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SimCity 4 Devotion Custom Content Showcase => Team Custom Content Projects => NUTS Place => Topic started by: Jmouse on September 13, 2012, 07:00:18 PM

Title: MouseBats
Post by: Jmouse on September 13, 2012, 07:00:18 PM
I've been working in the dark silence of the NUTs private board for quite some time now. So I decided it's time to give the community a sneak peek at what goes on in the padded shell.

I've lived in pleasant surroundings from childhood to the present, but that's where the similarity of my work to RL ends. Be forewarned, I am attracted to rustic structures, peeling paint and rough-hewn logs. You'll see no breathtaking cathedrals here, no luxury hotels and no ritzy homes.

But rather than bore you with what you won't see, I hope to entertain you by showing what you will see.

This is the anchor structure for a State Park; its working title is "The Lodge."

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FLodgecomp120520.jpg&hash=f7c3bdd9dba26b81ade7a4e18a80c4f99c45275b)

At this point, I shipped it off to my good friend and teammate vester to do the night lighting. This is the visible work he has done on the project so far:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FLodgecompVDK.jpg&hash=6601b22b5461eda6ac44586bdc2bbe89de64c91f)

The contributions he's made that you can't see are tweaks to the model itself. In doing so, he showed me some shortcuts I can use and share with you. The first thing he did was reduce the poly count from nearly 200,000 to a modest 50,000 or so. A high poly count is arguably one of greatest drawbacks to working with individual logs instead of one solid texture.

When vester is finished with the night lighting, he will send the model back to me and I'll consider finding someone brave enough to tackle the lotting.

Now, let's get on with the show. The structures I'll be showing you here are/will be part of the State Park set. Here's a little log cabin – a guest house – Matt (threestooges) featured here (http://sc4devotion.com/forums/index.php?topic=6621.msg420263#msg420263) in Greenacre (42.02). I have decided to redo it for several reasons, so that's the project we'll start out with.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FCabin01.jpg&hash=cd72814bea32262bbbd8e2c3f10d7e4ceeb316fb)

Eek! Pink and blue logs? Not for long, but I hoped the contrasting colors would help you understand how this thing is put together one log at a time – with a little help from the array tool. ;)

Here's a cut-away view showing the interior walls. These serve no purpose other than to prevent light leaks. In this case, prevention is a whole lot easier than fixing a problem later.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FCabin02.jpg&hash=1e558bc2793f034833d06090561cc6e03cd3e496)

Now for the fun part. I have about 150 textures in my "Log file" in four different lengths ranging from 3530 to 883 px long. All of them are 300 px wide which works well with a log (cylinder) radius of 0.25.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FLogTextFile.jpg&hash=78f358d6920c4d0ca660e00d6c0f08247bf87a2a)

Here's the cabin Matt used...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2Fcabin2bcompwc7.jpg&hash=701808b4458c407e4be2f0ce99526bec1c70d1b1)

...and here's the replacement:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FCabin-comp.jpg&hash=20d5240b4e06ff3410508869612cea3ade4c4aab)

There are still a few details to add like bargeboards and roof junk, but I decided to go ahead and show the structure at this stage anyway. There will be at least one more – and probably two more – cabins to add variety to the set, and they will be parks.

I have a couple of other multi-structure projects on the stove, but they're so highly specialized, it's unlikely they would be practical for general use. I'll show them if anyone is interested, though.

I'm looking forward to reading your comments... :)
Joan
Title: Re: MouseBats
Post by: Aaron Graham on September 13, 2012, 07:09:26 PM
Lovey creations, I love the texture work. Keep it up. :D
Title: Re: MouseBats
Post by: threestooges on September 13, 2012, 09:07:34 PM
Awesome! Greenacre has a Jmouse original! I like the re-texture, and I'm glad Vester could clear out some polys. That'll lead to faster renders, less chance of problems down the road when increasing the complexity of the model, and will probably result in a more streamlined project.

Great to see these things outside the MouseWorks. Lockheed, eat your heart out.
-Matt
Title: Re: MouseBats
Post by: Flatron on September 14, 2012, 02:29:21 AM
Now that's nice!
Makes we want to say sth. like :"I go aspen!"
Title: Re: MouseBats
Post by: FrankU on September 14, 2012, 02:54:57 AM
Hmmm, these sure are loghomes! Looking good Joan!  &apls
Title: Re: MouseBats
Post by: Shark7 on September 14, 2012, 08:45:30 AM
Nice Lodge and cabins.

And absolutely nothing wrong with rustic...so much more appealing than a concrete jungle.  :thumbsup:
Title: Re: MouseBats
Post by: art128 on September 14, 2012, 08:51:21 AM
Beautiful work on the lodge and cabins, Joan! The cabin replacement is really really nice! Love the work with each lodges, like how it's done IRL. Just don't really like the base wood texture (white and grey) but still looking quite good!
Title: Re: MouseBats
Post by: noahclem on September 14, 2012, 09:57:27 AM
Looks a lot like I remember it--which is a beautifully crafted, niche BAT that I would love to find a place for  ;)   I'm so glad to see these outside of our "dark and silent" private hangout  :D   The log by log methodology you've used to craft your BATs and the excellent textures bear witness to time and care put into these little treasures. Looking forward to seeing a bit more here  &apls &apls
Title: Re: MouseBats
Post by: Jack_wilds on September 14, 2012, 01:07:44 PM
all that work and the rough hewn look and the aged appearance AND national park ready ...its all just too luvly... good stuff for a lake side camp place  :) and what do U have for the 'specialized' line of work what demand/service do they provide the sims?... U have roused my mousy curiosity  ???  :satisfied:
Title: Re: MouseBats
Post by: Jmouse on September 14, 2012, 08:06:22 PM
Quote from: Aaron Graham on September 13, 2012, 07:09:26 PM
Lovey creations, I love the texture work. Keep it up. :D

Thank you, Aaron. It's always great to know that fellow BATters like the work.

Quote from: threestooges on September 13, 2012, 09:07:34 PM
Awesome! Greenacre has a Jmouse original! I like the re-texture, and I'm glad Vester could clear out some polys. That'll lead to faster renders, less chance of problems down the road when increasing the complexity of the model, and will probably result in a more streamlined project.

Great to see these things outside the MouseWorks. Lockheed, eat your heart out.
-Matt


Thank you for stopping by and posting a comment, Matt. I couldn't have come this far in my work without your patient help, encouragement and constructive suggestions. Our "creative relationship" started several years ago with my very first experience at BATting - the Mouse House. Remember that!
;)

Quote from: Flatron on September 14, 2012, 02:29:21 AM
Now that's nice!
Makes we want to say sth. like :"I go aspen!"

Thank you, Flatron. You seem to picture the finished State Park in much the same way I do. I like that!

Quote from: FrankU on September 14, 2012, 02:54:57 AM
Hmmm, these sure are loghomes! Looking good Joan!  &apls

Thanks, Frank. I'm glad you like the work.

Quote from: Shark7 on September 14, 2012, 08:45:30 AM
Nice Lodge and cabins.

And absolutely nothing wrong with rustic...so much more appealing than a concrete jungle.  :thumbsup:

Thank you. We definitely agree on the idea of rustic vs. concrete. :)


Quote from: art128 on September 14, 2012, 08:51:21 AM
Beautiful work on the lodge and cabins, Joan! The cabin replacement is really really nice! Love the work with each lodges, like how it's done IRL. Just don't really like the base wood texture (white and grey) but still looking quite good!

Thanks for your comment, Arthur. That's exactly the kind of opinion I was hoping for when I decided to go public with some of my work. I may have overdone the deck boards, but the original deck is much too pale. I would like to see more opinions on that – and any other aspect of the texturing.


Quote from: noahclem on September 14, 2012, 09:57:27 AM
Looks a lot like I remember it--which is a beautifully crafted, niche BAT that I would love to find a place for  ;)   I'm so glad to see these outside of our "dark and silent" private hangout  :D   The log by log methodology you've used to craft your BATs and the excellent textures bear witness to time and care put into these little treasures. Looking forward to seeing a bit more here  &apls &apls

Thank you, Noah. When I first saw a photo of The Lodge, it stole my creative heart. I knew right then that nothing but my best effort would be good enough. The structure here is actually the third version – the first two just weren't quite up to par. BTW, I made the roofs by hand, too, using one, two or three rows of tiles about eight tiles wide. Any visible seams were then covered by single tiles. But I have promised myself that one of these days I'll create something simple that isn't part of a complex set. Do you think that day will ever come?


Quote from: Jack_wilds on September 14, 2012, 01:07:44 PM
all that work and the rough hewn look and the aged appearance AND national park ready ...its all just too luvly... good stuff for a lake side camp place  :) and what do U have for the 'specialized' line of work what demand/service do they provide the sims?... U have roused my mousy curiosity  ???  :satisfied:

Hi Jack! Thanks for stopping by. I'm not entirely sure I understand your question, but I'll take a stab at answering it anyway. The cabins will be parks because they just wouldn't look right in a neighborhood, so the park effect should benefit the sims. The Lodge will likely be CS$$ or maybe a landmark with jobs. It has also been suggested that it be a reward, so I'll be looking for some expert advice on which choice is best.

Thanks to all of you for your kind comments. They are very much appreciated.
-Joan

Title: Re: MouseBats
Post by: nedalezz on September 15, 2012, 02:06:13 AM
Wow Joan - that is some spectacular work!

I am also attracted to rustic structures and furniture - this is beautiful stuff!
Title: Re: MouseBats
Post by: Jmouse on September 15, 2012, 03:34:21 PM
Thanks for your comment, Nedal. I'm glad to know there are at least a few others who share my passion for rustic structures. ;)

So it is in this spirit that I show off my other two projects in progress. I divide my BATting time between them, and this helps keep the interest level high.

I realize that some of my work will appeal to only a small portion of the community. That's just fine since imaginative playing styles and custom content have kept SC4 alive and well for nearly a decade. For example, I have nothing short of immense admiration for BATters who create and share intricately-detailed cathedrals, but I don't have any of the structures in my plugins folder. They don't fit in with my idea of how I want my city and towns to look. It's a little like looking at classical art work. We can appreciate it even if we wouldn't want it hanging in our homes.

So without further ado...


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FTrailer1comp.jpg&hash=4353a9742675ede85f304aa45803627dcdf776a8)

This will not be a set of mobile homes, it will be a set of trashy trailers. We have plenty of slums on the LEX in the form of apartment buildings, but there are some areas of the U.S. where trailers like this represent the same thing in a more southeast American way.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FGh02Comp.jpg&hash=ff62907dea07828e653a8cb3c7025677de452b60)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FGh02-ig01.jpg&hash=b765203dfc412eb4104712367e9e10a9377b2dea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FGrayhouserough02.jpg&hash=d0654030b8186932b077304edb6bc97f3110a24b)

This is the first structure in a set which will be suitable for a theme park. When I lived in Texas, I always enjoyed visiting a little city-owned park which featured vintage structures rescued from the ravages of weather and vandalism.

So once again, it's all a matter of individual imagination and playing style that makes these BATs useful – or not...
-Joan
Title: Re: MouseBats
Post by: threestooges on September 15, 2012, 10:45:15 PM
I like they mobile homes. The one thing I would suggest for them is that, while I like the texture on the side and the texture on the roof, they don't work together that well. If the roof is that dirty, the sides of the homes should be a bit grey as well from dust and dirt. If you want the factory-fresh look like the siding has, I'd say tone down the roof dirt a bit. Looking good though.
-Matt
Title: Re: MouseBats
Post by: Girafe on September 16, 2012, 01:51:12 AM
It's a really good job Joan :)
Title: Re: MouseBats
Post by: nbvc on September 16, 2012, 02:22:37 AM
Great BATs.  &apls I agree with threestooges, the texture of the walls are to clean compared with the roof.
Title: Re: MouseBats
Post by: nedalezz on September 16, 2012, 02:55:07 AM
That is a beautiful BAT, in its own right!

No, its not flashy and its not elegant, but it is beautiful :)
Title: Re: MouseBats
Post by: noahclem on September 16, 2012, 07:35:08 AM
As you know, I love these trailers in particular  &apls

Quote from: threestooges on September 15, 2012, 10:45:15 PM
I like they mobile homes. The one thing I would suggest for them is that, while I like the texture on the side and the texture on the roof, they don't work together that well. If the roof is that dirty, the sides of the homes should be a bit grey as well from dust and dirt. If you want the factory-fresh look like the siding has, I'd say tone down the roof dirt a bit. Looking good though.
-Matt
Not to pick on Matt but I wanted to comment on his suggestion. Since it is much easier for leaves, rust, and dirt to gather on a roof and people maybe more likely to clean their walls, which neighbors can more easily see, a pretty dirty roof with fairly clean walls isn't necessarily weird. That being said a little dirtier texture on the sides could be nice.

About the nightlighting: as I may have mentioned before I hope you'll do Darknight renders of these. It's hard to guess a number of how many people are using Darknight these days but I'd say among MDers at SC4D that post night pictures it's a pretty strong majority. You'd have to ask someone more knowledgeable than i about the work required for that but I get the impression it's not too big of a deal.

The second building is looking excellent and it seems you've brought the same level of detail to the project. Great work  &apls

As for your question about whether you'll ever create something simple that's not part of a set--I suppose anything is hypothetically possible  $%Grinno$%
Title: Re: MouseBats
Post by: Shark7 on September 16, 2012, 08:42:10 AM
Again, nice buildings.

On the trashy trailers, you only need to put about 6 vehicles up on blocks on the lots to really complete the look.  That seems to be a running theme in run down trailer parks.  ;)

And I see you spent time in my home state, that probably explains why we agree on the rustic vs concrete thing. :)

Also, the run down shack...the town I live in has many of those too, though it is due to a lack of money to demolish them as opposed to actually wanting to preserve them.  :D
Title: Re: MouseBats
Post by: Jmouse on September 17, 2012, 05:50:02 PM
Quote from: threestooges on September 15, 2012, 10:45:15 PM
I like they mobile homes. The one thing I would suggest for them is that, while I like the texture on the side and the texture on the roof, they don't work together that well. If the roof is that dirty, the sides of the homes should be a bit grey as well from dust and dirt. If you want the factory-fresh look like the siding has, I'd say tone down the roof dirt a bit. Looking good though.
-Matt

Matt, I'm inclined to agree with you. Here's the texture I used...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2F743x230.jpg&hash=7e957b3bba21b86ff0b6afbd97becadd231f894a)

...but the render destroyed the rusty spots. I have a few more possibilities I didn't use before because they looked almost like overkill. I'll try them out tonight, though, and post the results tomorrow.


Quote from: Girafe on September 16, 2012, 01:51:12 AM
It's a really good job Joan :)

Thank you very much. And I think I know where I can find some lovely foliage to use when I get ready to make the lots. ;)


Quote from: nbvc on September 16, 2012, 02:22:37 AM
Great BATs.  &apls I agree with threestooges, the texture of the walls are to clean compared with the roof.

Thank you for posting. I agree with you and Matt both, and I'll try out a few remedies to see what everyone thinks of them.


Quote from: nedalezz on September 16, 2012, 02:55:07 AM
That is a beautiful BAT, in its own right!

No, its not flashy and its not elegant, but it is beautiful :)

Thank you, Nedal. A glance through the LEX tells me that "it takes all kinds" to make a realistic-looking region, and that's the beauty of SC4.


Quote from: noahclem on September 16, 2012, 07:35:08 AM
As you know, I love these trailers in particular  &apls

Quote from: threestooges on September 15, 2012, 10:45:15 PM
I like they mobile homes. The one thing I would suggest for them is that, while I like the texture on the side and the texture on the roof, they don't work together that well. If the roof is that dirty, the sides of the homes should be a bit grey as well from dust and dirt. If you want the factory-fresh look like the siding has, I'd say tone down the roof dirt a bit. Looking good though.
-Matt
Not to pick on Matt but I wanted to comment on his suggestion. Since it is much easier for leaves, rust, and dirt to gather on a roof and people maybe more likely to clean their walls, which neighbors can more easily see, a pretty dirty roof with fairly clean walls isn't necessarily weird. That being said a little dirtier texture on the sides could be nice.

About the nightlighting: as I may have mentioned before I hope you'll do Darknight renders of these. It's hard to guess a number of how many people are using Darknight these days but I'd say among MDers at SC4D that post night pictures it's a pretty strong majority. You'd have to ask someone more knowledgeable than i about the work required for that but I get the impression it's not too big of a deal.

The second building is looking excellent and it seems you've brought the same level of detail to the project. Great work  &apls

As for your question about whether you'll ever create something simple that's not part of a set--I suppose anything is hypothetically possible  $%Grinno$%

Don't worry about picking on Matt, Noah. I do it all the time and he doesn't mind! ;)

Now that I've gone public with my work, I can try out a few ideas and see what the reaction is. I think this is going to improve the end results quite a bit, and with luck, maybe my skewed-up vision of reality will appeal to more players. ::)


Quote from: Shark7 on September 16, 2012, 08:42:10 AM
Again, nice buildings.

On the trashy trailers, you only need to put about 6 vehicles up on blocks on the lots to really complete the look.  That seems to be a running theme in run down trailer parks.  ;)

And I see you spent time in my home state, that probably explains why we agree on the rustic vs concrete thing. :)

Also, the run down shack...the town I live in has many of those too, though it is due to a lack of money to demolish them as opposed to actually wanting to preserve them.  :D

Thanks for your comment. I've seen many a car on blocks along with other sights to behold. I live outside the city limits now, but the nearby towns provide endless inspiration along that line.

Most of the structures in the park I spoke of are nicer than my shack. When I see something that interests me, though, I go for it. I can usually visualize using it in a way that's a bit different from what I've seen in RL. And after all, that's the beauty of creating custom content for our favorite game! ;)

Title: Re: MouseBats
Post by: noahclem on September 17, 2012, 08:12:33 PM
Hmm, the texture you showed looked about perfect. I guess it takes a few trials and errors to figure out what gets the right look in game and at that scale. This whole project makes me wish we had trailer park technology in Finland  ;D  I guess the winter is too cold and the heat too expensive for them to be economical. In any case I'll look forward to your "skewed up version of reality" which already appeals to me greatly  :)
Title: Re: MouseBats
Post by: Jmouse on September 18, 2012, 06:29:30 PM
I've heard that it's impossible to learn everything about the BAT. Speaking for myself, I'd have to say, "Oh how true!" Of course, texturing is probably the most difficult element to get right, in part because it's subjective. What pleases one doesn't necessarily please all.

So retexturing the trailer has been an interesting learning experience. I tried out six of them, ranging from barely there to radical, but the "radicals" didn't turn out to be as radical as I thought they'd be.

Also, I decided to see how it would look if I cut the texture width in half, so I give you the "a" row which is 700 px wide, and the "b" row which is 350 px.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FTrailer1%2520Comp02_zps3ba8a981.jpg&hash=d69038d5c3aef6ad394e7c093e6ba51e6fc46649)

So I'll ask you to tell me which one or ones you like. If you don't like any of them, that's OK, too. Maybe one of them is not bad, but it needs more rust, or whatever. I know which one I like, but I'm not going to influence anyone.

So fire at will...
-Joan
Title: Re: MouseBats
Post by: kaylacey on September 18, 2012, 08:44:09 PM
I like 60b, the last one.
Title: Re: MouseBats
Post by: art128 on September 18, 2012, 11:59:28 PM
I think I like 04b more.
Title: Re: MouseBats
Post by: noahclem on September 19, 2012, 04:02:47 AM
03b and 06a are my favorites  :thumbsup:

I prefer the ones with the more subtle rust/dirt look to the ones that are too clean or too dirty.
Title: Re: MouseBats
Post by: FrankU on September 19, 2012, 05:00:49 AM
I think the a series has not a nice structure. The panels look flat. So I stick to the b's too.
I think the 02b, the 03b and the 06b have a nice weathered old look.
The 01b is clean. Useful with a less old roof texture....
The 04b has a too large contrast, making it less realistic.
The 05b shows too wide horizontal panels, making it not so nicely detailed.

But the project is definitely getting great!

Although this all can change when I take anotehr look on my own computer. The one at the office I use now has somtimes strange effects. I suspect the network we use here does some compressing of images now and then.
Title: Re: MouseBats
Post by: metarvo on September 20, 2012, 07:28:15 AM
I'm going to go with 06b, with 03b as a secondary choice, and 06a third.  You're right about texturing being tough, Joan.  I've played around with it a little and the textures look almost nothing like the originals when they go through the cruel rendering machine.

Keep up the good work!  :thumbsup: 
Title: Re: MouseBats
Post by: Shark7 on September 20, 2012, 07:32:33 AM
I'd have to say the 05b or 06b.  The narrower texture makes it seem more in scale with what I have seen in the real world.  Also, the underpinning looks more common.
Title: Re: MouseBats
Post by: Jmouse on September 21, 2012, 04:50:56 PM
Sorry for the delayed replies, folks. Our DSL went down last night and pretty much put an end to any plans I might have had.


Quote from: kaylacey on September 18, 2012, 08:44:09 PM
I like 60b, the last one.

Thanks for stopping by and sharing your opinion. Final scores are posted near the end of the replies.


Quote from: art128 on September 18, 2012, 11:59:28 PM
I think I like 04b more.

Thanks for posting that, Arthur. Final scores are coming up.



Quote from: noahclem on September 19, 2012, 04:02:47 AM
03b and 06a are my favorites  :thumbsup:

I prefer the ones with the more subtle rust/dirt look to the ones that are too clean or too dirty.

Unfortunately, there's nothing subtle about the rendering process. I think Matt (threestooges) once said that if the textures look good on the BAT screen, they won't render well, or something to that effect. I'm inclined to agree with him.


Quote from: FrankU on September 19, 2012, 05:00:49 AM
I think the a series has not a nice structure. The panels look flat. So I stick to the b's too.
I think the 02b, the 03b and the 06b have a nice weathered old look.
The 01b is clean. Useful with a less old roof texture....
The 04b has a too large contrast, making it less realistic.
The 05b shows too wide horizontal panels, making it not so nicely detailed.

But the project is definitely getting great!

Although this all can change when I take anotehr look on my own computer. The one at the office I use now has somtimes strange effects. I suspect the network we use here does some compressing of images now and then.

Frank, I think you've come very close to nailing down the whole issue. The "a" row textures are too narrow (the texture is too wide for the panel it covers), and they come out looking flat. In the "b" row, I think only about half of the textures might look right.


Quote from: metarvo on September 20, 2012, 07:28:15 AM
I'm going to go with 06b, with 03b as a secondary choice, and 06a third.  You're right about texturing being tough, Joan.  I've played around with it a little and the textures look almost nothing like the originals when they go through the cruel rendering machine.

Keep up the good work!  :thumbsup:

"The cruel rendering machine." I've never seen it described more accurately! Thanks for posting, and you can see the scores near the bottom of this post.


Quote from: Shark7 on September 20, 2012, 07:32:33 AM
I'd have to say the 05b or 06b.  The narrower texture makes it seem more in scale with what I have seen in the real world.  Also, the underpinning looks more common.

Thanks for voting, Shark. "This is a 'rooftop game,'" a friend once remarked, and it's so very true. I want to keep the rusty roof texture, because the finished set of trailers will be a semi-rural form of slums. So I'm just trying to find a happy medium between roofs and walls, and all of you have been very helpful.

6a, 2b, 4b and 5b tied with one vote each. 3b got three votes and 6b edged it out with four votes. I'll add my own to 6b and make it an even five. I can always make more adjustments such as tweaking the texture width or even adding the appearance of more rust. So this weekend I'll replace the old rusty-white textures all the way around, and try to produce an in-game render.

Thanks again to everyone who has posted. I appreciate your input.

-Joan

Title: Re: MouseBats
Post by: FrankU on October 01, 2012, 03:10:12 AM
You're welcome lady,

That's what we are here for.
Title: Re: MouseBats
Post by: Jmouse on October 01, 2012, 03:29:36 PM
Thank you for your post, Frank. The cabin and trailer are finished more or less, but I have run into some trouble with the BAT. With the help of my good friend and teammate Matt (threestooges) I sailed through the process of making custom LODs for the cabin. The trailer is another matter, though. As soon as I created them, they would disappear. They were nowhere to be found, either in the Parameters rollout or the "Select by Name" rollout. I started over half a dozen times before closing the file in frustration and reopening it. Now they appear, but I'll need to see how many layers of LODs there are before exporting.

That isn't the worst part, though. There's something wrong with the lighting function. Here are photos taken several months apart. The name of the selected light shows up in the first one, but is grayed out in the second.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FLights1-9and9-29-121.jpg&hash=ff2f4f6f635bf214c48503a3838d5a5b5fa99ede)

So this is all I get no matter which light type I select:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FLights.jpg&hash=4ca50b6335c6da898370e75f481a2cac8cc84bb0)

I even DLed a fresh copy of gmax, but it didn't help. ]I'm going to see if it will work on the laptop, and if not... I don't even want to think about it! Mainly, I want you folks to know I haven't abandoned you or my pet projects, though. I'm just working my way through a sticky situation.

-Joan
Title: Re: MouseBats
Post by: Jmouse on December 11, 2012, 05:33:04 PM
I fear that I'm guilty of horrible timing. October and November are the busiest months for staff members who serve on one or more committees here at SC4D. But with all that behind me now, I picked up the cabin where I left off.

I spent the first week of this month trying to get a grip on night lighting with a lot of help and encouragement from my teammates Matt (threestooges) and Vester. Then I reworked the deck, but now it appears that the light is shining on the light-colored planks only. Darkening them is going to spoil the variety of the deck planks, though.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FComp121112.jpg&hash=48473f93b8076eb4a062f66c281a79c26f3c6929)

But, I've never been afraid to ask for suggestions or to learn in public – the Mouse House is proof enough of that. So fire away.

-Joan
Title: Re: MouseBats
Post by: Girafe on December 11, 2012, 05:48:10 PM
Looks already good.

You have 2 solutions for lighting:

- spots
- self illumination maps

For your use, spots are not recommended. They are really difficult to manage and are the sources of light glitches above all if you have not a perfect modeling. Not in your case, but they are longer to render than self illumination maps.
What you want, is to give the feeling that there is life in your chalet. You have small lighting surfaces (small windows). For these reasons, I think you should try to switch to self illumination maps. The job is quite easy, just put a map in the self illumination map slot and play with the intensity (this method will allow you to have a more powerful light than spots)
What is a little bit longer is to find a good map. Search for real illuminated windows and try.

An example, where you can cut the window and apply them to your BAT: (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimageseu.abritel.fr%2Fvd2%2Ffiles%2FAB%2F400x300%2F99%2F1000933%2F845131_1313941009679.jpg&hash=c9b7e21f85333df053c69edb24ab48b7366579e3)

EDIT: something I made 3 years ago with this method, it needs surely rework but the result was not so bad:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fnsa11.casimages.com%2Fimg%2F2009%2F12%2F19%2F091219065352735904.jpg&hash=84cd5b218aa24c52c0f3fb1c1872637e18a154c9)
Title: Re: MouseBats
Post by: Jmouse on December 11, 2012, 07:06:57 PM
Thank you for posting, Girafe. At this time, the sum total of my knowledge about nightlighting came from this (http://sc4devotion.com/forums/index.php?topic=9551.msg292448#msg292448) tutorial written by JBSimio and reprinted by Diggis. In it, he advises the use of a target spot to illuminate the floor and an omni to spill light onto a deck or any other such surface.

So at this time, I don't even know what a self-illumination map is, much less where to find one. &mmm It certainly sounds like an idea I would like to explore, though. And I really like your snow-covered house. :)

Thanks again...
-Joan
Title: Re: MouseBats
Post by: mrbisonm on December 12, 2012, 12:23:58 AM
What????? :o

Jmouse is BATting? 8-) This is great!  (looking around and wondering why nobody told me yet)  Wait a minute........I have to........put this into my favs. ;)

Nice little models, I like that trailer. I'll be back for sure. Keep it going. :thumbsup:

Fred
Title: Re: MouseBats
Post by: Jmouse on December 12, 2012, 03:24:19 PM
Hi Fred, and welcome to MouseBats. I'm glad you stopped by. I decided to create the trashy trailers for a specific purpose, and I didn't think anyone else would want them or like them. But I guess I was wrong and certainly surprised that several people have said they like them.

We have a lot of tenements and other forms of low-wealth housing on the LEX, so the trailers will give players another choice. I think of them as the southeastern U.S. equivalent of big-city slums. :D

Title: Re: MouseBats
Post by: Shark7 on December 12, 2012, 05:43:47 PM
The trashy trailers are great Jmouse. 

And while there are several types of low wealth houses on the LEX, I think you will find that there are even more cleaner, pristine type BATs there.  Not so clean, run down looking buildings are always welcome in my plugins folder, I like having lots of variety just like real cities.   Just consider, in my little town of 2k people we have everything from run-down, abandoned shacks to 3 story mansions.  That's just what happens when towns are 100+ years old.

And its not just a southeastern thing, even small towns here in the southwest have run-down trailer parks.  Can't go through a single town around here without seeing them.  ;)
Title: Re: MouseBats
Post by: sunv123 on December 12, 2012, 05:51:54 PM
From little duplexes to whole neighborhoods full of 2+ million dollar houses....... in North Carolina. :o :D (no, really, there are them.)


About the housing on the LEX, who are they on? I've tried you, Tooheys, Paroch, nut and vester, but i can't seem to find it. All i found was the mouse houses.
Title: Re: MouseBats
Post by: mrbisonm on December 12, 2012, 07:13:27 PM
I don't think that I have ever seen low res or rundown trailerhomes in SC4, unless I totally passed by them, so Ithink that they will be a great addition to the game. Ilove them.

One little thing though I think could be added, is a little roofjunk like a pipe and/or fan/antenna or something. That would make it complete. Great idea and a great model.


http://bikeacrossamerica.org/trip-report/day40/alabama-trailer-home.jpg

Fred  ;)
Title: Re: MouseBats
Post by: Jmouse on December 12, 2012, 08:03:27 PM
Folks, I am absolutely delighted to know the trailers won't be a lot of work wasted because nobody else wants them.

@Shark7: I'm sure the southeast U.S doesn't have a monopoly on trashy trailers. ;) It's just the area where I'm from, and I continue to live there. I have a fairly nice two-story house on a large lot with 500 feet/152 meters of lake frontage. There is but a narrow strip of land between my house and a couple of trailers I could use as models.

@sunv123: The Mouse House is the only thing I have on the LEX right now. If you are looking for run-down tenements, I'm not sure who has made some of them. Let me ask Noah – he has some in Siilijoki.

@mrbisonm: Roof junk coming up, Fred! I wasn't able to finish any of these projects before stopping to take care of site work in October and November. You guys have certainly given me the motivation I need to start BATting again, though. BTW, that link you posted is priceless – and spot on. :D
Title: Re: MouseBats
Post by: mrbisonm on December 12, 2012, 08:14:56 PM
Quote from: Jmouse on December 12, 2012, 08:03:27 PM
You guys have certainly given me the motivation I need to start BATting again, though.

I only hope that you remember where you parked your BAT..... ;) lol
Title: Re: MouseBats
Post by: Shark7 on December 13, 2012, 12:11:11 PM

You sound like me.  I have a modest but up-kept house, and yet not 50 feet from my backdoor is a house that has most of 2 walls gone.  And I really wish the owners would just tear it down.  &mmm

There definitely is not a monopoly on slums anywhere in the world.  The only thing that differs from place to place is the kind of dwellings that make up the slums.

At any rate, keep up the good work.  Your trailers are wanted and your newest cabin will be a nice addition too.  I could actually see using that cabin in in many settings, such as a swamp or as a hunting cabin.  :thumbsup:
Title: Re: MouseBats
Post by: Jmouse on December 13, 2012, 06:02:46 PM
I've been working on the cabin nightlighting today, and hope I have solved the problem I had a couple of days ago. Or at least come close. There are times when light reflected on a wall would be OK, but in the case of rough-hewn logs, it looks peculiar at best. So I've done a little experimenting today.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FComp121312_zpsdc94e4bd.jpg&hash=26d2c365ac33196aff6f2288dce17e876e514706)

Fig. 01 shows that (I hope) I solved part of the problem by darkening the deck boards, but it still looks like a weathered deck. In fact, used my own deck as a model. North 01 and East 01 show the glare on the wall, and the last two images show the result of moving some lights around a bit.

Shark7, I plan to lot the cabins as parks, because I visualize them in rather remote settings. I'll try to lot one of them in the next few days to illustrate how I hope they will look.

Opinions and suggestions are always welcome... :)
-Joan
Title: Re: MouseBats
Post by: Swordmaster on December 13, 2012, 06:14:16 PM
Dogged does it, my friend! How much better do you want it to get? :)

I'm anxious to see that lot you have up your sleeve.


Cheers
Willy
Title: Re: MouseBats
Post by: noahclem on December 14, 2012, 03:14:07 AM
The latest lighting is looking great Joan  &apls &apls  Looks awful close to perfect to tell the truth.

@sunv123 -- There's some great low-wealth housing on the LEX from SFBT--a whole series of quality housing blocks in a perfectly dreary commie style. I don't have LEX access from my work computer so I can't post a link at this time but a power search should bring them up pretty easy--almost at the end of the SFBT stuff if I remember right. Off the top of my head I'm not remembering what else there is and I guess it depends on the style you're looking for.
Title: Re: MouseBats
Post by: Shark7 on December 14, 2012, 08:38:56 AM
Just a thought Jmouse, but the cabins might also be good candidates for a Mayor Mode Ploppable, since they would look great in a remote setting.  Granted I have no idea how one goes about MMPs or how difficult it might be to accomplish.
Title: Re: MouseBats
Post by: noahclem on December 14, 2012, 08:41:49 AM
Quote from: Shark7 on December 14, 2012, 08:38:56 AM
Just a thought Jmouse, but the cabins might also be good candidates for a Mayor Mode Ploppable, since they would look great in a remote setting.  Granted I have no idea how one goes about MMPs or how difficult it might be to accomplish.

Having an MMP option (alongside a LOT) is a good idea. The only problem with turning these into MMPs is that MMPs can't have nightlights, at least as far as I understand it.
Title: Re: MouseBats
Post by: Swordmaster on December 14, 2012, 08:45:06 AM
If the lot is a park, it's not necessary to make it an MMP. Parks can be placed anywhere and don't need road access. MMPs should be used for things you want to place on lots, or in tight places where lots don't fit. Not much use for one that has almost a 1x1 size.

Cheers
Willy
Title: Re: MouseBats
Post by: Jmouse on December 14, 2012, 04:39:18 PM
Quote from: mrbisonm on December 12, 2012, 08:14:56 PM
I only hope that you remember where you parked your BAT..... ;) lol

So do I, Fred. So do I. :D

Quote from: Shark7 on December 13, 2012, 12:11:11 PM
At any rate, keep up the good work.  Your trailers are wanted and your newest cabin will be a nice addition too.  I could actually see using that cabin in in many settings, such as a swamp or as a hunting cabin.  :thumbsup:

Thanks, Shark7. I'll be starting back to work on the trailers tomorrow.

Quote from: Swordmaster on December 13, 2012, 06:14:16 PM
Dogged does it, my friend! How much better do you want it to get? :)

I'm anxious to see that lot you have up your sleeve.

Cheers
Willy

Glad you stopped by, Willy, and thanks for the compliment. Even a cockeyed perfectionist like me has to know when to quit. It's easy to keep finding tiny details to fix, but there's a very thin line between getting things right and overworking things.

Quote from: noahclem on December 14, 2012, 03:14:07 AM
The latest lighting is looking great Joan  &apls &apls  Looks awful close to perfect to tell the truth.

Thank you, Noah.

When I get that lot finished, it will give you a better idea of how the cabin will be used. As for MMPs and nightlighting, what about streetlights and such? Aren't they MMPs?
Title: Re: MouseBats
Post by: noahclem on December 15, 2012, 12:38:23 AM
QuoteWhen I get that lot finished, it will give you a better idea of how the cabin will be used. As for MMPs and nightlighting, what about streetlights and such? Aren't they MMPs?

I'm looking forward to seeing the lot  :thumbsup:  As for streetlights, they are either T21 props when they appear normally on roads or their own lots with transparent base textures when they are plopped at will. I think Willy is right that MMPs wouldn't make sense, though perhaps a 1x1 park lot like he mentioned could make sense. Anyway, keep up the great work!

EDIT: After reading Theresa's comment it occurred to me that this would look outstanding as a snowy model.
Title: Re: MouseBats
Post by: rambuckel on December 15, 2012, 01:31:33 AM
That cabin looks great Joan! There's just Santa missing flying by with his rendeer-sleigh :)
Title: Re: MouseBats
Post by: nbvc on December 15, 2012, 02:03:19 AM
Great work with the cabin. :thumbsup:
Title: Re: MouseBats
Post by: Jmouse on December 15, 2012, 05:50:02 PM
Something just isn't working right in the game, PIM-X and other elements. I just hope my computer isn't planning to go on a Christmas vacation. Anyway, here's a quick lot I made with the old cabin that will give you an idea of what I have in mind. Cars and trucks will not be allowed in the park. Guests will be able to choose between walking or riding in a golf-cart type vehicle. Or, if they wish, they can be transported via horse and buggy for a small fee.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2Fcabin2beasteh7_zps0bc34f77.jpg&hash=cd4c2c8242e5b3a0b0536a77c508e3d6807b6165)

Quote from: noahclem on December 15, 2012, 12:38:23 AM
I'm looking forward to seeing the lot  :thumbsup:  As for streetlights, they are either T21 props when they appear normally on roads or their own lots with transparent base textures when they are plopped at will. I think Willy is right that MMPs wouldn't make sense, though perhaps a 1x1 park lot like he mentioned could make sense. Anyway, keep up the great work!

EDIT: After reading Theresa's comment it occurred to me that this would look outstanding as a snowy model.


Thanks for clearing that up, Noah. Actually, I wondered about it because I was thinking of putting a security light near each cabin. As for the snowy model, I don't know how it's done, but I'll try and find someone to enlighten me.

Quote from: rambuckel on December 15, 2012, 01:31:33 AM
That cabin looks great Joan! There's just Santa missing flying by with his rendeer-sleigh :)

Thank you, Theresa. I could make two state park sets I guess, one with snow and one without. But as I told Noah, I'll have to find out how to do the snowy thing first.

Quote from: nbvc on December 15, 2012, 02:03:19 AM
Great work with the cabin. :thumbsup:

Thank you. :)
Title: Re: MouseBats
Post by: threestooges on December 16, 2012, 01:23:55 AM
Quote from: Jmouse on December 14, 2012, 04:39:18 PM
As for MMPs and nightlighting, what about streetlights and such? Aren't they MMPs?
Streetlights are props. Mayor mode plops (MMPs) are slightly different, though I've not yet analyzed how they are made.

Streetlights as you see them on the transit networks are props that a t21 file references and instructs the game to place them in a pattern. The same result can be accomplished with any model really, as that's all the lights are: props. I would have to double check, but I believe the light that appears on the road would need to be a second prop t21 since there isn't any light shining in the game, only on the model (which, the street and light are two different things so the light wouldn't know the street was there, if that makes sense).

I believe a MMP should be able to be nightlighted (nightlit? lit at night? eh whatever) in the same way as any other model.

Snowy models are a set of timed props: one for the summer, and one with snow added to the model for winter. It's similar to the way seasonal trees are made. I've not yet made a timed prop, but I do recall having seen tutorials. Perhaps they can give you a start.

As for the issues you're facing Joan, what's not being done in the way it's supposed to be?
-Matt
Title: Re: MouseBats
Post by: Swordmaster on December 16, 2012, 07:00:38 AM
MMPs, technically, are flora, like the Maxis trees. They can be made by PIM-X with some additional modding in reader. David has a very thorough and clear tutorial on that in 3RR. I don't know about nightlights, though. It would not seem logical to get lights out of flora, but knowing maxis, one can expect anything. Worth a test, maybe.

And speaking of MMPs, that scene looks pretty!

Cheers
Willy
Title: Re: MouseBats
Post by: mrbisonm on December 16, 2012, 10:07:52 AM
Ok, That's it, move along everyone, I am moving in. Looks ........cozy!


Fred
Title: Re: MouseBats
Post by: whatevermind on December 16, 2012, 05:26:27 PM
Excellent looking cabin, and not a bad nature scene to match!

As to MMPs, they are flora, however I'm thinking nightlighting might be possible by using RKT4 instead of RKT1, similar to seasonal flora, except on a day/night time rotation. You would need a different "night" model though, with the light always on in that model, because traditional BAT nightlights probably wouldn't work. Just a thought, haven't ever tried it.

As for slums, marcszar has some great buildings, many of which are low wealth (LEX?), and also check out goofyguytpa on the STEX, too.

:)
Title: Re: MouseBats
Post by: Jmouse on December 16, 2012, 07:18:17 PM
The first trailer has lights now. I am debating about a few minor details, though. Should I close the front door? Should I add any more lighted windows? Is there anything else I need to add or remove?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FTrailer-1comp121612_zps3df0d68f.jpg&hash=06db163dcdc48f0b2c3f23939c9db33c8ddfd420)

Quote from: threestooges on December 16, 2012, 01:23:55 AM
Streetlights as you see them on the transit networks are props that a t21 file references and instructs the game to place them in a pattern. The same result can be accomplished with any model really, as that's all the lights are: props. I would have to double check, but I believe the light that appears on the road would need to be a second prop t21 since there isn't any light shining in the game, only on the model (which, the street and light are two different things so the light wouldn't know the street was there, if that makes sense).

I believe a MMP should be able to be nightlighted (nightlit? lit at night? eh whatever) in the same way as any other model.

Snowy models are a set of timed props: one for the summer, and one with snow added to the model for winter. It's similar to the way seasonal trees are made. I've not yet made a timed prop, but I do recall having seen tutorials. Perhaps they can give you a start.

As for the issues you're facing Joan, what's not being done in the way it's supposed to be?
-Matt

I found a tute on creating timed props, but nothing about snow per se. I'll keep looking.

In game, I kept getting a small symbol that had four arrows on it, and it made movement go crazy. I was all over the tile, and I couldn't get the lot to turn by using the Home and End keys. The only way I could get out of it was to click, and that plopped the cabin in a place where I didn't want it, and an angle I didn't like.

Photobucket has changed its format recently, but it has worked well for me and it isn't difficult to figure out. But yesterday, when I tried to drag and drop my composite, I got a full-screen image of it as though it was displayed in Win. Photo Viewer. But it wasn't – there was no normal "frame" and no diminish, full screen or X buttons to be seen.

Quote from: Swordmaster on December 16, 2012, 07:00:38 AM
MMPs, technically, are flora, like the Maxis trees. They can be made by PIM-X with some additional modding in reader. David has a very thorough and clear tutorial on that in 3RR. I don't know about nightlights, though. It would not seem logical to get lights out of flora, but knowing maxis, one can expect anything. Worth a test, maybe.

And speaking of MMPs, that scene looks pretty!

Cheers
Willy

This has turned into an interesting and informative discussion. As for the lot, I thank you for your comment. I don't consider myself much of a lot maker, though.

Quote from: mrbisonm on December 16, 2012, 10:07:52 AM
Ok, That's it, move along everyone, I am moving in. Looks ........cozy!

Fred

:D Thanks for stopping by, Fred.

Quote from: whatevermind on December 16, 2012, 05:26:27 PM
Excellent looking cabin, and not a bad nature scene to match!

As to MMPs, they are flora, however I'm thinking nightlighting might be possible by using RKT4 instead of RKT1, similar to seasonal flora, except on a day/night time rotation. You would need a different "night" model though, with the light always on in that model, because traditional BAT nightlights probably wouldn't work. Just a thought, haven't ever tried it.

As for slums, marcszar has some great buildings, many of which are low wealth (LEX?), and also check out goofyguytpa on the STEX, too.

:)

Thank you.

I see nothing wrong with a security light that burns all the time. Here it's possible to lease one from the power company, and they will install it. There are light bulbs on the market now which are very energy efficient but bright enough to light up an average yard. I have a couple of them over my stove. They are quite bright but use only 5 watts of electricity, and they are guaranteed for five years. Outside we have floodlights with motion sensors.

It would be great to have some security lights in game. The cabin fits on a 1x2 lot, so would I have to have a lot next to it in order to have a security light?
Title: Re: MouseBats
Post by: Simcoug on December 16, 2012, 07:42:13 PM
I just wanted to say you are doing some neat work on the cabin and trailer - they will be quite useful for us rural builders  :thumbsup:

as to your question regarding the door - I would say keep it shut since I'm guessing that doors remain closed about 98% of the time. Although maybe this one needs some WD40.  :D
Title: Re: MouseBats
Post by: mrbisonm on December 16, 2012, 07:54:02 PM
Could someone please shut the door, it's cold outside. There's a draft in the bedroom and my toes are curling....
Title: Re: MouseBats
Post by: noahclem on December 17, 2012, 01:03:11 AM
Great looking scene in the last update Joan  &apls  It does a very good job showing off the usefulness of your BAT. The trailer and its new lights look perfect, though I'll also vote for a closed door  :thumbsup:
Title: Re: MouseBats
Post by: Jmouse on December 18, 2012, 02:53:22 PM
@ Simcoug, Noah and mr curly toes, The deed is done and I appreciate your input. :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FComp121812_zps50b5e548.jpg&hash=1da4c12fbc0a3cc119e2a461890f4de5b33a9909)
Title: Re: MouseBats
Post by: Swordmaster on December 18, 2012, 03:00:41 PM
Wait, can you re-open that door? I hope you're gonna make more than one version of these. . .


Cheers
Willy
Title: Re: MouseBats
Post by: art128 on December 18, 2012, 03:06:16 PM
The Cabin is wonderful, Joan!
Title: Re: MouseBats
Post by: weixc812 on December 19, 2012, 12:31:38 AM
Wow, pretty little cabins!
Will we have some Christmas gifts, lady?  :D
Title: Re: MouseBats
Post by: FrankU on December 19, 2012, 03:04:42 AM
It's a real beauty!
May I rent it for a while?
Title: Re: MouseBats
Post by: Jmouse on December 19, 2012, 01:56:03 PM
Quote from: art128 on December 18, 2012, 03:06:16 PM
The Cabin is wonderful, Joan!

Thank you, Arthur. There will be a few more pieces in the set, including a duplex cabin and a small church.

Quote from: weixc812 on December 19, 2012, 12:31:38 AM
Wow, pretty little cabins!
Will we have some Christmas gifts, lady?

Thank you for stopping by and posting. I wish I could release something for Christmas, but there is still too much work to do.

Quote from: FrankU on December 19, 2012, 03:04:42 AM
It's a real beauty!
May I rent it for a while?

Of course you can, Frank. I'll reserve a cabin just for you. :)

Willy, I answered your question in another forum.
Title: Re: MouseBats
Post by: Jmouse on December 22, 2012, 02:50:14 PM
I always enjoy seeing in-progress photos, so that's what you'll see today.

Sometimes BATting can best be described as part guessing game and part learning experience. I have a formula I use to size textures correctly. For example, if a surface is 10x10m, and I have decided that 125 px per m works best, the texture needs to be 1250x1250 px.

This is where the "guessing game" part comes in, though. Every texture is different, so the first stab at establishing the correct formula is often purely guesswork. So here's a first stab and an end result for your entertainment. I'm going to widen the window frames a bit so they will show up better, but the texture-size formula has been established. Your comments are always welcome. :)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FComp122212_zps7b03254b.jpg&hash=71175264e330a63661a7e5f39e9c37e470e752e2)

-Joan
Title: Re: MouseBats
Post by: vester on December 22, 2012, 03:02:40 PM
Maybe just turn the window texture a bit toward the grey.
Title: Re: MouseBats
Post by: Swordmaster on December 22, 2012, 03:21:52 PM
Maybe a version with a non-transparent door as well? And some without any color at all.

Cheers
Willy
Title: Re: MouseBats
Post by: Jmouse on January 04, 2013, 05:09:07 PM
I am not pleased with the way the night lights turned out, but I decided to go ahead and post anyway. It's still a work in progress, though. It needs roof junk for sure, but I wanted to go ahead and get some comments and suggestions on the overall model.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FMBatstrailer-2comp_zpsb1eb475e.jpg&hash=0bb2db77ea8f42b72284b550c2f721fa5a15e8b4)
Title: Re: MouseBats
Post by: vester on January 04, 2013, 05:30:19 PM
Great run downed textures  :thumbsup:

Maybe try to turn down the saturation for red.
Title: Re: MouseBats
Post by: threestooges on January 04, 2013, 06:24:15 PM
Not bad Joan. The saturation on the siding looks a bit heavy (the game stuff is washed out, so those would stick out a bit), and the light shining on the steps has no visible source that I can see. Is it a porch light? If so, add in the fixture, and that'll anchor it to the building. The other light looks like it's shining out from behind drawn blinds, which I think is kind of a neat effect. What was it you were going for?
-Matt
Title: Re: MouseBats
Post by: Jmouse on January 05, 2013, 07:14:10 PM
Thanks for the suggestions, guys. I'm running a bit behind today because I was tapped to babysit while Julie took the Christmas decorations down and tidied things up.

Anyway, here's a little sneak peek. One of the problems was that I had to create the green metal texture from a dingy white one. Then I was afraid the rust wouldn't show up enough. I haven't worked on the roof yet, and I'll address the night-lighting issues tomorrow.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2F130105-comp_zps1b2a2ac3.jpg&hash=cff9babd8c51a1b03364c8e799b5d07b049293a7)
Title: Re: MouseBats
Post by: threestooges on January 05, 2013, 07:36:20 PM
That green is perfect now Joan. Looks like it's been there a while. It's hard to tell from the basic preview render, but what are the dimensions? It looks a bit squat.
-Matt
Title: Re: MouseBats
Post by: Jmouse on January 06, 2013, 05:37:47 PM
Here we go again. I'm not sure why the stovepipe is illuminated in the North and east views. There's a partition just to the left of the door (second photo) which should prevent a light leak. Every texture has been desaturated by -40, so let me know if you think the rust shows up well enough.

Matt, the light on the stairs is supposed to be shining through the glass door. If it looks wrong, though, I can eliminate it or at least tone it down a bit. I was using self illumination, but somehow it just didn't seem to work out right.

The trailers are close to the same height. Trailer 1 is 22 x 6.75 meters, and trailer 2 is 16.5 x 6.5 meters. Both trailers are elevated 1.5 meters to accommodate the stairs. Maybe the difference in length is making the second model look too small.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FMB-130106-comp_zpsca261acd.jpg&hash=6a7f30e15d57594967543c566f63ab84779154d4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi1179.photobucket.com%2Falbums%2Fx388%2FsTUN2011%2FMouse%2520stuff%2FPartition_zpsef974f8d.jpg&hash=1f86d0fa7812b2c6efb24145e16185fb7968a795)
Title: Re: MouseBats
Post by: mattb325 on January 06, 2013, 06:33:35 PM
Quote from: Jmouse on January 06, 2013, 05:37:47 PM
I'm not sure why the stovepipe is illuminated in the North and east views. There's a partition just to the left of the door (second photo) which should prevent a light leak.

Hi Joan

Two options:

1) If the stovepipe extends below the trailer roof (or 'starts beneath', depending on your point of view), it will be illuminated by the interior light. Raise the pipe above the extruded part of the roof plane.

2) Alternatively, you can set the trailer roof to be 'double sided' within the materials editor, but this has yielded mixed results for me and will depend on whether you have used splines or mesh as your starting point.....all in all, point 1 is usually the easiest.
Title: Re: MouseBats
Post by: Jmouse on January 06, 2013, 06:51:16 PM
You're exactly right, Matt. I'll just shorten the pipe and fix the issue. Thanks so much for your help. I still have much to learn about the BAT and that's exactly why I decided to go public with my work. It isn't the trailers themselves, it's the way I plan to use them that's a "secret."
Title: Re: MouseBats
Post by: Swordmaster on January 07, 2013, 07:22:56 AM
The light on the stairs is probably realistic given that the source is probably on the ceiling. Good work!

Cheers
Willy
Title: Re: MouseBats
Post by: noahclem on January 07, 2013, 08:08:54 AM
Well I'm a bit late to the party but have to say I'm very happy with how this trailer is progressing  &apls  The lights and textures both seem quite dialed in.
Title: Re: MouseBats
Post by: Jmouse on January 07, 2013, 04:51:34 PM
Thanks for your comment, Willy. There are three omnis, and they might need to be toned down just a bit. I'll probably wait and see if Matt shares an opinion.

Thanks, Noah. It often helps to put a project away for a few days, then look at it again from a fresh viewpoint. I'll probably start on a new trailer tomorrow, or start lotting The Lodge.
Title: Re: MouseBats
Post by: Jmouse on July 07, 2014, 12:56:31 PM
I'm working on a little B.A.T project - for the sake of secrecy, we'll call it a small doghouse - and I need to make it slope friendly. Hopefully there's someone out there who can/will tell me how to do it.

Title: Re: MouseBats
Post by: vester on July 07, 2014, 02:20:36 PM
Never have done one myself. Seen Brian (c.p.) do it. Something with foundations with steps and slopes.

Here is what I found searching for it:
Making slope-friendly Buildings and Lots (http://sc4devotion.com/forums/index.php?topic=1741.0)