Started by cogeo, March 26, 2011, 12:02:06 PM
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QuoteDo you know if it would be OK to change these to similar, but not identical values, eg set #jobs to 60, 62, or 63, instead of 61? It would be interesting to know what PIM-X suggests here
Quote from: Lowkee33 on March 26, 2011, 01:59:14 PMLooking at Chalmers in PIMX. The Maxis Occupant size is 24x30x24. Recomputing the OS from the model gives 24x19x26. I would guess Maxis increased the height of the OS to make it easier to query, and perhaps dropped the two meters to get the sign to fit in better?
Quote from: Lowkee33 on March 26, 2011, 01:59:14 PM"Building Value" took a significant hit, being almost halved. Also, PIMX gave different stage suggestions for most every lot, sometimes higher, sometimes lower. Changing the Capacity by such a small amount wouldn't have any adverse effects. Somewhere around here there is a list of the Capacity/Lot Size/Stage relationship that PIMX uses. So, if the Capacity change you want still allows the Lot to be the same stage, then I think making that change is fine.
Quote from: Lowkee33 on March 26, 2011, 01:59:14 PMFor cohorts to work I think the exemplar has to have the same GroupID. I just had a Lot Cohort tree "fall over" on me, so not too sure. It was working, I only changed the exemplars, and then it wasn't. I linked a working lot to the cohorts and it instantly broke.
Quote from: cogeo on March 27, 2011, 05:01:54 AMThe stage isn't changed anyway, as building exemplars do not contain any stage specification, there are the lots that have stages.
Quote from: Lowkee33 on March 27, 2011, 05:27:23 AMIn a way, you are working with the lots though, which is why you need to make the model so specific. Your stats shouldn't be too far from the Maxis stats either. Increase the Capacity too much, and that Maxis stage 2 lot should be a stage 3.
Quote from: Lowkee33 on March 27, 2011, 05:27:23 AMEdit: About the Cohorts: I mistakenly made some prop cohorts have the Maxis Group ID instead of mine (They are unfortunately similar: 1A7EB8E1) and these worked in-game, so not sure about my last statement.I also had some crashes during the city loading screen due to cohorts. I too like the way Maxis has set things up. The crash was with residential buildings:1) Root Cohort with sound effects and the like2) Cohorts for each wealth level/exemplar catagory/occupant types/groups etc. I am giving each wealth a different tile set, will see how this works.3) Building specific properties: Capacity/Value/etc Family4) Model Specific: RKT and Occupant size
Quote from: Lowkee33 on March 27, 2011, 05:27:23 AMWhen I thought about Lots that have Props that are also buildings (if a house holds 8 people, and there are 3 houses on the lot, then the building exemplar should have a 24 capacity), I realized that I shouldn't have the Family property in it. So, I made a "3.5" cohort to house the family. CTD. I thought it was maybe that a cohort needed more than just the Family property, so I cloned the #3 and still a crash. Now I put the family in with the #4. My only thought is that there is a limit to the cohorts in a tree, but not sure.
Quote from: cogeo on March 26, 2011, 12:02:06 PMI have tried to mod these exactly like the other Maxis Buildings, ie linking them to a (Maxis) Parent Cohort (many properties, incl Building/Prop Family, are inherited from its ancestors). This didn't work (the buildings were unable to grow), so I had to browse through the cohorts and copy the properties over. It works now, but it would be better to mod them like the Maxis buildings. Does anybody know "why this"? Sometimes things don't work because of stupid conventions (eg LUA script IDs must start with 0x0...), so I would like to know if such a convention applies here too.Please post any comments, ideas or suggestions. Finally I would like to know if all this is really worth.
Quote from: gn_leugim on June 02, 2011, 06:51:01 AMwhere did I see something like this before ein? ^^
Quote from: gn_leugim on June 02, 2011, 06:51:01 AMthe grey building looks very good, about the brownish I'm more neutral. keep it up
Quote from: gn_leugim on June 02, 2011, 06:51:01 AMabout the door. I usualy do something like a slide door. its lke a generic door to me. let me see if I find some examples.... here they are.
Quote from: cogeo on June 03, 2011, 02:20:01 PMOh my, I wanted it to look white actually!!! Of course "white" doesn't mean 100% white, it would look completely out of place then, an eyesore. Maybe I have exaggerated with the "burning" of the texture near its base. Or you think I should lighten the texture throughout?
Quote from: gn_leugim on June 04, 2011, 06:14:15 AMthe darker one you could try to light it a little. and also, less gradient effect on it I think, too short building to so pronounced gradient. maybe create both version so customers, I mean, Mayors can chose which one want to grow in their cities
Quote from: gn_leugim on June 04, 2011, 06:14:15 AM...too short building to so pronounced gradient...
Quote from: gn_leugim on June 15, 2011, 10:40:06 AMwell, for the upper glass panels I do have an idea. instead of making a glass texture, make the glass transparent (not 100%, so you can add color and a texture anyway) and model some details inside.
Quote from: cogeo on July 11, 2011, 09:34:48 AMNow, something that looks weird in this BAT is the floor height. This has been discussed in the forums many times, and many BATters recommend a height of about 5 meters - some even suggest adding ca 20-30%, "to counter the squashing effect". However it seems that Maxis hasn't used such a scale. The floors in this BAT are 5 meters tall, and they are noticeably taller than the Maxis ones.
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