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CAL's BAT Cave

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

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callagrafx

#340
MG: The models are from Simgoober and have not, in the main, been altered.  The new model files are now in Max9 format...I can release a straight section as Goober did with the textures in place for the fortunate souls who have Max9.

That said, there are a number of models I do not have so I am making new ones.  This is the replacement road/rail bridge.  It is not a TE Lot but side pieces to simulate the bridge.  These pieces are 1x1 modular pieces so they can be as wide as you want or 2 tiles narrow.  Oh, and they are nightlit too...but a couple of the models won't light up if plopped at a certain rotation, which is odd.




And this is the raising bridge as I mentioned before.  I need to remodel the roadway as it 2 separate elements (it was a GLR bridge intially) so it better matches the street surface.



Diagonals aren't really on the cards for these I'm afraid.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

toxicpiano

I would personally love to have a straight section to work with  :thumbsup:
I find that alcohol, taken in sufficient quantities, can bring about all the effects of drunkenness.

FromTheAshes

Quote from: toxicpiano on June 30, 2007, 04:56:09 AM
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()
Not very difficult. I made some, which means, you don't need any skills at all to make them :D But it's a lot of work, because you need many tiles to have them well modular.
Cal: It would be GREAT if you'd release at least a straight 1x1 tile. I could try to create some diagonals than. Or did you plan to do that?
Visit Vorsfelde.

callagrafx

I'll have to check with Goober as it is his model.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

BarbyW

Bernhard: there is a transition piece in the irrigation canals set although I am not sure how much of the canal water is in the piece.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Badsim

That's done this time ; I hate you !  %bur2$  :thumbsdown:

I don't love my Oppie's canal set anymore ... and  have to live with it for eternity ... jealous .

Fabulous water texture .  &apls &apls

You should release your own set as modular than Oppie's one ( diagonal pieces , single water tile , bridge pieces allowing the visual crossing by vester's taxi boats .....wow , I'm dreaming : stop . )

Héhé .... Sorry .

°   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °


Swamper77

Once Cal's done re-rendering all the SG canal models with his cosmetic tweaks, I will be compiling the "plugin" that will override the existing models that SG created. So it should be a simple operation to "replace" SG's canal models with Cal's versions.

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

callagrafx

The base set is almost complete...but the straight+ piece requires a prop family, and I'm not sure how that's done...Normal families I can make, prop families no  :D :D

The more I think about it, the more I'm unsure about overriding Goober's models, as they have been out for a long time now and some of the old pieces I do not have the models for, so there would be gaps and would look a bit strange.  I'd rather release as a complete new pack, that way any models/LOTs with the original pieces will not need to be re-done...I'm thinking specifically about Barby's Venetian series, plus I'm sure there are others.  I really appreciate the offer Jan but I think it may cause more problems than it's worth.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Swamper77

Okay, but I am still willing to make help with the modding of your pieces. Prop families I can do as well. I've made a couple on my own without any problems (I almost never have a need for a prop family :(). Just let me know when you're ready for me to start ;)

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

TheTeaCat

Astounding  &apls &apls &apls

Thats whats always been missing with canal pieces in this game th reflection and you have mastered that fantastically  &apls &apls

kettle's on dude :thumbsup:

:satisfied:
TTC
Kettle's on. Milk? Sugars?    ps I don't like Earl Grey  $%Grinno$%
Reduce, Reuse, Recycle - If you're not part of the solution , you're part of the problem!
"Never knock on Death's door: Ring the bell and run away! Death really hates that!"
Tales at TeaTime      Now A proper NUT      TTC plays GRV II

mightygoose

yeah i have max 9. and as toxicpian says i would also love to have a straight section
NAM + CAM + RAM + SAM, that's how I roll....

SimFox

nice canals!
One little thing though...
Reflections from the bridge piece look correct, but from the normal embankment piece are somewhat off. Reflections should always be darker then the original unless it is a reflection in a perfect mirror and even then will be darker as part of the light is dispersed and lost in say glass, water is also refracting so part of the light is going in and only some part is reflected. So the reflection of the dark brick/stone cladding should be darker then that cladding still. So either cladding of reflection would have to be adjusted to keep consistency
BTW, you're mapping Bump in the object XYZ, right?
I guess it is too late to add any comments as to the basic... just I thought that since water is a somewhat reflective substance, should it "reflect" some of the sky? I'm not speaking of clouds and some such it isn't really all that realistic – water ain't mirror, but overall reflected light would affect it appearance, making it lighter, particularly in the shadows. Generally shadows on reflective/refractive materials are quite different then on matte ones – never quite as deep. so To "fake" it the color of the water could be same what lighter and more grey. And may be something could be done for shadows so that they don't just drop into black??

callagrafx

The water is a flat plane, so the mapping is planar...and the reflections, yeah, I noticed the wall reflections were lighter but hadn't really experimented too much.  I had to be conservative with the reflectivity/texturing because of the modular nature of the pieces and the way the original models were constructed....plus the BAT lighting rig really does no favours to lighting a scene, as it emulates the game palette.  I left it at the base raytrace settings mainly because the effect was pretty much what I was looking for and as there are upwards of 40 models to re-texture, I chose the path of least resistance  :D :D
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

callagrafx

#353
bumping into myself again....

I have the base set complete with the following LOTs:

1x1 Straight edge
1x1 Water tile
2x2 Water tile
4x1 Straight edge
1x1 corner inner L shape
1x1 corner inner curved
1x1 corner outer straight
1x1 corner outer with pedestrian outlook
2x2 corner outer curved
2x2 channel
2x2 channel bend
1x1 transit bridge left
1x1 transit bridge central
1x1 transit bridge right
2x1 pedestrian bridge*
1x2 overflow
2x1 culvert

* This is a new bridge:


The extras set will have the following:
additional culverts
additional transit bridges (2 more different styles)
Lock Upper
Lock Lower
1x1 straight extra (8 different pieces such as pipes, drains etc as a prop family on a single LOT)
Raising bridge (street texture, eyecandy only...it doesn't raise).  Here's what it'll look like:



Additional releases will be:

4x4 Canal Coal Wharf
Pedalo dock with pedalos
Statue parks (3 LOTs).
Terraces

Plus any new models as and when I get the chance, including an aqueduct.  If one of the clever NAM guys can figure out a way to make this a draggable bridge (if I follow Jeroni's tutorial) I'd be a happy boy.  If not it'll be an overhanging prop.

I have received permission from Simgoober to release the canal straight model with new textures.  This will be a 3DSMax 9 file only.  If you have a version below Max9, I will be including a .3ds of the model for import so you will have to re-texture it.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

BarbyW

Do I see the Halfpenny Bridge there? These look excellent and I look forward to seeing them in game.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Rayden

Nice worl Lee, I really love this new textures.  &apls

callagrafx

#356
Quote from: BarbyW on July 06, 2007, 03:14:23 PM
Do I see the Halfpenny Bridge there? These look excellent and I look forward to seeing them in game.
You do indeed...although based on would be a better phrase, as the real one is a lot more intricate  :D

P.S. for anyone wanting the model and textures, it's on the LEX
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

TheTeaCat

#357
Lee  &apls &apls

thank you so much for doing such a wonderful job re-mastering a classic.

And a fantastic rendition of the Half Penny Bridge from Dublin.  &apls &apls
Its all in the details and you do them so well my friend :thumbsup:

Kettle's is definitely going on :thumbsup:



Derry


:satisfied:
TTC 

ps excellent observational skills Barby &apls
Kettle's on. Milk? Sugars?    ps I don't like Earl Grey  $%Grinno$%
Reduce, Reuse, Recycle - If you're not part of the solution , you're part of the problem!
"Never knock on Death's door: Ring the bell and run away! Death really hates that!"
Tales at TeaTime      Now A proper NUT      TTC plays GRV II

Pat


Lee that is just masterfull and wonderfull craft manship there be proud you did justice to SG...
I think he would be happy with the results IMHO - pat

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie

jayo

Lovelly work.I'm gonna need thse for birmingham  :thumbsup: :thumbsup:
I'm back