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CAL's BAT Cave

Started by callagrafx, February 03, 2007, 02:08:41 PM

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Pat


Lee a small question for you is that my eyes deceiving me or does the water texture resemble PW color?

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callagrafx

Not sure what you mean Pat...what's PW color?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

freedo50


jacqulina

hiya lee hows you,this is awesome i love the textures and details &apls &apls

callagrafx

Thank you Jacky, glad you like them...

Pat, pure coincidence I assure you.

Here's what I have complete so far:




Still to do are the Terraces and the culverts...I don't have the models for those so I am having to remake them, and the bridges too.  Once these are done, this should cover Goober's base pack plus the add-ons.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Krio

Cal, SG is the legend, but only another legend can make other's work even better. This new set will bring more canal's to my cities. Thank you Cal for doing this project what many of us have always wanted  :)

ps. remember retexture your own great bridge too  ;)

freedo50

Hey Cal, those look fantastic, its amazing how much of a difference a little reflection makes. I have thought of another piece that currently doesn't exist for SG's canals - an elevated heavy rail overpass piece. If you could make one of these I would be eternally grateful, my current city could really do with one.

Fred

FromTheAshes

#327
I'll delete SGs canals and install yours  &apls They look even more realistic.
BTW: How do you make reflexions in 3ds Max? Or better: Do you know a well tutorial to learn how to make this realistic water look? Everything I find using Google is more or less crap.
Visit Vorsfelde.

callagrafx

Thank you all...

Fred, there will be modular crossing sections (basically like the original crossing sections but with start, end and centre pieces) that will simulate the effect of a crossing rather than model and transit enable a piece...this way it'll be more flexible.

FTA: It's a fairly simple process using textures. The simplest method is to make the diffuse colour a darky blue colour...set the reflection map to "Raytrace" then in the bump material, use the Noise map and play with the settings until you reach the water effect.  It's not good for more rough water (for that use a displace modifer) but it produces a fairly realistic effect.

It's also been suggested to me that there be a ¨patch¨ pack that will automatically replace Goober's in-game...the difficulty with this is if people have made their own models for the canals, they will no longer match.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

FromTheAshes

Ok, thank you :)
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mjig_dudy

wow! these are absolutely awesome &apls
When making the Terraces well you be adding some for of lighting at side? It would look awesome if you could have the lights reflect in the water ;)

callagrafx

FTA...not bad at all.  The noise bump map needs to be more pronounced. The settings I used for the canal water are as follows:

Diffuse colour:  R:37 G:49 B:49

Bump map: Noise

Everything default except:
Size: 1.5
Levels: 3
Phase: 3.6

Then set the bump map level (the number to the side, defaulting to 30) to 10
The reflection is set to Raytrace at a map level of 30

Also, the UVW map plays a big part.  The canal pieces are 16m x 16m in the most part, so I set the UV map to 32m square so the tiling is seamless.

The terraces will probably have lights, yes.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Nardo69

What an incident, after two years no kanal works I just started using kanal pieces again (the bSC ones for the first time ...)

Those pieces do look great. I just would give the small harbour a train connection (yes, I am a railway fan ...) like the old Pegasus harbour.

Another two things that I would REALLY appreciate:

1) a nice transition to SG's irrigation channels - be it a T-intersection, be it a small lock or pumping station

2) AFAIK there has been only a raising bridge for trains ...  &mmm but IMHO such a bridge would be much more handy for gray streets ...

I am gonna watch these so be warned ...  :D

Bernhard  :thumbsup:

FromTheAshes

Hey Cal, thanks for telling me these settings. My water looks ~like yours now. Unfortunatly I haven't got the 3ds Models of SGs canals, but anyway I don't need to retexture this again, cause we don't need 24290493024 canal sets ;) I think when you've finished these, we have at least 3 good ones, which is enough. But I can try to use the water in other scenes...
Visit Vorsfelde.

callagrafx

Bernhard...I have the model for the raising bridge and have it retextured with the street texture...however I have no idea if this is possible to make TE or whether it's just eyecandy, I haven't had time to investigate that.

I don't have the irrigation canal models, but hopefully they are done the same way the the base set in which case a transition should be possible.  I'll add it to the ¨to-do¨ list.  It'll most likely be in the form of some sort of culvert/weir/overflow.  I have something in mind that may work.

By the ¨small harbour¨ do you mean the Coal Wharf?  This is the same LOT as Goober's original with just the canal changed. I don't plan to alter the LOT any further, sorry.

FTA...glad I could help.  There will be 4 sets of canals to choose from...don't forget Jeroni's fantastic set :thumbsup:  You could make some ponds and lakes for parks
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

FromTheAshes

Quote from: callagrafx on June 30, 2007, 02:57:45 AM
FTA...glad I could help.  There will be 4 sets of canals to choose from...don't forget Jeroni's fantastic set :thumbsup:  You could make some ponds and lakes for parks
I didn't ;) I ment yours, jrjs and the arabic-style one. Didn't count SGs. Dunno who created them. Well, ponds are already existing as well. I'm searching for something new, something different. Unfortunatly something like that is very hard to find.
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Swamper77

Cal,

The raising bridge(s) on the canals will be eye-candy only. With simple boxy LODs, you can "hide" the traffic for when the bridge is in the "open" state. There is no way to make traffic stop in response to a prop's state, sorry :(

-Jan
You can call me Jan, if you want to.
Pagan and Proud!

mightygoose

CAL are you going to release your canal model piece so we can make our own additions too the set...
NAM + CAM + RAM + SAM, that's how I roll....

FromTheAshes

Afaik these models are made by SimGoober. You can ask him, anyway  :D
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toxicpiano

Oh wow. MOAR!

What dissapointed me about SG's canals is that the diagonals he made were really skinny and non modular, and not like Oppie's where you could use the diagonal pieces to make a really wide diagonal or whatever size you wanted, it was more modular. Although I can only imagine how difficult the diagonals would be for this ()what()
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