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Author Topic: whatevermind's BATtery  (Read 511 times)

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Offline whatevermind

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whatevermind's BATtery
« on: August 30, 2012, 11:05:23 PM »
Yup, I'm starting a BAT thread  ;D

Long story short, the BAT bug bit again this past week, and this time actually resulted in something that (I think) is half decent, so I figured that's as good a time as any to start getting some feedback on these things.

Presenting, MatriX Energies:



That it happens to resemble a somewhat spiky battery as well isn't entirely accidental.  I'm still fussing with the scale a bit, but the image above is 21 floors, including penthouse, and just ever so slightly too big for a 5x5 lot - in meters it's roughly 80 wide by 180 high.  Any thoughts on the proportions?  I'll probably put it on a 6x6 lot and fluff it out with some corporate patio filler, but maybe this weekend I'll get a chance to test it in game and make sure the scale is alright before getting to much further along.  Obviously there's no textures yet, or doors for that matter - it's far from a finished product.  Let me know what you think.

On to some questions that have been floating around my head, and perhaps you all have some answers to:
  • Is it possible to save preview render images?  What you see above is a screen capture of the render, but I feel like I've seen much larger render pictures of buildings that aren't necessarily bigger than this one on here.  Any other tips on presenting BATs-in-progress?
  • How do you all do roof junk? (Apologies to the MEP industry for that term by the way, we really do appreciate all you do.)  Do you each model your own roof junk?  Is there a library out there somewhere you can snag these models from?  I've never really given it much thought before, everybody seems to just magically have some to put on their buildings.  I know you can get pretty detailed info from manufacturers, and I guess model a bunch of pieces using that, but it'd be easier if there's just a collection of it somewhere to pick from.

Please, let me know what you think, any tips or suggestions would be appreciated.  :)
« Last Edit: August 30, 2012, 11:07:58 PM by whatevermind »

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whatevermind's BATtery
« on: August 30, 2012, 11:05:23 PM »

Re: whatevermind's BATtery

Offline jmyers2043

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Re: whatevermind's BATtery
« Reply #1 on: August 31, 2012, 06:21:23 AM »
  • How do you all do roof junk?
I make my own.

Do you have a graphics or paint program? The most important part of a roof is the texture. Adding grunge where water collects, light and dark areas that simulate a passing cloud, tarpaper seams, etc.

I'd make the middle glassed into a maintenance penthouse instead. Where the pulley's, contactors, and cables are housed that run the elevators. Put some branding on the side of that maintenance room ... XXXXX Bank. All the other junk can then be small. A couple of security cameras, a couple of two way radio antennas, some vents, and drains to carry rain water away.



Jim Myers  (5th member of SC4 Devotion)

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Re: whatevermind's BATtery
« Reply #1 on: August 31, 2012, 06:21:23 AM »

Re: whatevermind's BATtery

Offline whatevermind

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Re: whatevermind's BATtery
« Reply #2 on: February 18, 2013, 09:08:59 PM »
Thanks for the advice!

Ok, let's dust this thing off  ::)

Here's my latest, moving onto some residentials these days:




And a night shot:


I know it's not much to look at, it was just a quick model to get used to working around the program again and try out some tips I've picked up lately. Also the first time I've really done anything with night lights, which turned out better than I was expecting. Also my first real attempt at lot editing, which is still baffling, but getting less so.  :P

Anyway, the main reason for making that building and showing it here was to get some feedback about the vertical scale of the building. I set the floor to floor heights at 4.3m, and I think that it looks close, but not quite tall enough. It's hard to tell, but I'm trying to compare it a little to other 3 floor R$ buildings, and it looks like I just need to kick all the floors up by maybe 0.5m to get a good versatile height to work with. Thoughts?

I have a few other questions that hopefully some of you more experienced BATters can help me out with too:
  • Does anyone know any tips/tutorials for making hip and gable roofs? They're complicated to make even in AutoCAD, and I can't even really figure out how to start in gmax.
  • I've noticed that grouping seems to cause the transform gizmo/pivot point to randomly locate - I would think it would be at the geometric center of the group, but it doesn't always do that. I know I can go back and move it to the center after the fact, but is there anyway to control where it ends up during grouping?

Thanks for reading!  :)

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Re: whatevermind's BATtery
« Reply #2 on: February 18, 2013, 09:08:59 PM »

Re: whatevermind's BATtery

Offline ACEfanatic02

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Re: whatevermind's BATtery
« Reply #3 on: March 15, 2013, 12:22:06 PM »
As far as floor heights, I generally go with 4m~4.5m.  You'll note in your screenshot that the 1x2 Chicago apartments have a shorter floor height than yours, while the 2x2 Euro block has higher floor heights.  It's inconsistent (both in-game and out).  Your best bet is to make sure the building scale is *internally* consistent, and then scale up/down as needed once you're done.

For gabled roofs, if you're modeling the walls and roof separately you'll need a little bit of trigonometry:

tan(pitch_angle) = height / width
or
pitch_angle = tan-1(height / width)

If you need the run length of your roof:
length = sec(pitch_angle) * width
       = width / cos(pitch_angle)

or
length = csc(pitch_angle) * height
       = height / sin(pitch_angle)


Converting back and forth for radians / degrees (may be necessary depending on the calculator you use):
radians = degrees * (π / 180)
degrees = radians * (180 / π)
« Last Edit: March 15, 2013, 12:27:16 PM by ACEfanatic02 »
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Re: whatevermind's BATtery
« Reply #3 on: March 15, 2013, 12:22:06 PM »

Re: whatevermind's BATtery

Offline whatevermind

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Re: whatevermind's BATtery
« Reply #4 on: March 15, 2013, 10:03:15 PM »
That's roughly where I am on heights at this point. I think my latest models at least look "internally" correct, as you put it. The interesting thing about trying to work with traditional roof pitches is getting around the influence of vertical scaling. For example, in the pictures below, I think I used a 8:12 pitch for the gable, figuring that was a 6:12 amplified for SC4. Overall, I think it worked out, but also that the vertical effect is less noticeable on sloped surfaces than it is with the walls.

Anyway, I did manage to play around with roofs a bit and develop a method that pretty systematically tackles the basic roof types with relative ease and not too many bugs:



That's the same base building with seven different roofs on it.

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Re: whatevermind's BATtery
« Reply #4 on: March 15, 2013, 10:03:15 PM »

 


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