline bombardiere

Re: Reddonquixote's International BAT Thread
« Reply #222 on: January 13, 2018, 05:04:47 AM »
That grid over real life map is a cleaver idea.  :thumbsup: I have couple of times tried to match
city street network on SC4. However I have just wanted it look rough approximation of real street map and I have never bothered to track down exact positions of the streets. I have just taken a shoreline or river curves and roughly estimated where the main roads should be.

Anyway. I think it is best to lay out the street grid first. Thus you can match our building models on it. You can made your buildings as overhanging props with sidewalks and yards, so that those will fit the street pattern. Perhaps some of minor street and alley could be made as props or lot textures as well.

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Re: Reddonquixote's International BAT Thread
« Reply #222 on: January 13, 2018, 05:04:47 AM »

Re: Reddonquixote's International BAT Thread

Offline c.p.

Re: Reddonquixote's International BAT Thread
« Reply #223 on: January 13, 2018, 06:40:06 PM »
If you use FAR-3 for those roads on the lower right, there are FAR-3 x FAR-3 intersections which might be helpful, though you can only intersect those once every three tiles (as far as I know).  So the spacing probably wouldn't work out perfectly.  Anyway, super-impressive project so far.  :thumbsup:

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Re: Reddonquixote's International BAT Thread
« Reply #223 on: January 13, 2018, 06:40:06 PM »

Re: Reddonquixote's International BAT Thread

Offline reddonquixote

Re: Reddonquixote's International BAT Thread
« Reply #224 on: January 14, 2018, 04:14:21 AM »
Thanks Bombaridiere - Yes, hoping that will work  :thumbsup:

Good to see you back CP. Thanks, I will check it out. Still in experimenting mode  :D

I played with the curved road a bit more. These curves aren't quite as elegant as the puzzle pieces, but still not bad, but at least I can connect to these:



I've also had a play with making some seawalls. Still early days, lots to fix up, but not a bad start  ()what()



Lastly, couldn't resist  :D

Pay heed to the tales of old wives. It may well be that they alone keep in memory what it was once needful for the wise to know.

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Re: Reddonquixote's International BAT Thread
« Reply #224 on: January 14, 2018, 04:14:21 AM »

Re: Reddonquixote's International BAT Thread

Offline mattb325

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Re: Reddonquixote's International BAT Thread
« Reply #225 on: January 14, 2018, 04:07:34 PM »
Looking good! I love the sea walls...did you ever make/release some other riverside sea wall type pieces for your Melbourne stuff?...(I might be having a senior moment, so forgive me if it wasn't you)  ::)

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Re: Reddonquixote's International BAT Thread
« Reply #225 on: January 14, 2018, 04:07:34 PM »

Re: Reddonquixote's International BAT Thread

Offline Kitsune

Re: Reddonquixote's International BAT Thread
« Reply #226 on: January 14, 2018, 05:15:17 PM »
Oh those seawalls look nice !

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Re: Reddonquixote's International BAT Thread
« Reply #226 on: January 14, 2018, 05:15:17 PM »

Re: Reddonquixote's International BAT Thread

Offline doug_w

Re: Reddonquixote's International BAT Thread
« Reply #227 on: January 17, 2018, 06:48:05 PM »
Any chance of you doing Sydney, Australia buildings :)

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Re: Reddonquixote's International BAT Thread
« Reply #227 on: January 17, 2018, 06:48:05 PM »

Re: Reddonquixote's International BAT Thread

Offline reddonquixote

Re: Reddonquixote's International BAT Thread
« Reply #228 on: January 21, 2018, 01:01:11 AM »
Thanks Matt - Yes, that was me who made Melbourne river pieces, but they weren't really ever for release. They weren't modular and only pieced together to make the Yarra. I did release a lot of the little props (Trees, benches, statues etc as part of my prop pack though.

Thanks Kitsune.. still working on them.

No Doug, not for a while  $%Grinno$%

So, I had to restart my map - I needed to terraform the coastline properly , so now it conforms perfectly with my reference grid. This has enabled me to make quite nicely fitting seawalls. I still need to make them a bit more seamless, but these are pretty good as testers.

Firstly, you have to imagine they are nicely textured and furnished  ;) :



Here's how they form to make a nice smooth coastline:



and here's an overview of the terraformed coastline:



Let me know what you think.
Pay heed to the tales of old wives. It may well be that they alone keep in memory what it was once needful for the wise to know.

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Re: Reddonquixote's International BAT Thread
« Reply #228 on: January 21, 2018, 01:01:11 AM »

Re: Reddonquixote's International BAT Thread

Offline Unconstantean

Re: Reddonquixote's International BAT Thread
« Reply #229 on: January 21, 2018, 04:15:58 AM »
lovely. Can you add some variation to the walls? like some sewage pipes ore tunnels:


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Re: Reddonquixote's International BAT Thread
« Reply #229 on: January 21, 2018, 04:15:58 AM »

Re: Reddonquixote's International BAT Thread

Offline art128

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Re: Reddonquixote's International BAT Thread
« Reply #230 on: January 21, 2018, 04:16:03 AM »
I'm actually considering doing something like this for my current city, considering most of the shoreline is not 90 or 45 degrees.

That small portion of seawall is pretty good looking. Only thing i would have done differently is not model the trees, so i can get more variety, randomness and seasonal trees.
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Re: Reddonquixote's International BAT Thread
« Reply #230 on: January 21, 2018, 04:16:03 AM »

Re: Reddonquixote's International BAT Thread

Offline Kitsune

Re: Reddonquixote's International BAT Thread
« Reply #231 on: January 21, 2018, 07:04:40 PM »
even better on the seawalls ! My city I traced out the original coast, so it has all kinds of crazy angles, and its why I haven't sea wall'ed it yet (well that and there is thousands of coastal tiles to sea wall).

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Re: Reddonquixote's International BAT Thread
« Reply #231 on: January 21, 2018, 07:04:40 PM »

Re: Reddonquixote's International BAT Thread

Offline mattb325

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Re: Reddonquixote's International BAT Thread
« Reply #232 on: January 22, 2018, 03:51:36 PM »
......
Let me know what you think.

I think it looks bl**dy brilliant  &apls :thumbsup:

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Re: Reddonquixote's International BAT Thread
« Reply #232 on: January 22, 2018, 03:51:36 PM »

Re: Reddonquixote's International BAT Thread

Offline reddonquixote

Re: Reddonquixote's International BAT Thread
« Reply #233 on: February 08, 2018, 05:51:06 AM »
Thanks all  :thumbsup:

Back to BATing for a bit... here's a couple more:

That weird new WTC Westfield Transport hub thing... needs more work but its quite difficult not sure I can be bothered  $%Grinno$% (I will though)



..and the Washington Building. I'm hoping it will look better once textured.

Pay heed to the tales of old wives. It may well be that they alone keep in memory what it was once needful for the wise to know.

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Re: Reddonquixote's International BAT Thread
« Reply #233 on: February 08, 2018, 05:51:06 AM »

Re: Reddonquixote's International BAT Thread

Offline mattb325

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Re: Reddonquixote's International BAT Thread
« Reply #234 on: February 09, 2018, 05:20:20 PM »
I think the Washington Building looks great already   &apls

The transport hub is always going to be a tricky structure to be 100% accurate for SC4, but what you have is pretty good so far. To think that Westfield have turned the plaza of the oculus into an LED ad and shopping mall.... %confuso

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Re: Reddonquixote's International BAT Thread
« Reply #234 on: February 09, 2018, 05:20:20 PM »

Re: Reddonquixote's International BAT Thread

Offline belfastsocrates

Re: Reddonquixote's International BAT Thread
« Reply #235 on: February 10, 2018, 04:32:17 AM »
Those seawalls look absolutely superb. I know it's early days but will there be some curved corners?

The Washington Building also looks fantastic.
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Re: Reddonquixote's International BAT Thread
« Reply #235 on: February 10, 2018, 04:32:17 AM »

Re: Reddonquixote's International BAT Thread

Offline Simmer2

Re: Reddonquixote's International BAT Thread
« Reply #236 on: February 10, 2018, 10:36:32 AM »
Always a pleasure to watch a master at work!  &apls

Simmer2
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Re: Reddonquixote's International BAT Thread
« Reply #236 on: February 10, 2018, 10:36:32 AM »

Re: Reddonquixote's International BAT Thread

Offline reddonquixote

Re: Reddonquixote's International BAT Thread
« Reply #237 on: February 18, 2018, 02:00:25 AM »
Thanks Simmer & Matt  ;D

Thanks Belfastsocrates - Yes, in fact I think most of the corners are curved.

As I was working on the Washington Building I realised I never finished the Alexander Hamilton US Customs House. So here it is...










Pay heed to the tales of old wives. It may well be that they alone keep in memory what it was once needful for the wise to know.

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Re: Reddonquixote's International BAT Thread
« Reply #237 on: February 18, 2018, 02:00:25 AM »

Re: Reddonquixote's International BAT Thread

Offline noahclem

Re: Reddonquixote's International BAT Thread
« Reply #238 on: February 18, 2018, 08:48:57 AM »
Amazing progress  &apls &apls &apls

I'm particularly excited for the transport center (love Calatrava and his museum in Milwaukee was my favorite architecture in the city!) and also the Customs House with the unusual angle--we desperately need more beautiful buildings in such shapes! Seawall possibilities are exciting as well and the whole project is really coming together nicely!

edit: wrong building name  ::)

Still super-excited about the bridge as well. And still wish sloping at least at the ends could somehow be feasible... maybe that's just not meant to be
« Last Edit: February 18, 2018, 08:56:12 AM by noahclem »

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Re: Reddonquixote's International BAT Thread
« Reply #238 on: February 18, 2018, 08:48:57 AM »

Re: Reddonquixote's International BAT Thread

Offline feyss

Re: Reddonquixote's International BAT Thread
« Reply #239 on: February 18, 2018, 09:34:22 AM »
we desperately need more beautiful buildings in such shapes!

I was thinking exactly the same thing :D

Your attention to details is impressive!

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Re: Reddonquixote's International BAT Thread
« Reply #239 on: February 18, 2018, 09:34:22 AM »

 


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